M.A.M.E. - Barrier - Points - 476 - Dick Moreland

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  1. M.A.M.E. - Barrier - Points - 476 - Dick Moreland

    10-06-2015, 04:01 PM
    vzaar-player


    Points
    WolfMame version
    139
    Track
    https://www.twingalaxies.com/scores.php?scores=9219
    Rules
    ROMSet: Barrier
    Lives: 3
    Demo Sounds: ON
    Unknown: Off [All]
    Special Rules: None
    Submission Message
    Movin' on up
    Attached Files Attached Files
  2. 10-06-2015, 09:11 PM
    Starting check on Wed 07/10/2015 at 14:22:14.87

    Zip test
    Code:
    Zip:
    
    7-Zip [64] 9.20  Copyright (c) 1999-2010 Igor Pavlov  2010-11-18
    
    Processing archive: C:\MAME\ALLexes\inp\MARP\dik-barrier-476.zip
    
    Testing     dik-barrier-476.inp
    
    Everything is Ok
    
    Size:       74386
    Compressed: 39439
    RAR:
    
    7-Zip [64] 9.20  Copyright (c) 1999-2010 Igor Pavlov  2010-11-18
    
    
    Error:
    there is no such archive
    Zip list
    Code:
    7-Zip [64] 9.20  Copyright (c) 1999-2010 Igor Pavlov  2010-11-18
    
    Listing archive: C:\MAME\ALLexes\inp\MARP\dik-barrier-476.zip
    
    --
    Path = C:\MAME\ALLexes\inp\MARP\dik-barrier-476.zip
    Type = zip
    Physical Size = 39439
    
    ----------
    Path = dik-barrier-476.inp
    Folder = -
    Size = 74386
    Packed Size = 39303
    Modified = 2015-10-01 20:02:28
    Created = 
    Accessed = 
    Attributes = ....A
    Encrypted = -
    Comment = 
    CRC = 6D979269
    Method = Deflate
    Host OS = FAT
    Version = 20
    
    
    7-Zip [64] 9.20  Copyright (c) 1999-2010 Igor Pavlov  2010-11-18
    
    
    Error:
    there is no such archive
    MAME Major Version 139

    What MAME thinks:
    Code:
    Input file: barrier.inp
    INP version 3.0
    Created Fri Oct 02 12:55:14 2015
    Recorded using MAME 0.139[W] (Jul 30 2010)
    Total playback frames: 16405 (07:11.71)
    Average recorded speed: 100%
    Average speed: 106.29% (437 seconds)

    Source driver:
    barrier cinemat.c
    DIP Info from source:
    Code:
    # MAME 0.139 source snippet.
    
    
    static INPUT_PORTS_START( barrier )
        PORT_START("INPUTS")
        PORT_BIT( 0x0001, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("Skill A") PORT_CODE(KEYCODE_A)
        PORT_BIT( 0x0002, IP_ACTIVE_LOW, IPT_UNUSED )
        PORT_BIT( 0x0004, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("Skill B") PORT_CODE(KEYCODE_B)
        PORT_BIT( 0x0008, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_4WAY PORT_PLAYER(1)
        PORT_BIT( 0x0010, IP_ACTIVE_LOW, IPT_START2 )
        PORT_BIT( 0x0020, IP_ACTIVE_LOW, IPT_UNUSED )
        PORT_BIT( 0x0040, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("Skill C") PORT_CODE(KEYCODE_C)
        PORT_BIT( 0x0080, IP_ACTIVE_LOW, IPT_UNUSED )
        PORT_BIT( 0x0100, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_4WAY PORT_PLAYER(2)
        PORT_BIT( 0x0200, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_4WAY PORT_PLAYER(1)
        PORT_BIT( 0x0400, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_4WAY PORT_PLAYER(2)
        PORT_BIT( 0x0800, IP_ACTIVE_LOW, IPT_START1 )
        PORT_BIT( 0x1000, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_4WAY PORT_PLAYER(1)
        PORT_BIT( 0x2000, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_4WAY PORT_PLAYER(2)
        PORT_BIT( 0x4000, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_4WAY PORT_PLAYER(1)
        PORT_BIT( 0x8000, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_4WAY PORT_PLAYER(2)
    
