The Pacman Museum has an article about getting 3,333,360 Points. And here's a video of some guy doing level 255 and 256, with important information regarding level 256.
Level 1 through 255
Eating dots: There are 240 regular dots per level, worth 10 points each, Netting 2400 points per level. Additionally, eating the four energizer dots, worth 50 points ...
The score is limited because a glitch occurs on level 256 which overwrites half the screen with garbage. The game won't let a player advance from one board to the next without eating 244 dots and energizers, but the glitch overwrites many of the dots; this will leave the player unable to eat 244 dots and energizers, and thus unable to leave the level. In ...
Because CRTs are big and heavy.
A picture tube of that era was generally about as deep as it was tall, so if you want to have a big picture, you're already going to have to have a cabinet that's fairly deep. Picture tubes of that era were also quite heavy. The 19" tube Pac Man used would have weighed in the 70 pound range. Bigger ones could be 100 ...
First, we must understand a fundamental: Technology has improved and miniaturized a great deal since the arcade machines of the 70's and 80's. The smartphones that we hold in our hands today are more powerful than some of the best supercomputers of that era.
While arcade tables and their innards may vary depending on the company that produced them (and the ...
If this commented Pacman disassembly is accurate, it appears that only one high score is maintained for the lifetime of the game. I believe the comment below (from the aforementioned disassembly) indicates the address range of the high score value:
;; 4e88-4e8b High score
The Ms. Pac-Man disassembly also seems to follow the same pattern:
; SCORE ...
No, I'm afraid you can't, and the reason is rather boring: each level has a time limit. If you let time expire without completing the level, you lose a life. (While the timer is labeled "Bonus", it actually will kill you.)
Achieving a high score is therefore a function of earning as many points as possible per level, while respecting the timer and not ...
Some things that might have tripped you up:
MAME will show a lot of games as "available" that aren't really. I think they mean "compatible" more than "available" here. You can run MAME with the name of a ROM to start right into that game, or fail immediately if it isn't present.
You might start with one of the publicly available ROMS on the MAME website, ...
In addition to the size of CRT screens used in the 70s, 80s and 90s, the standard arcade cabinet was designed so that the average teenager could comfortably stand in front (sometimes so that two such teenagers could play side by side), easily access the controls and see the screen.
The machine also needed to have a fairly large bin for quarters (or local ...
You're supposed to destroy all of the stationary targets before your tank is immobilized. You can only
start firing once you approach the firing line (indicated by a red line) at a 90° angle.
You get one point per target and you can get them in any order. If the score goes over 52, it will wrap around and go back to zero. The score will also reset if ...
No, it does not. The game's attract sequence has three parts:
A title screen
A screen that lists the ghosts' names, and demonstrates how power pills work
A short gameplay demonstration
No high-score list is ever shown. In addition, no capability for initials entry exists. The current highest score achieved is recorded, but that is the extent of it.
No, there is no canonical name for them.
However, I somewhat like the term Chase Boss this GiantBomb user has come up with, although it does not strictly limit the term to enemies appearing due to time constraints: http://www.giantbomb.com/baron-von-blubba/3005-10958/forums/the-mentop-tento-ten-best-chase-bosses-504317/
It's also worth noting that 1980 ...
I usually hear this referred to as the Soft Timer (I realize the enemy itself is not a timer, but this is still what people call it).
"Soft Timer" is opposed to a "Hard Timer", which causes you to lose immediately when it runs out.
Here and here various users call the ghost in Spelunky the soft timer
Here some users refer to the Rebel Fleet in ...
A comprehensive collection of maps for every level of Vs. Super Mario Brothers can be found on the TheMushroomKingdom's Vs. SMB Map Page. The maps detail every last inch of every single level including enemy positions and also list the location and contents of every item block both visible and hidden. Other tidbits of info are given on the individual map ...
You could create a batch file that automatically starts the application, and if it stops, to start it again. Instead of running the program, you would run this file instead.
echo Program terminated at %Date% %Time% with Error %ErrorLevel% >> c:\logs\program.log
echo Press Ctrl-C if you don't want to restart automatically
Tempest had a bug that gave you 40 credits if you ended the game with a certain score. They fixed it later on, so it only happens in rev1 rom.
There are probably other examples out there.
Another one I forgot about is the "Konami Code":
The information along with pictures of each board are available on the Arcade Otaku wiki on the Beginners Guide to SNK Neo Geo MVS page. The model numbers are built up as follows;
MV - 1 F
| `-> Board revision number
`-> Number of slots on the board
Here are pictures of each of the boards:
MV-1A and MV-1AX
You can tell the MV-1A ...
It's all about input.
To pull of certain moves you need to do certain patterns within X frames from the first input. Things like this were a lot stricter in Street Fighter one where everything had to be frame perfect.
I don't know what USB controller you have, but, in games like Street Fighter, it's down to how well you can use that input. For instance, ...
I've got no way to test right now, but if I recall correctly, the challenger continues the game on the last player's level. Also, if there was a fight with the character that lost the match, this fight would be skipped.
After reading through the The Pac-Man Dossier, as suggested in the comments, I understand a little more about how broad this question actually is. I expected several layers of explanation, but a proper answer really depends on comprehensive insight into nearly every one of the game's mechanics.
(The dossier is long & detailed. There is no easy way to ...
Usually, arcade games don't have invincibility cheats, they are designed to let the owner make money, with an invincibility setting, a player could play hours with just one coin
Try with mame to use Pugsy's memory cheats who change the value of the player life in memory, or maybe in the "dip switch" settings of the game (for example some neo geo games had ...
This question was posted and answered here.
Below is the answer that was answered and accepted.
The board seems to be using standard Jamma connector for Player 1 and
Player 2 except for the -5V and the test switch. Player 3-6 controls
are using non-standart sub-harnesses.
Practically any 6 player game which doesn't require -5V should work.
While searching for a definitive answer, I decided that finding a high scores list might be able to answer this question. I managed to find this thread, which is congratulating a player on beating the previous world record:
Ben Falls - 7,839,315 <~~~~ new MARP record!
gastrainga - 3,327,260
There is a link to another ...
After a bit more experimenting, switching which console was master/slave solved the problem for now. The console that locked up also presents with a memory error on IC17 on self testing, which might be the reason why it locks up under certain conditions.