Added notes about Pyon Pyon series. Documented Pyon Pyon Jump.

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RobertoFresca 2016-02-18 22:40:37 -03:00
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// license:BSD-3-Clause
// copyright-holders:Roberto Fresca, hap
/******************************************************************************
/***********************************************************************************
KURU KURU PYON PYON
Taiyo Jidoki / Success
Success / Taiyo Jidoki
Driver by Roberto Fresca & hap.
@ -16,7 +15,7 @@
ports, descriptions and a lot of things... :)
*******************************************************************************
************************************************************************************
Technical Notes....
@ -114,12 +113,16 @@
AB = NEC C1663C 8926B.
*******************************************************************************
************************************************************************************
General Notes....
The game name could be translated as "Croak Croak Hop Hop"
Kuru is the frog sound, and Pyon is the sound of jumps.
There are at least 4 games in the Pyon Pyon series...
1) Pyon Pyon (a marathon game with froggy characters).
2) Kuru Kuru Pyon Pyon (a kind of slots game with the same froggy characters).
3) Pyon Pyon Jump (a contents where the same characters try to cross the river jumping on pads).
4) Sui Sui Pyon Pyon (a swimming competition where the same characters swim with different styles, even walking).
Coin 1 (key 5) could be set either as Coin 1 or as Payout button, through
a DIP switch.
@ -129,12 +132,19 @@
will be cleared).
*******************************************************************************
************************************************************************************
* How to play...
Games Notes:
------------
Insert tokens (medals)...
* Kuru Kuru Pyon Pyon:
The game name could be translated as "Croak Croak Hop Hop"
Kuru is the frog sound, and Pyon is the sound of jumps.
How to play...
Insert tokens (medals).
You can bet to any (or all) of the following 5 characters: Bote, Oume, Pyoko,
Kunio, and Pyon Pyon. Press start, and the reels start to roll. You'll win if
you can get 3 of the choosen character(s) in a row, column or diagonal.
@ -146,8 +156,7 @@
Red tadpoles are a bonus. Once you get one, it will go to the right panel,
revealing a number. This number represents the extra credits you won.
* Bookkeeping...
Bookkeeping...
Pressing Bookkeeping key (key 9), you enter the Bookkeeping Mode. There are
2 screens with all the game information like DIP switches and statistics...
@ -168,14 +177,54 @@
Pressing the Bookkeeping key once more, you exit the mode and go back to the game.
----------------------------------------------------------------------------------
*******************************************************************************
* Pyon Pyon Jump:
The game name could be translated as "Hop Hop Jump"
Pyon is the sound of jumps.
How to play...
Insert tokens (medals).
You can bet to any (or all) of the following 5 characters: Boketa, Kunio, Pyon-Pyon,
Pyokorin and Botechin. Press start, and the river's pads start to roll. You'll win
if your character gets the three pads to jump to the other side of the river.
There is also a bonus game with a black tadpole rounding some pads with extra credits.
you'll get the extra credits marked in the pad where the tadpole stopped.
Bookkeeping...
Pressing Bookkeeping key (key 9), you enter the Bookkeeping Mode. There are
2 screens with all the game information like DIP switches and statistics...
1st screen...
- [Left panel]: All the DIP switches parameters.
- [Right panel]: Bet and Win totals, 100Y/10Y/medal IN/OUT, total of games,
won, loss, won by paid range, and 'omake' (extra/bonus).
2nd screen (press Bookkeeping key again)...
- Win distribution by character
(Boketa, Kunio, Pyon-Pyon, Pyokorin and Botechin).
- Bet distribution (1, 2, 3, 4, 5~10)
- Omake (bonus) distribution (games total, win games, loss games)
Pressing the Bookkeeping key once more, you exit the mode and go back to the game.
************************************************************************************
ADPCM Samples....
There are 14 samples in the system.
00: "Boterin"
00: "Botechin"
01:
02: "Hakase" ("professor")
03: "Pyokorin"
@ -190,8 +239,7 @@
12: Bang sound for the tadpoles landing in the right panel.
13: Sound effect for reels when running.
******************************************************************************/
***********************************************************************************/
#include "emu.h"
#include "cpu/z80/z80.h"
@ -491,11 +539,11 @@ static INPUT_PORTS_START( kurukuru )
/* bits d0-d3 are JAMMA top side pins 20,21,22,23, bits d4-d7 are JAMMA bottom side pins 20,21,22,23
so that's player 1 left/right/button1/button2 then player 2 left/right/button1/button2
*/
PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_CODE(KEYCODE_Z) PORT_NAME("1st (Bote)")
PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_CODE(KEYCODE_Z) PORT_NAME("1st (Bote/Botechin)")
PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_BUTTON2 ) PORT_CODE(KEYCODE_X) PORT_NAME("2nd (Oume)")
PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_BUTTON3 ) PORT_CODE(KEYCODE_C) PORT_NAME("3rd (Pyoko)")
PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_BUTTON3 ) PORT_CODE(KEYCODE_C) PORT_NAME("3rd (Pyoko/Pyokorin)")
PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_BUTTON4 ) PORT_CODE(KEYCODE_V) PORT_NAME("4th (Kunio)")
PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON5 ) PORT_CODE(KEYCODE_B) PORT_NAME("5th (Pyon Pyon)")
PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON5 ) PORT_CODE(KEYCODE_B) PORT_NAME("5th (Pyon-Pyon)")
PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_N) PORT_NAME("Unknown A0h - bit5")
PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_M) PORT_NAME("Unknown A0h - bit6")
PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_START1 )