    
        PORT_START("SWITCHES")
        PORT_DIPNAME( 0x01, 0x00, DEF_STR( Lives ) )
        PORT_DIPSETTING(    0x00, "3" )
        PORT_DIPSETTING(    0x01, "5" )
        PORT_DIPNAME( 0x02, 0x02, DEF_STR( Demo_Sounds ) )
        PORT_DIPSETTING(    0x00, DEF_STR( Off ) )
        PORT_DIPSETTING(    0x02, DEF_STR( On ) )
        PORT_DIPNAME( 0x04, 0x04, DEF_STR( Unknown ) )
        PORT_DIPSETTING(    0x04, DEF_STR( Off ) )
        PORT_DIPSETTING(    0x00, DEF_STR( On ) )
        PORT_DIPNAME( 0x08, 0x08, DEF_STR( Unknown ) )
        PORT_DIPSETTING(    0x08, DEF_STR( Off ) )
        PORT_DIPSETTING(    0x00, DEF_STR( On ) )
        PORT_DIPNAME( 0x10, 0x10, DEF_STR( Unknown ) )
        PORT_DIPSETTING(    0x10, DEF_STR( Off ) )
        PORT_DIPSETTING(    0x00, DEF_STR( On ) )
        PORT_DIPNAME( 0x20, 0x20, DEF_STR( Unknown ) )
        PORT_DIPSETTING(    0x20, DEF_STR( Off ) )
        PORT_DIPSETTING(    0x00, DEF_STR( On ) )
        PORT_DIPNAME( 0x40, 0x40, DEF_STR( Unknown ) )
        PORT_DIPSETTING(    0x40, DEF_STR( Off ) )
        PORT_DIPSETTING(    0x00, DEF_STR( On ) )
        PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_COIN1 ) PORT_CHANGED(coin_inserted, 0)
    INPUT_PORTS_END
    
    
    Resolution: vector
    
    
    Rules: https://www.twingalaxies.com/scores.php?scores=9219
    ROMSet: Barrier
    Lives: 3
    Demo Sounds: ON
    Unknown: Off [All]
    
    
    Sample correct TG:
    SWITCHES: offset 0x58, repeat every 0x20, typical value 0XFE
    - SWITCHES: 0x01 (Lives): 0x00 (3)
    - SWITCHES: 0x02 (Demo_Sounds): 0x00 (Off)
    - SWITCHES: 0x04 (Unknown): 0x04 (Off)
    - SWITCHES: 0x08 (Unknown): 0x08 (Off)
    - SWITCHES: 0x10 (Unknown): 0x10 (Off)
    - SWITCHES: 0x20 (Unknown): 0x20 (Off)
    - SWITCHES: 0x40 (Unknown): 0x40 (Off)
    - SWITCHES: 0x80 (coin 1): [not relevant]
    
