Game:
Elevator Action Returns
Manufacturer: Taito
Corporation
Year: 1994
Genre: Platform Shoot-em-up
Players:
2 players simultaneous
My Version is: The
F3 Cartridge (Japanese Release)
Screen Position:
Horizontal
Background
Back in the mid
eighties my parents enrolled me on Monday night swimming classes. At
the time I couldn't care less if I was there or not, but one thing that
made it all worthwhile was seeing the `Elevator Action` arcade machine
in the entrance hall of the sports centre. I was never actually allowed
to have a go on the machine, but used to enjoy watching the bigger boys
play, and see how far they could get.
Years went by and by the late 90's I'd got myself a PC and was really
into emulation. Apart from Mame, my other emulator of choice was Raine,
which seemed to emulate titles that Mame wasn't at the time. One of
these titles was `Elevator Action Returns`, a re-vamp of the 80's classic.
Even though there was no sound emulation for this title I loved it,
managed to track it down, and it's been in my collection ever since.
Elevator
Action Returns - Title Screen |
Insert
Cartridge
As with the
Neo Geo MVS system (by SNK), the Taito F3 system is also cartridge
based, but the Taito cartridges are much bigger than the SNK ones
and are not as easy to swap over.
Currently Elevator Action Returns is the only F3 cartridge in my
collection, so I have yet to attempt a cartridge swap. Most of the
F3 cartridges that come up on Ebay usually come with the main board
anyway, so this may not be an issue if/when I come to add more F3
titles to my line-up.
According to System16.com
there are 30 known titles that run on F3 hardware. |
Hardware Specifications (courtesy of System16.com)
Main CPU : MC68EC020 @ 16MHz
Sound CPU : MC68000 @ 16MHz
Sound chip : ES5505 @ 16MHz
Sound DSP Chip : ES5510
Video resoution : 320x224
Known games on this hardware : 30
Board composition : Board and Cartridge
Hardware Features : 4 scrolling layers (512x512 or
1024x512) of 4/5/6 bpp tiles, 1 scrolling text layer (512x512, characters
generated in vram) 4bpp chars, 1 scrolling pixel layer (512x256 pixels
generated in pivot ram) 4bpp pixels, 2 sprite banks (for double buffering
of sprites), Sprites can be 4, 5 or 6 bpp, Sprite scaling, Rowscroll
on all playfields, Line by line zoom on all playfields, Column scroll
on all playfields, Line by line sprite and playfield priority mixing,
Alpha blending on playfields and VRAM layer.
The information and contents of this site are copyright Robert Hazelby
E-mail: robert@spamnomorejabba.demon.co.uk
(remove `spamnomore` from above address to email me)
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