M.A.M.E. - Up 'N Down - Points - 325,520 - Robert Mruczek

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  1. M.A.M.E. - Up 'N Down - Points - 325,520 - Robert Mruczek

    01-07-2017, 08:35 PM

    WolfMame version106
    Score Track
    RulesROMSet: UpNDown
    Cabinet: Upright
    Lives: 3
    Bonus Life: 10000
    Difficulty: Easy
    Special Rules: None
    Submission MessageDifficulty="EASY", lives=3, bonus=10,000...reached level 24. 1st death in Round 11 was totally unexpected. Second death in Round 12 was my falling into a trap. The third death in Round 16 was especially painful. The final death was my fault.

    Video uploaded to YouTube here -

    INP/WLF files already uploaded to MARP

    Like "Van-Van Car" this title cycles through 16 stages, but unlike "Van-Van Car" which reverts to stage 1 difficulty, UND is trickier in the second loop.Name:  upndown_106_RTM_325520_24.png
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  2. 01-07-2017, 08:37 PM
    Just realized...the filename of the zip file has a typo, but the score is what I submitted of 325,520
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  3. 01-08-2017, 06:43 AM
    Nice run, interesting game. I saw this flipping through the rankings a couple weeks ago, meant to check it out.
    I just got off "Treasure Island", Q-bert style stick on my mind-it looks like this game would respond to a diagonal stick as well?

    Again, nice job!
  4. 01-08-2017, 09:40 PM
    Something to share which now seems quite obvious to me after playing the game as much as I have been these past several days.

    There is a limited number of play field layouts in the game and each has a "pattern" of it's own. Here is my analysis.


    Stages 5, 9, 13, 17, 21, etc...these are the "gimme" stages. The pattern is nearly rock-solid and you ALWAYS start from the same position. The pattern is not 100% guaranteed but as close as can be expected. Minor adjustments sometimes have to be made but otherwise it is the stage that stands the greatest chance of completing for the 10K bonus safely, and in later stages when traffic gets clogged at least the 5K bonus.

    Stages 6, 10, 14, 18, etc...this is the second easiest pattern BUT there are two (2) variants depending on if your car starts on the left or right side of the screen. Starting on the left is the easier of the two.

    Stages 3, 7, 11, 15, etc...a much harder pattern. As with the stage 6 pattern you can start on the left or right side and the patter is easier starting on the right.

    Stages 4, 8, 12 and 16 are the hardest of the patterns. As with the stages 6 and 7 patterns you have two possible starting points...I prefer the one where you start on the left but both are equally do-able.

    Notice that I left something out...stage 1. In my opinion, stages 1, 17 and if I ever get up that high 33 then 49 will be the same albeit harder with each new loop. This layout is unique and is the 5th pattern, and you always start from the same spot, just as you do in the stage 5 pattern.

    I also left out intentionally stages 2, 3 and 4. Here is why.

    Stage 2 is not unlike stage 6 BUT you start at a completely different point in the stage, a bit earlier in the playfield to be precise. The same happens in stage 18.

    Same for stage 3 being like stage 7, and stage 4 being like stage 8...each starts you off at a slightly different starting point, and this repeats for the second loop for stages 19 and 20 respectively, and I have to imagine the same would apply to the third loop.
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  5. 01-09-2017, 01:06 AM
    Excellent record Robert!!!
    Rodrigo Lopes
    Former Twin Galaxies Referee
    Metroid Team Member from Brazil
  6. 01-10-2017, 09:50 AM
    Quote Originally Posted by Rogerpoco View Post
    just got off "Treasure Island", Q-bert style stick on my mind-it looks like this game would respond to a diagonal stick as well?

    RTM REPLY - I can't remember exactly as it has been decades since I played the arcade original, but I believe it was diagonal controls a-la "Q*Bert". Maybe KLOV's resources have confirmation of this -

    To date via WolfMAME I am using a keyboard to play the title and so far that has worked out fine even tough the keys are standard up/down/left/right directional arrows. I'm pretty used to it by now to the point that it's second nature to make the movements using this configuration.
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  7. 01-10-2017, 10:09 AM
    I was pretty sure, by the gameplay.
    They do great work at KLOV, don't get me wrong, but they actually have the controls wrong on almost every DECO game-I DO see where that particular machine can be misleading though.

    Yeah, it very much seemed to be 8-way controls.(I'm calling it that until someone corrects me).

    Eh. I knew you were "pretty good", lol. Didn't know you were in the pantheon of Keyboard Gamers. Crazy!
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  8. 01-10-2017, 07:02 PM
    Sometimes the game causes you to inexplicably crash from simple, mundane actions. Thus no pattern nor expert level of skill will get you through a stage with a guarantee.

    Here's one such sample from a jump in stage 1 that I made hundreds of times successfully.
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