    
        50: FF FF 00 00 00 00 00 00  FE 00 00 00 00 00 00 00 |   ......¦.......
        70: FF FF 00 00 00 00 00 00  FE 00 00 00 00 00 00 00 |   ......¦.......
        90: FF FF 00 00 00 00 00 00  FE 00 00 00 00 00 00 00 |   ......¦.......
        B0: FF FF 00 00 00 00 00 00  FE 00 00 00 00 00 00 00 |   ......¦.......
        D0: FF FF 00 00 00 00 00 00  FE 00 00 00 00 00 00 00 |   ......¦.......
    INP Header:
    Code:
        10: 03 00 00 00 62 61 72 72  69 65 72 00 00 00 00 00
        20: 4D 41 4D 45 20 30 2E 31  33 39 5B 57 5D 20 28 4A
        30: 75 6C 20 33 30 20 32 30  31 30 29 00 00 00 00 00
        40: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 10 00
        50: FF FF 00 00 00 00 00 00  FE 00 00 00 00 00 00 00
        60: 00 00 00 00 F2 1A 90 33  12 7E 5D 00 00 00 10 00
        70: FF FF 00 00 00 00 00 00  FE 00 00 00 00 00 00 00
        80: 00 00 00 00 E4 35 20 67  24 FC BA 00 00 00 10 00
        90: FF FF 00 00 00 00 00 00  FE 00 00 00 00 00 00 00
        A0: 00 00 00 00 D6 50 B0 9A  36 7A 18 01 00 00 10 00
        B0: FF FF 00 00 00 00 00 00  FE 00 00 00 00 00 00 00
        C0: 00 00 00 00 C8 6B 40 CE  48 F8 75 01 00 00 10 00
        D0: FF FF 00 00 00 00 00 00  FE 00 00 00 00 00 00 00
        E0: 00 00 00 00 BA 86 D0 01  5B 76 D3 01 00 00 10 00
        F0: FF FF 00 00 00 00 00 00  FE 00 00 00 00 00 00 00
       100: 00 00 00 00 AC A1 60 35  6D F4 30 02 00 00 10 00
       110: FF FF 00 00 00 00 00 00  FE 00 00 00 00 00 00 00
       120: 00 00 00 00 9E BC F0 68  7F 72 8E 02 00 00 10 00
       130: FF FF 00 00 00 00 00 00  FE 00 00 00 00 00 00 00
       140: 00 00 00 00 90 D7 80 9C  91 F0 EB 02 00 00 10 00
    INP Mid-section:
    Code:
     40210: FF FF 00 00 00 10 00 00  FE 00 00 00 00 00 00 00
     40220: D7 00 00 00 2E D4 D3 73  A1 38 83 0D D2 FE 0F 00
     40230: FF FF 00 00 00 10 00 00  FE 00 00 00 00 00 00 00
     40240: D7 00 00 00 20 EF 63 A7  B3 B6 E0 0D D2 FE 0F 00
     40250: FF FF 00 00 00 10 00 00  FE 00 00 00 00 00 00 00
     40260: D8 00 00 00 12 0A 90 33  12 7E 5D 00 D2 FE 0F 00
     40270: FF FF 00 00 00 00 00 00  FE 00 00 00 00 00 00 00
     40280: D8 00 00 00 04 25 20 67  24 FC BA 00 D2 FE 0F 00
     40290: FF FF 00 00 00 00 00 00  FE 00 00 00 00 00 00 00
     402A0: D8 00 00 00 F6 3F B0 9A  36 7A 18 01 60 02 10 00
     402B0: FF FF 00 00 00 00 00 00  FE 00 00 00 00 00 00 00
     402C0: D8 00 00 00 E8 5A 40 CE  48 F8 75 01 60 02 10 00
     402D0: FF FF 00 00 00 00 00 00  FE 00 00 00 00 00 00 00
     402E0: D8 00 00 00 DA 75 D0 01  5B 76 D3 01 60 02 10 00
     402F0: FF FF 00 00 00 00 00 00  FE 00 00 00 00 00 00 00
     40300: D8 00 00 00 CC 90 60 35  6D F4 30 02 60 02 10 00
     40310: FF FF 00 00 00 00 00 00  FE 00 00 00 00 00 00 00
     40320: D8 00 00 00 BE AB F0 68  7F 72 8E 02 60 02 10 00
     40330: FF FF 00 00 00 00 00 00  FE 00 00 00 00 00 00 00
     40340: D8 00 00 00 B0 C6 80 9C  91 F0 EB 02 60 02 10 00
    INP Tail-end:
    Code:
     801A0: AF 01 00 00 66 A8 91 6C  35 5F 35 06 DA 01 10 00
     801B0: FF FF 00 00 00 00 00 00  FE 00 00 00 00 00 00 00
     801C0: AF 01 00 00 58 C3 21 A0  47 DD 92 06 DA 01 10 00
     801D0: FF FF 00 00 00 00 00 00  FE 00 00 00 00 00 00 00
     801E0: AF 01 00 00 4A DE B1 D3  59 5B F0 06 DA 01 10 00
     801F0: FF FF 00 00 00 00 00 00  FE 00 00 00 00 00 00 00
     80200: AF 01 00 00 3C F9 41 07  6C D9 4D 07 DA 01 10 00
     80210: FF FF 00 00 00 00 00 00  FE 00 00 00 00 00 00 00
     80220: AF 01 00 00 2E 14 D2 3A  7E 57 AB 07 DA 01 10 00
     80230: FF FF 00 00 00 00 00 00  FE 00 00 00 00 00 00 00
     80240: AF 01 00 00 20 2F 62 6E  90 D5 08 08 DA 01 10 00
     80250: FF FF 00 00 00 00 00 00  FE 00 00 00 00 00 00 00
     80260: AF 01 00 00 12 4A F2 A1  A2 53 66 08 94 00 10 00
     80270: FF FF 00 00 00 00 00 00  FE 00 00 00 00 00 00 00
     80280: AF 01 00 00 04 65 82 D5  B4 D1 C3 08 94 00 10 00
     80290: FF FF 00 00 00 00 00 00  FE 00 00 00 00 00 00 00
     802A0: AF 01 00 00 F6 7F 12 09  C7 4F 21 09 94 00 10 00
     802B0: FF FF 00 00 00 00 00 00  FE 00 00 00 00 00 00 00
     802C0: AF 01 00 00 E8 9A A2 3C  D9 CD 7E 09 94 00 10 00
     802D0: FF FF 00 00 00 00 00 00  FE 00 00 00 00 00 00 00

