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crkdown: MAME ROM Information.


Crack Down (c) 1989 Sega.

A futuristic city has been over-taken by a powerful, bio-mechanical army; created by an evil scientist in a bid to take over the world. 2 elite agents must plant a series of time bombs to destroy their base and crush the rebellion.

The 1- or 2-player shoot-em-up action is displayed via an innovative split screen that allows 2 players to work either individually or as a team. A timer countdown timers adds to the tension. Time bombs must be set by running over areas marked with an 'X'; while machine guns and cannons can be reloaded by finding the ammo caches that appear on each level. If ammo runs out, players must result to punching and kicking to defeat opponents.


Sega System 24 hardware

Game ID : 317-0058-04d

Main CPU : (2x) 68000 (@ 10 Mhz)

Sound Chips : YM2151 (@ 4 Mhz), DAC

Players : 2

Control : 8-way joystick

Buttons : 3


Released in April 1989.

There is a reference to the arcade game "Shinobi" : the 'Hiyaaa' sound that Ben and Andy exclaim after detonating a superbomb is the same sound as the Shinobi ninja magic sound. Also, 2 of the 4 superbombs also appear in Shinobi. Look closely, the electricity bomb and the whirlwind with homing sickles bomb are here too.

At the end of scene 2 act. 2. There is a machine that produces electrical sparks. On top of the machine can be read : 's-4635 system24'. This is a reference to the arcade board this game runs on.


The US version is slightly different, it has the "Winners Don't Use Drugs" screen.


* Luring an enemy in a line of fire causing it to die by its own sort will earn you double this enemy score.

* Shooting more enemies in a row will give you additional points (4x) per enemy.

* Secret Bonus ("Shinobi" Bonus) : finish the stage without using a weapon (punch or kick only). Shinobi bonus will earn you 10,001 extra points.


* Consoles :

Sega Mega Drive (1990) : This version wasn't very successful for several reasons. It was actually a poor arcade translation and suffered from severe slowdowns causing it a cruel joke to play. Here are the most remarkable differences summarized.

1) The whole introduction and subscreens are altered. There are no more graphical intro screens, just plain text in a sky. Subscreens are very different.

2) level 3-3 is missing and has been replaced by a stage that was not in the arcade.

3) The signs 'danger' on the roof stage are still in Japanese language, even in the Euro versions. The board that you have to shoot down in order to make a way to the exit shows a picture of Playdoc, while the arcade had Prayboy. They also take more hits to fall down than in the arcade.

Censorship perhaps?

4) Ben and Andy carry the bazooka once collected. In the Megadrive version this can't be seen.

5) The map was done horribly bad, just a very blocky maze with the marked spots and the player in it, making this map look worse than an average 8-bit game.

6) The enemy details are no longer shown after completing the game, but are now shown on the right side when player 2 is not joining.

7) There is only one type of superbomb.

Nintendo Wii (2007, "Virtual Console" - MegaDrive version)

* Computers :

Amstrad CPC (1990)

Commodore C64 (1990)

Sinclair ZX Spectrum (1990)

Commodore Amiga (1990)

Atari ST (1990)

PC [MS-DOS, 5.25''] (1990)


Game's rom.

MAME Info:

0.119u3 [Arzeno Fabrice, Chris Hardy]

0.78 [Olivier Galibert]


- 0.143u5: MASH fixed graphic artifacts and speed drop during gameplay in Crack Down.

- 0.128u4: David Haywood replaced parent Crack Down Floppy image with one containing valid settings data (prevents game booting with 0 seconds and invalid highscore data which it can't restore correctly).

- 0.127u2: Changed description of clone 'Crack Down (Japan, Floppy Based, FD1094 317-0058-04b)' to 'Crack Down (Japan, Floppy Based, FD1094 317-0058-04b Rev A)'.

- 0.121u2: Changed description to 'Crack Down (World,Floppy Based, FD1094 317-0058-04c)' and clones '(US, FD1094 317-0058-04d)' to '(US,Floppy Based, FD1094 317-0058-04d)' and '(Japan, FD1094 317-0058-04b)' to '(Japan,Floppy Based, FD1094 317-0058-04b)'.

- 0.119u3: Arzeno Fabrice and Chris Hardy added Crack Down (World, FD1094 317-0058-04c). Renamed (crkdown) to (crkdownu).

