This time Sega paid for the official FIA license so they could use all of the official names, cars and track side livery.Īgain this was only available in a twin cabinet, but unlike F1 Super Lap if one of the boards died it would stop working. Notes : Follow up to F1 Exhaust Note and used the same cabinet with the addition of a "overtake" button (essentially a limited fuel turbo boost). If one of the boards didn't work then it would not play the attract/intro but would carry on working on one side. This was the first ever game to use both monitors of a twin cabinet to display an extra wide screen attract mode. It used 2 System32 boards with a network card to link them together, the master board had a red car and the slave board had a blue car. Only available in a twin cabinet which used paddles behind the steering wheel to change gears and had speakers in the headrest to provide loud pseudo surround sound (this was fine as the sound and music were great) Notes : Unlicensed Formula 1 racing game featuring incredibly sensitive steering and blatant copies of all the current F1 cars.
Other Images : Instructions (jp) - Full Instructions (large) - Motion Sensor Cabinet The deluxe cabinet was one of the first ever games to feature motion sensors, so you could use your arms and legs to play the game. Notes : Licensed from the incredibly popular Japanese Dragonball cartoons, this strange into the screen fighting game was never released outside of Japan. Of course, this style of game was ditched by Sega as soon as Virtua Fighter came out a month later and proved to be both hugely successful and popular. Notes : Sega's first attempt at a "3D" fighting game, although in 2D the characters could move in and out of the screen in an attempt to provide more freedom of movement. Notes : The only thing that makes this very average beat-em-up stand out is the way it abuses the hardware's zooming function, the characters get larger the closer they get to you and even fly at the screen sometimes. Unfortunately the first game from Sega to feature the arm numbing-pins and needles inducing-really annoying after 1 minute-huge vibrating guns.
Notes : One of the first decent movie licensed games from Sega. Fly in shooting the bad guys and rescuing the POW's, came in a twin cabinet so you could fly against a friend. Notes : This game is the spiritual follow up to Choplifter on System 2 hardware in all but its name.
Super Visual Football / Super Visual Soccer / The J.League 1994
High Quality Pictures (very large) : Main board - Main board 2 - Rom Boardģ15-5385 = system controller, timers, general "chipset" if you're into PC hardwareģ15-5386 = tilemap generator (backgrounds)
System Pictures : Main Board - Comm Board
Sprite Structure : Sprites follow each other in memory except when you stumble on a "go to "īoard composition : Main board + Rom boardīoard Features : 4 BG planes and technically infinite sprites of arbitrary size, BG planes can all be scaled and linescrolled, alpha blending, global RGB brightness control This is used to do colour rotations (the red-yellow rotation of the lava sprites from Galaxy force for instance) without changing the color palette, also allows it to have sprites that rotate colors and sprites that don't on the same screen, and to get different levels of luminosity as well Goes through a 16->512 indirection table, then selects which 512 color bank to take from 4096. Max Colour's : 16384 (8bpp - 16 colour's per sprite) Sound chip : 2 x YM3438 8.053975 MHz + Ricoh RF5c68 12.5 MHz (8 Channel PCM chip remarked as Sega custom 315-*) Main CPU : NEC V60 16.107950 MHz (32 bits RISC CPU)