    MAME Info
    MAMEInfo.dat entries: barrier and cinemat.c
    Code:
    MAMEInfo.dat entries for:
    barrier
    cinemat.c
    ----
    0.35b6 [Aaron Giles, Zonn Moore, Jeff Mitchell, Neil Bradley]
    
    
    Artwork available
    
    Samples required
    
    
    WIP:
    
    - 0.147u4: hap fixed manufacturer in Barrier.
    
    - 0.147u2: hap added Barrier color overlay.
    
    -  7th November 2007: Mr. Do - The old artwork for Barrier was based off of a lo-res flyer, so we got a good scan of that one, too. Only thing, though, is the photo on the flyer was of the cabinet straight on, and the artwork is at about a 45-degree angle, so the screen never really displayed correctly on it. It's been given a bump up in quality, and stretched to line up more accurately with the game screen. Not perfect, but about as good as we're going to get unless we find the real thing.
    
    -  4th August 2006: Mr. Do - Converted Barrier artwork from MAME.net.
    
    - 0.87u3: Aaron Giles added sound to Barrier, Star Hawk, War of the Worlds and Boxing Bugs (note that samples don't exist yet, but I'm working with Zonn Moore to get them for everything except Barrier). Added Samples sound (playrdie, playmove and enemmove.wav).
    
    - 0.37b2: Added 5x 'Unknown' dipswitch.
    
    - 0.35b6: Added Barrier (Vectorbeam 1979) [Aaron Giles, Zonn Moore, Jeff Mitchell, Neil Bradley].
    
    -  7th March 1999: Brad Oliver has finally sent in the Cinematronics vector games driver with working support for Space Wars, Barrier, Star Castle, Tailgunner, Rip Off, Armor Attack, War of the Worlds, Warrior, Star Hawk and Solar Quest.
    
    
    PLAY INSTRUCTIONS:
    
    - The player attempts to reach the top of the grid without being hit by the computer enemies. When the top is reached, you scroll 'around' to the bottom and begin again.
    