- 0.101: Added new disk image ds3-5000-04b.img to clone (Japan, FD1094 317-0058-04b).

- 0.100u1: David Haywood and Team Japump added clone Crack Down (Japan, FD1094 317-0058-04b).

- 6th August 2005: Dave Widel - I've sent a Crack Down cpu and disk to Charles for dumping. Hopefully that will resolve the problems with it in MAME, whether it is a disk error cpu decryption error.

- 0.99: Nicola Salmoria and Chris Hardy fixed 1-bit errors in decryption keys for Crack Down.

- 0.95u6: Changed description to 'Crack Down'. Removed 3rd button. Added 'Flip Screen' and 6x 'Unused' dipswitches.

- 0.95u2: David Haywood attempted to fix crash in Crackdown.

- 4th April 2005: Dumping Project - Randy have won a board that was supposed to be 'Scramble Spirits' but turned out to be 'Crackdown' (contributing to the recent progress in the emulation of that game).

- 0.95u1: Charles MacDonald dumped the FD1094 key for Crackdown, it appears to decrypt the disk image recognised by MAME, although there are a number of glitches which may be due to bad system24 emulation, or a bad disk, and it crashes when you attempt to start the game. David Haywood figured out where the missing Sega logo was, Crackdown doesn't seem to like the current sprite clipping implementation in the System 24 driver, however, he don't think its an identical version to the one shown at System 16 because the Sega logo is never shown against the wall (unless the shot for the flyer used at S16 was doctored which wouldn't be uncommon for flyers). He also worked out why the game crashed, it needs valid default settings. Factory defaults can be restored in the service menu, however, this doesn't restore the default high scores which are lost forever once somebody beats the top 3 so the chances of us finding an unused Crackdown disk with original high scores intact seems somewhat hopeless. Anyway, aside from a few graphical glitches (the mentioned clipping, and a transparency, or clipping bug in the map display) the game appears to be fully working. Changed description to 'Crackdown (US, FD1094 317-0058-04d)'.

- 0.79: Added 3rd button.

- 0.78: Olivier Galibert added Crackdown (Sega 1989). All encrypted.

LEVELS: 16 (4x4)


- At the beginning of the 21st century, an "Artificial Life System" was created. An evil leader guides them in their quest to conquer the world. The Federal Government has issued an order to its two Special Service Agents (Ben Breaker and Andy Attacker). Their mission is to destroy the enemy facilities by using a new type of time bomb.

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Romset: 2064 kb / 4 files / 865.2 zip

MAME XML Output:

       <game name="crkdown" sourcefile="segas24.c">
              <description>Crack Down (World, Floppy Based, FD1094 317-0058-04c)</description>
              <rom name="epr-12187.ic2" size="131072" crc="e83783f3" sha1="4b3b32df7de85aef9cd77c8a4ffc17e10466b638" region="maincpu" offset="0"/>
              <rom name="epr-12186.ic1" size="131072" crc="ce76319d" sha1="0ede61f0700f9161285c768fa97636f0e42b96f8" region="maincpu" offset="1"/>
              <rom name="317-0058-04c.key" size="8192" crc="16e978cc" sha1="0e1482b5efa93b732d4cf0990919cb3fc903dca7" region="fd1094key" offset="0"/>
              <rom name="ds3-5000-04c.img" size="1843200" crc="7d97ba5e" sha1="43f98bd04d031dd435bbd1bf8e6688bc57ce9666" region="floppy" offset="0"/>
              <chip type="cpu" tag="maincpu" name="68000" clock="10000000"/>
              <chip type="cpu" tag="sub" name="68000" clock="10000000"/>
              <chip type="audio" tag="lspeaker" name="Speaker"/>
              <chip type="audio" tag="rspeaker" name="Speaker"/>
              <chip type="audio" tag="ymsnd" name="YM2151" clock="4000000"/>
              <chip type="audio" tag="dac" name="DAC"/>
              <display tag="screen" type="raster" rotate="0" width="496" height="384" refresh="57.524160" pixclock="16000000" htotal="656" hbend="0" hbstart="496" vtotal="424" vbend="0" vbstart="384" />
              <sound channels="2"/>
              <input players="2" buttons="3" coins="4" service="yes">
                     <control type="joy" ways="8"/>
              <dipswitch name="Coin A" tag="COINAGE" mask="15">
                     <dipvalue name="4 Coins/1 Credit" value="7"/>
                     <dipvalue name="3 Coins/1 Credit" value="8"/>
                     <dipvalue name="2 Coins/1 Credit" value="9"/>
                     <dipvalue name="2 Coins/1 Credit, 5/3, 6/4" value="5"/>
                     <dipvalue name="2 Coins/1 Credit, 4/3" value="4"/>
                     <dipvalue name="1 Coin/1 Credit" value="15" default="yes"/>
                     <dipvalue name="1 Coin/1 Credit, 5/6" value="3"/>
                     <dipvalue name="1 Coin/1 Credit, 4/5" value="2"/>
                     <dipvalue name="1 Coin/1 Credit, 2/3" value="1"/>
                     <dipvalue name="2 Coins/3 Credits" value="6"/>
                     <dipvalue name="1 Coin/2 Credits" value="14"/>
                     <dipvalue name="1 Coin/3 Credits" value="13"/>
                     <dipvalue name="1 Coin/4 Credits" value="12"/>
                     <dipvalue name="1 Coin/5 Credits" value="11"/>
                     <dipvalue name="1 Coin/6 Credits" value="10"/>
                     <dipvalue name="Free Play (if Coin B too) or 1/1" value="0"/>
              <dipswitch name="Coin B" tag="COINAGE" mask="240">
                     <dipvalue name="4 Coins/1 Credit" value="112"/>
                     <dipvalue name="3 Coins/1 Credit" value="128"/>
                     <dipvalue name="2 Coins/1 Credit" value="144"/>
                     <dipvalue name="2 Coins/1 Credit, 5/3, 6/4" value="80"/>
                     <dipvalue name="2 Coins/1 Credit, 4/3" value="64"/>
                     <dipvalue name="1 Coin/1 Credit" value="240" default="yes"/>
                     <dipvalue name="1 Coin/1 Credit, 5/6" value="48"/>
                     <dipvalue name="1 Coin/1 Credit, 4/5" value="32"/>
                     <dipvalue name="1 Coin/1 Credit, 2/3" value="16"/>
                     <dipvalue name="2 Coins/3 Credits" value="96"/>
                     <dipvalue name="1 Coin/2 Credits" value="224"/>
                     <dipvalue name="1 Coin/3 Credits" value="208"/>
                     <dipvalue name="1 Coin/4 Credits" value="192"/>
                     <dipvalue name="1 Coin/5 Credits" value="176"/>
                     <dipvalue name="1 Coin/6 Credits" value="160"/>
                     <dipvalue name="Free Play (if Coin A too) or 1/1" value="0"/>
              <dipswitch name="Unused" tag="DSW" mask="1">
                     <dipvalue name="Off" value="1" default="yes"/>
                     <dipvalue name="On" value="0"/>
              <dipswitch name="Unused" tag="DSW" mask="2">
                     <dipvalue name="Off" value="2" default="yes"/>
                     <dipvalue name="On" value="0"/>
              <dipswitch name="Unused" tag="DSW" mask="4">
                     <dipvalue name="Off" value="4" default="yes"/>
                     <dipvalue name="On" value="0"/>
              <dipswitch name="Unused" tag="DSW" mask="8">
                     <dipvalue name="Off" value="8" default="yes"/>
                     <dipvalue name="On" value="0"/>
              <dipswitch name="Unused" tag="DSW" mask="16">
                     <dipvalue name="Off" value="16" default="yes"/>
                     <dipvalue name="On" value="0"/>
              <dipswitch name="Unused" tag="DSW" mask="32">
                     <dipvalue name="Off" value="32" default="yes"/>
                     <dipvalue name="On" value="0"/>
              <dipswitch name="Coin Chute" tag="DSW" mask="64">
                     <dipvalue name="Common" value="64" default="yes"/>
                     <dipvalue name="Separate" value="0"/>
              <dipswitch name="Flip Screen" tag="DSW" mask="128">
                     <dipvalue name="Off" value="128" default="yes"/>
                     <dipvalue name="On" value="0"/>
              <driver status="imperfect" emulation="good" color="good" sound="good" graphic="imperfect" savestate="unsupported" palettesize="16384"/>

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