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seawolf2: MAME ROM Information.


Sea Wolf II (c) 1978 Midway.

The game screen is a side view of a underwater scene (with the surface towards the top). You control a crosshair at the surface level. The object is to shoot as many ships as possible, before the time runs out. Your torpedoes are launched from the bottom of the screen, and must move upwards to hit the enemy ships (while avoiding the mines that float at different levels of the water). There are several different types of enemy ships, from slow moving destroyers, to fast moving PT boats. An 'explosion' light will flash inside your periscope each time you score a hit. Your submarine can shoot five shots before it has to reload (an automatic action that takes about a second). Your game will be extended if you reach a certain score before time runs out (the score is operator adjustable).


Game No. 625

Main CPU : Z80 (@ 1.789773 Mhz)

Sound Chips : Discrete Circuitry.

Screen orientation : Horizontal

Video resolution : 320 x 204 pixels

Screen refresh : 60.00 Hz

Palette colors : 256

Players : 2

Control : paddle

Buttons : 1

This game has one cool looking cabinet. It is in an upright format and is dark blue. The sideart is painted on, but is much more subdued than the art on the original "Sea Wolf". Two metal periscopes come down from the marquee area and attach down by the control panel area (or where the control panel would have been, if this game had one). The players look through their periscopes and move them to control the game. They have a fire button mounted on their right handle. The periscopes also have several transparencies inside which provide a cross hair, a display of remaining torpedoes, a reload light, and cause the explosion effect.


Released in June 1978, Sea Wolf II is the first-ever sequel! It was basically the exact same game as its predecessor with a few cosmetic improvements.

Still, at least one of the cosmetic tweaks in "Sea Wolf"'s case was a ground-breaker in its own right - though there's some argument over the fact, Sea Wolf II is generally thought to have been the first coin-op to use genuine colour, but was definitely not the first! Real color had been used as early as 1974 (in "Pace Car Pro") and possibly in 1973 (in "Wimbledon" and the "Color Gotcha"). These games, however, made very limited use of color (as did others, like Atari's "Sprint 8") and most of them didn't sell very well. Sea Wolf II, on the other hand, sold fairly well and may have been the first game to make extensive use of color. Sea Wolf II probably represents the very first 'modern' video game.

About 4,000 units were produced.


1. Sea Wolf (1976)

2. Sea Wolf II (1978)


Designed & programmed by : Tom McHugh, Dave Nutting


* Computers :

Atari 800 (1983)

Commodore C64


Game's rom.

Machine's picture.

MAME Info:

0.26 [Mike Coates]

Artwork available

Samples required (Seawolf)


- The service mode dipswitch turns on memory test. Reset with 2 pressed to get to an input check screen, reset with 1+2 pressed to get to a convergence test screen.


- 31st October 2011: Mr. Do - Grab the file for Seawolf II. I took the uncropped artwork from the "other" page and stuck them in there, for reference.

- 0.123u6: Changed description to 'Seawolf II'.

- 0.123u3: RansAckeR added DIP locations and improved dipwitches in Sea Wolf II.

- 0.116: Aaron Giles fixed crosshairs in Seawolf II.

- 27th May 2007: Mr. Do - Thanks to Aaron's recently finished Astrocade rewrite, Sea Wolf II artwork is now a reality, complete with lamps. Thanks to Jcroach for vectoring the periscope piece, and Mark B. from Surfside Music and Collectibles for putting up with me and giving me the time to scan everything. The full periscope piece is on the Other Artwork page for prosperity purposes.

- 0.115u2: Changed visible area to 352x240.

- 0.115u1: Aaron Giles added crosshairs, stereo sound and panning to SeaWolf II samples. Changed Z80 CPU clock speed to 1789772 Hz and VSync to 60.054442 Hz.

- 0.78u4: Derrick Renaud added Samples sound (shiphit, torpedo, dive, sonar and minehit.wav - from Seawolf).

- 0.37b1: Changed 8-way Joystick to Paddle.

- 28th March 2000: Nicola Salmoria added better emulation of Astrocade hardware palette registers, affecting Extra Bases, Seawolf 2 and Robby Roto.

- 0.35RC2: Changed visible area to 320x204.

- 0.28: Mike Balfour added high score saving to Seawolf II.

- 0.27: Mike Coates tidied up the wow driver, added definable keys to most games, and joystick & 2 player support to Seawolf II.