    
    Other Emulators:
    
    * AAE
    
    * Cinelator
    
    * CINEMU
    
    * Retrocade
    
    
    Romset: 5 kb / 8 files / 3.97 zip
    
    ----
    0.35b6 [Aaron Giles]
    
    
    TODO:
    
    - Look into bad sample latency
    
    
    NOTES:
    
    - Driver by Aaron Giles and special thanks to Neil Bradley, Zonn Moore, and Jeff Mitchell of the Retrocade Alliance
    
    
    Bugs:
    
    - speedfrk, wotw, wotwc: Incomplete sound samples implementation. TrevEB (ID 03720)
    
    - All games in cinemat.c: Game watchdog resets when stepping through code in debug mode. outerworld (ID 03099)
    
    
    WIP:
    
    - 0.155: Moved audio functions to the driver class [Osso].
    
    - 0.152: Added layout\wotw.lay.
    
    - 0.151: Removed SOUND_RESET legacy MACRO (audio\cinemat.c) [Osso].
    
    - 0.149u1: Modernized 'Cinematronics CPU' core [Wilbert Pol].
    
    - 0.147u2: Changed layout\ho20ffff.lay to tailg.lay and layout\voffff20.lay to sundance.lay. Added layout\barrier.lay.
    
    - 0.147: Use SOUND_START/RESET instead of MACHINE_START/RESET [Miodrag Milanovic].
    
    -  3rd September 2012: Atariscott - Here is a little piece of arcade history that I picked up recently. It is a complete miracle that this thing has survived. The story is slightly complicated but here it goes. A friend of mine was looking for a Tektronix 8560 to help someone read some data from an 8 inch floppy of arcade source code from 1980. He needed this unit, because the game was developed with this hardware. He searched eBay and he eventually found a selling, with a lot of 5 units for sale. In the pictures of the auctions were lots of vintage computer parts and floppy discs. He won the auction and paid the seller. He had a friend that was local to the seller pick up the items and they delivered it to him a couple months later. When he started going through the boxes, he noticed some floppy discs with familiar names on them. Solar Quest, Space Wars, Hovercraft, and a whole bunch of others. He had stumbled upon one of the Cinematronics development systems and a floppy disc archive. There are hundreds of 8 inch floppy discs in 4 bankers boxes. What is truly amazing, is that this pickup was was a complete fluke. The eBay seller had picked up these items at a storage unit auction in the San Diego area. He had no idea what he had stumbled upon. The original auction never mentioned the Terak system and did not have any pictures of it either. Also, if my friend had not been looking for a Tektronix 8560, during the week that this auction ran, this stuff may have ended up in a non-arcade collectors hands. It may have even ended up in a dumpster if the auction had ended with no bidders. Not many people are looking for a Tektronix 8560... I have just started going through the discs, but there are some amazing things on the few I have looked at.
    
    - 0.124u1: Added layout\armora.lay.
    
    - 0.123u4: Aaron Giles fixed CCPU and QB-3 to no longer rely on cpu_scalebyfcount(). Fixed busted timing in the CCPU core. Changed watchdog to count internally rather than using external watchdog support. Altered CCPU to accept interrupt signals from the driver. Updated clocks in the cinemat driver to be derived from the clock crystal. Zsolt Vasvari updated Cinematronics driver to use PORT_CHANGED. Combined memory maps where applicable. Changed CCPU CPU1 clock speed to 4980750 Hz.
    
    - 0.113u1: Zsolt Vasvari fixed the Cinematronics CCPU games to use the newer video timing system.
    
    - 0.106u10: Replaced layout\sundance.lay with voffff20.lay and layout\tailg.lay with ho20ffff.lay.
    
    - 0.106u8: Added layout\solarq.lay, starcas.lay, sundance.lay and tailg.lay.
    
