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Added notes about Pyon Pyon series. Documented Pyon Pyon Jump.
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// license:BSD-3-Clause
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// copyright-holders:Roberto Fresca, hap
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/******************************************************************************
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/***********************************************************************************
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KURU KURU PYON PYON
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Taiyo Jidoki / Success
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Success / Taiyo Jidoki
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Driver by Roberto Fresca & hap.
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@ -16,7 +15,7 @@
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ports, descriptions and a lot of things... :)
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*******************************************************************************
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************************************************************************************
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Technical Notes....
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@ -114,12 +113,16 @@
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AB = NEC C1663C 8926B.
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*******************************************************************************
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************************************************************************************
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General Notes....
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The game name could be translated as "Croak Croak Hop Hop"
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Kuru is the frog sound, and Pyon is the sound of jumps.
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There are at least 4 games in the Pyon Pyon series...
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1) Pyon Pyon (a marathon game with froggy characters).
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2) Kuru Kuru Pyon Pyon (a kind of slots game with the same froggy characters).
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3) Pyon Pyon Jump (a contents where the same characters try to cross the river jumping on pads).
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4) Sui Sui Pyon Pyon (a swimming competition where the same characters swim with different styles, even walking).
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Coin 1 (key 5) could be set either as Coin 1 or as Payout button, through
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a DIP switch.
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@ -129,12 +132,19 @@
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will be cleared).
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*******************************************************************************
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************************************************************************************
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* How to play...
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Games Notes:
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------------
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Insert tokens (medals)...
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* Kuru Kuru Pyon Pyon:
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The game name could be translated as "Croak Croak Hop Hop"
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Kuru is the frog sound, and Pyon is the sound of jumps.
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How to play...
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Insert tokens (medals).
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You can bet to any (or all) of the following 5 characters: Bote, Oume, Pyoko,
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Kunio, and Pyon Pyon. Press start, and the reels start to roll. You'll win if
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you can get 3 of the choosen character(s) in a row, column or diagonal.
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@ -146,8 +156,7 @@
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Red tadpoles are a bonus. Once you get one, it will go to the right panel,
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revealing a number. This number represents the extra credits you won.
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* Bookkeeping...
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Bookkeeping...
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Pressing Bookkeeping key (key 9), you enter the Bookkeeping Mode. There are
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2 screens with all the game information like DIP switches and statistics...
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@ -168,14 +177,54 @@
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Pressing the Bookkeeping key once more, you exit the mode and go back to the game.
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----------------------------------------------------------------------------------
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*******************************************************************************
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* Pyon Pyon Jump:
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The game name could be translated as "Hop Hop Jump"
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Pyon is the sound of jumps.
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How to play...
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Insert tokens (medals).
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You can bet to any (or all) of the following 5 characters: Boketa, Kunio, Pyon-Pyon,
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Pyokorin and Botechin. Press start, and the river's pads start to roll. You'll win
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if your character gets the three pads to jump to the other side of the river.
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There is also a bonus game with a black tadpole rounding some pads with extra credits.
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you'll get the extra credits marked in the pad where the tadpole stopped.
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Bookkeeping...
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Pressing Bookkeeping key (key 9), you enter the Bookkeeping Mode. There are
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2 screens with all the game information like DIP switches and statistics...
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1st screen...
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- [Left panel]: All the DIP switches parameters.
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- [Right panel]: Bet and Win totals, 100Y/10Y/medal IN/OUT, total of games,
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won, loss, won by paid range, and 'omake' (extra/bonus).
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2nd screen (press Bookkeeping key again)...
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- Win distribution by character
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(Boketa, Kunio, Pyon-Pyon, Pyokorin and Botechin).
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- Bet distribution (1, 2, 3, 4, 5~10)
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- Omake (bonus) distribution (games total, win games, loss games)
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Pressing the Bookkeeping key once more, you exit the mode and go back to the game.
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************************************************************************************
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ADPCM Samples....
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There are 14 samples in the system.
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00: "Boterin"
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00: "Botechin"
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01:
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02: "Hakase" ("professor")
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03: "Pyokorin"
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@ -190,8 +239,7 @@
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12: Bang sound for the tadpoles landing in the right panel.
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13: Sound effect for reels when running.
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******************************************************************************/
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***********************************************************************************/
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#include "emu.h"
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#include "cpu/z80/z80.h"
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@ -491,11 +539,11 @@ static INPUT_PORTS_START( kurukuru )
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/* bits d0-d3 are JAMMA top side pins 20,21,22,23, bits d4-d7 are JAMMA bottom side pins 20,21,22,23
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so that's player 1 left/right/button1/button2 then player 2 left/right/button1/button2
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*/
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PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_CODE(KEYCODE_Z) PORT_NAME("1st (Bote)")
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PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_CODE(KEYCODE_Z) PORT_NAME("1st (Bote/Botechin)")
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PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_BUTTON2 ) PORT_CODE(KEYCODE_X) PORT_NAME("2nd (Oume)")
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PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_BUTTON3 ) PORT_CODE(KEYCODE_C) PORT_NAME("3rd (Pyoko)")
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PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_BUTTON3 ) PORT_CODE(KEYCODE_C) PORT_NAME("3rd (Pyoko/Pyokorin)")
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PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_BUTTON4 ) PORT_CODE(KEYCODE_V) PORT_NAME("4th (Kunio)")
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PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON5 ) PORT_CODE(KEYCODE_B) PORT_NAME("5th (Pyon Pyon)")
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PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON5 ) PORT_CODE(KEYCODE_B) PORT_NAME("5th (Pyon-Pyon)")
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PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_N) PORT_NAME("Unknown A0h - bit5")
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PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_M) PORT_NAME("Unknown A0h - bit6")
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PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_START1 )
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