- 0.26: Mike Coates added support for SeaWolf II. Game is playable with wrong colors and no sound. Control: Arrows = Left/Right move cross and CTRL = Fire.

LEVELS: 1 (endless)

Recommended Games (Submarine):

Sea Wolf

Sea Wolf II


Invinco / Deep Scan




Wolf Pack

Fire One





Tomahawk 777

Battle of Atlantis



Battle Cruiser M-12


Turbo Sub

Up Scope

The Deep


Battle Shark

Guts n' Glory (Depth Charge + Submarine)

In The Hunt

Romset: 8 kb / 4 files / 5.87 zip

MAME XML Output:

       <game name="seawolf2" sourcefile="astrocde.c" sampleof="seawolf">
              <description>Seawolf II</description>
              <rom name="sw2x1.bin" size="2048" crc="ad0103f6" sha1="c6e411444a824ce54b0eee10f7dc15e4229ec070" region="maincpu" offset="0"/>
              <rom name="sw2x2.bin" size="2048" crc="e0430f0a" sha1="63d8c6b77e0aa536b4f5bb774bc9285f736d4265" region="maincpu" offset="800"/>
              <rom name="sw2x3.bin" size="2048" crc="05ad1619" sha1="c9dbeaa4540dc95f98970f501a420b18b9898c91" region="maincpu" offset="1000"/>
              <rom name="sw2x4.bin" size="2048" crc="1a1a14a2" sha1="57d0ddea9f8bf082f50d0468a726fd91aaabf4e4" region="maincpu" offset="1800"/>
              <sample name="shiphit"/>
              <sample name="torpedo"/>
              <sample name="dive"/>
              <sample name="sonar"/>
              <sample name="minehit"/>
              <chip type="cpu" tag="maincpu" name="Z80" clock="1789772"/>
              <chip type="audio" tag="lspeaker" name="Speaker"/>
              <chip type="audio" tag="rspeaker" name="Speaker"/>
              <chip type="audio" tag="samples" name="Samples"/>
              <display tag="screen" type="raster" rotate="0" width="352" height="240" refresh="60.054442" pixclock="7159090" htotal="455" hbend="0" hbstart="352" vtotal="262" vbend="0" vbstart="240" />
              <sound channels="2"/>
              <input players="2" buttons="1" coins="1">
                     <control type="positional" minimum="0" maximum="64" sensitivity="20" keydelta="4"/>
              <dipswitch name="Language 1" tag="P1HANDLE" mask="64">
                     <dipvalue name="Language 2" value="0" default="yes"/>
                     <dipvalue name="French" value="64"/>
              <dipswitch name="Language 2" tag="P3HANDLE" mask="8">
                     <dipvalue name="English" value="0" default="yes"/>
                     <dipvalue name="German" value="8"/>
              <dipswitch name="Coinage" tag="P4HANDLE" mask="1">
                     <dipvalue name="2 Coins/1 Credit" value="0"/>
                     <dipvalue name="1 Coin/1 Credit" value="1" default="yes"/>
              <dipswitch name="Play Time" tag="P4HANDLE" mask="6">
                     <dipvalue name="1P 40s/2P 45s" value="6"/>
                     <dipvalue name="1P 50s/2P 60s" value="4"/>
                     <dipvalue name="1P 60s/2P 75s" value="2"/>
                     <dipvalue name="1P 70s/2P 90s" value="0" default="yes"/>
              <dipswitch name="2 Players Game" tag="P4HANDLE" mask="8">
                     <dipvalue name="1 Credit" value="0"/>
                     <dipvalue name="2 Credits" value="8" default="yes"/>
              <dipswitch name="Extended Play" tag="P4HANDLE" mask="48">
                     <dipvalue name="5000" value="16"/>
                     <dipvalue name="6000" value="32"/>
                     <dipvalue name="7000" value="48"/>
                     <dipvalue name="None" value="0" default="yes"/>
              <dipswitch name="Monitor" tag="P4HANDLE" mask="64">
                     <dipvalue name="Color" value="64" default="yes"/>
                     <dipvalue name="B/W" value="0"/>
              <dipswitch name="Service Mode" tag="P4HANDLE" mask="128">
                     <dipvalue name="Off" value="128" default="yes"/>
                     <dipvalue name="On" value="0"/>
              <driver status="imperfect" emulation="good" color="good" sound="imperfect" graphic="good" savestate="supported" palettesize="512"/>

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