    - 0.101: Aaron Giles added new generic macros to state.h to make it simpler to do save states. Use state_save_register_global(var) to register a driver-related global variable. Use state_save_register_item(module, instance, var) to register other variables with specific module and instance names. Converted the MCR and Cinematronics vector saves over to this. As a result, save states for games will be incompatible with prior versions of MAME.
    
    - 0.100u4: Aaron Giles added save state support to the Cinematronics vector sound hardware. Marked all the games in cinemat.c with GAME_SUPPORTS_SAVE. Converted the Cinematronics driver over to using the new memory_configure_bank calls.
    
    - 0.99u5: Buddabing added save state support to the Cinematronics vector games.
    
    - 0.87u3: Cinematronics Vector driver update [Aaron Giles]. Completely rewrote the CCPU core to be much simpler and follow MAME semantics. Rewrote the CCPU disassembler to use the "official" syntax. Now require the CCPU PROMs for all the games. Rewrote sound routines for all the games based on schematics and Zonn's documentation. Added star twinkle effects (not really visible without my future update to vector.c). Cleaned up and fixed input ports for all the games. Added CCPU proms ($0, 100, 120, 140, 160 and 180).
    
    - 11th October 2004: Aaron Giles - I started looking into adding QB-3 to the Cinematronics vector game driver when I realized that I was going to have to make changes to the CCPU core to actually get the game up and running. I went to do that and remembered what a horrible hack the existing code was, so I decided to rewrite it (and the disassembler) from scratch. Once that was done, I went back and rewrote pretty much the entire Cinematronics vector driver as well, fixing several input issues, colors in several of the games, and adding sound hooks for most of the remaining games that don't already have sample support. Right now we don't have samples for these games, but I'm working with Zonn Moore to get them for as many games as we can.
    
    - 0.78u2: Fixed cpu1 rom loading.
    
    - 0.61: Changed palettesize to 32768 colors.
    
    - 24th April 2002: Mathis Rosenhauer added several new ROM sets to the Cinematronics vector hardware driver.
    
    - 0.58: Added includes\cinemat.h.
    
    - 0.54: Fixed access violation in tailg, starcas, starcas1, sundance and solarq.
    
    - 0.37b9: The CCPU core is now a full 16-bit core. Appropriate changes to the drivers that use them have already been made. This fixes the input ports on the Cinematronics games [Aaron Giles].
    
    - 0.37b6: Fixed cpu1 rom loading in all games.
    
    - 0.37b2: Changed palettesize from 256 to 33024 colors.
    
    - 17th April 2000: Zsolt Vasvari did some cleanups to the Cinematronics driver, fixed a 16-bit bug in the artwork functions.
    
    - 0.36b14: Fixed the internal orientation of the Cinematronics games, if you use artwork files for those games you'll have to manually flip them (or redownload).
    
    - 0.36b5: The Cinematronics driver now can handle games with backdrop + overlay. The pngs have to be renamed: backdrop: drivername + b.png and overlay: drivername + o.png [Mathis Rosenhauer].
    
    - 0.35: Added sndhrdw\cinemat.c.
    
    - 0.35b8: Changed CCPU clock speed to 5MHz in all Cinematronics games. Note: The CPU speed is somewhat arbitrary as the cycle timings in the core are fixed at 1 cycle per opcode, which is probably wrong.
    
    - 20th March 1999: Brad Oliver has updated the Cinematronics driver, for example Solar Quest now loads an overlay if present.
    
    - 19th March 1999: Nicola has fixed Cinematronics games from locking up.
    
    -  7th March 1999: Brad Oliver has finally sent in the Cinematronics vector games driver with working support for Space Wars, Barrier, Star Castle, Tailgunner, Rip Off, Armor Attack, War of the Worlds, Warrior, Star Hawk and Solar Quest.
    
    - 10th January 2000: Mathis Rosenhauer fixed the Cinematronics games' mirroring.
    
    - 0.35b6: Added cinemat.c driver and vidhrdw\cinemat.c. Aaron Giles (MAME Driver). Special thanks to Neil Bradley, Zonn Moore, and Jeff Mitchell of the Retrocade Alliance.
    
    ----
    Human interpretation:
    Achievement accomplished: 476
    WolfMAME used: MAME 0.139[W] (Jul 30 2010)
    Recorded speed: 100%
    DIP-switches: OK
    Time calc: vector, so frame based calculation not possible
    12:55:14 + ([MAME reports 07:11.71]) ~= 13:02:25 vs zip mod 20:02:28 OK assuming TZ offset
    Dates: OK assuming TZ offset
    Autofire used?: No
    ROM set changed?: No

    Name:  0000.png
Views: 106
Size:  21.9 KBName:  0001.png
Views: 93
Size:  2.0 KB
    Thanks Barthax, D.B. Cooper thanked this post
    Likes d3scride liked this post
  3. 10-07-2015, 12:25 PM
    accepted enjoyed watching
  4. 10-11-2015, 08:07 PM
    Accepted 476

    Looks like a tie for 4th place.
    Nice score.
  5. 10-11-2015, 08:42 PM
    That looked like so much fun, I had to go for a run. (or three)
    I really like the old Vectorbeam games. (Star Castle especially)
    I have a decent score to submit now too, if only I can figure out how to earn some submission points.
    My score isn't as high as yours (but it is over 300), so I guess I will keep playing until I get to submit. ;)
  6. 10-12-2015, 02:51 PM
    I had to change my original vote.

    19. When submitting a MAME score, if the game has a High Score screen WITH initial entry capabilities, it is MANDATORY to enter your initials. THEN you can stop recording! Failure to do so will disqualify your run / attempt.
    You failed to enter your initials.
    I overlooked this before.
    Apologies
  7. 10-12-2015, 03:29 PM
    I couldn't figure out how to enter initials for this game. Figured out how to change the letter but not how to enter it and move to the next letter. I have many scores on the leaderboards with similar circumstances. You can vote however you want but I really hope people don't start getting their scores rejected for no or incorrect initials. It's a stupid rule and one that was never enforced as I've never had a score disqualified for improper initials nor have I heard of anyone else getting a score rejected for this reason.
    "Cryin' won't help you, prayin' won't do you no good"

    Visit my YouTube channel for videos of over 150 classic arcade games, most of which you won't see at your local arcade. https://www.youtube.com/channel/UCh4...56xV5To9gPqsLA
  8. 10-12-2015, 03:44 PM
    I couldn't get the signing figured out either for this game. Who am I kidding… I can't get this game figured out! Though I do like going backwards for miles at the start… recurring theme for me, I think!
  9. 10-12-2015, 03:52 PM
    As a reminder though, initials at the end of the recording [where applicable] have been mandatory since October 21st, 2007. (And the only leeway given has been with the game Barrier, since it was only recently discovered how to actually properly enter your initials..)
    This was a later post in that guidelines thread, AND made by the author of the post, not someone else...
    So, I can ACCEPT this after all.

    Sorry for the confusion.

    if your key mapping is w-a-s-d then you cycle through the letters with 'w', then you hit 'a' to enter that letter and move to the next digit.

    The original post was not amended to reflect this as the post suugests it would be, so apologies for overlooking that exception.
    I had better read that whole thread. :/
  10. 10-12-2015, 03:59 PM
    I had trouble remembering how to do it on my 375 run last night, and cycled through the alphabet 4 or 5 times before I got it right.
    That was the run that I entered my nickname BEN though, so I had to reclaim that score to enter BDW, my initials.
    My new run is higher and I entered BDW with no problem since I had refreshed my memory on how to enter the name.
    I use different keys than the default, but the 'a' seems to still be the key I have to use to move to the next digit, so a heads up on that if you are using non-default key mapping.
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