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gng: MAME ROM Information.


Ghosts'n Goblins (c) 1985 Capcom.

The player takes on the role of Sir Arthur the knight, who sees his sweetheart, Princess Guinevere, kidnapped by the Goblin King.

Arthur must run and jump through 6 horizontal and 8-way scrolling levels in his bid to rescue the kidnapped princess. Arthur is initially armed with throwable lances, but a variety of other throwing weapons, such as axes, flaming torches, swords etc. are dropped by defeated enemies and can be picked up and used to fend off the zombies, bats, demons and other assorted satanic minions that Sir Arthur has to face.

Each of the 6 end-of-level gates is guarded by one of Satan's generals; huge, end-of-level guardians who must be defeated before the player can finally reach the Goblin King and rescue the princess.


Main CPU : M6809 (@ 1.5 Mhz)

Sound CPU : Z80 (@ 3 Mhz)

Sound Chips : (2x) YM2203 (@ 1.5 Mhz)

Players : 2

Control : 8-way joystick

Buttons : 2

=> [A] FIRE, [B] JUMP


Released in September 1985.

This game is known in Japan as "Makaimura" (translates as 'Demon World Village').

The princess was officially called 'Prin Prin' (this is a onomatopoeia for the buttocks which make a pretty movement).

The main character, Arthur, appears as a striker character in "Marvel vs. Capcom - Clash of Super Heroes".

The red flying gargoyle enemy that you come across in the first level is known as Firebrand or Red Arrender Ace/Red Arremer depending on the game and it actually has his own game on the Nintendo Game Boy called "Gargoyle's Quest - Ghosts'n Goblins" and two sequels on the NES/Game Boy and Super NES respectively. The gargoyle is also the last boss in the MSX game Makaijima Higemaru and a secret last boss in the Neo-Geo's "SNK Vs. Capcom - SVC Chaos".

Matt Gardner holds the official record for this game with 875,300 points (12 Sept. 2010).

Alfa Records released a limited-edition soundtrack album for this game (Capcom Game Music - 28XA-94) on 25/08/1986.

Suleputer released a limited-edition soundtrack album for this game (Makaimura Music Collection - CPCA-10128~34) on 28/12/2005 containing music from the original arcade and Sega Mega Drive/Genesis series.


The Japanese versions, unlike all other versions, use a cross instead of a shield.


Scores for enemies killed :

Zombie : 200 points

Grave Spirit : 200 points

Crow : 100 points

Plant : 100 points

Demon : 1,000 points

Dark Shield Knight : 100 points

Wraith : 100 points

Cyclops : 2,000 points

Blue Devil : 100 points

Ogre : 500 points

Two-Headed Golem : 300 points

Purple Goblin : 100 points

Dragon Tail : 200 points

Dragon Head : 1,000 points

Skull : 100 points

Skeleton : 100 points

The Red Guard : 3,000 points

Satan : 10,000 points

Scores for items picked up :

Key : 1,000 points

Skull Coin : 200 points

Wreath : 200 points

Young Arthur Doll : 200 points

Foot Soldier Doll : 400 points

Knight Arthur Doll : 400 points

Princess Doll : 400 points

Ghost Doll : 400 points

Devil Doll : 400 extra points

King Arthur Doll : 10,000 points

Money Bags : 500 points

The Princess' Ring : 100 points

The Princess' Shoe : 800 points

The Princess' Dress : 1,000 points

Arthur's Knickerbocker : 2,000 points

Arthur's Crown : 5,000 points

Capcom Symbol : 10,000 points (this item also appears in many other Capcom games of the time, e.g. "1942").

End of Level Bonus :

Level 1 : 5,000 points

Level 2 : 5,000 points

Level 3 : 10,000 points

Level 4 : 10,000 points

Level 5 : 15,000 points

Level 6 : 15,000 points


* There are 2 Capcom 10,000 points in the game.

The 1st one is in the forest (second part of level 1) : Jump at the 4th tree 'before' the last plant.

The 2nd one is at level 3 : Enter a ditch, in the leftmost spot, after you have landed on the bottom of level 3; that is the place where you go to the dragon boss by simply running right.

* Turn Into A Frog : As soon as you become a duck, shoot a tombstone 15 times in a row and an angel character will appear. This angel will fire a bolt at you. Let it hit you and you'll become a frog.

* Frog Bug Trick : Wait until the timer reaches 0 :01 and then have the magician turn you into a frog, if he turns you into a frog as the timer runs out, Arthur becomes distorted (sprite broken) and the timer becomes crazy. But you can continue the play like this.

* Levitating Monsters : At level 6 (just after having beaten the big red guardian), kill the 5 skulls, then climb up the ladder to wake up the 2 doglike monsters. Go down again and walk right until you're blocked by the wall. Then wait for the monsters to stand just over you (possibly at the rightmost possible point), shoot at this very moment and it happens that they jump and remain in mid-air. It's not easy to do that, but you can manage to have both jumping and stuck. After that, you can safely climb up the ladder and walk while the monsters are moving above you without touching you. Don't shoot again, or they may jump up and go to the upper platform.

* Boss Tricks :

1) Dragon Trick - You can pass the level four dragon by fleeing! Just walk until music changes to boss theme (if you can't hear that, the spot is where you have the last two flames on the left of the screen), then go to extreme left : if everything is ok, the music should stop and the flames freeze. Go to the door to collect the key.

2) Demon Trick - To make disappear the demon boss at end of level five, try running away from him as fast as you can! Reach the floor with the hole in it and jump through it. If you have correct timing, you will fall in the pit, avoiding the moving platforms, and eventually escape the boss. Ogre boss tricks - The ogre bosses tend to jump when you fire, even if not directly at them. This is very useful in level six,when you can avoid losing your armor by activating the ogres, then going down the ladder and firing while holding your man in the same position where he starts at the beginning of the level.

* Other Tricks :

1) Weapon Trick - After having defeated a level boss(es),the knight can fire two or three "invisible shots"; if the man is facing the right border of the screen while doing so, the shots will reappear in the following stage. This can be exploited to kill some of the skulls at beginning of level 6 (soooo useful...).

2) Fire Bridge Trick - If the game difficulty level is not set to hard (you can check this by the zombies' speed), the fire bridge can be traversed by simply going right without stopping.

3) Weird Spots - In levels 5 and 6 there are spots where you can jump through the yellow rock background : usually getting blocked or killed. In level 6, the floor below the bosses' has an invisible hole in it at the extreme left : this can be used to the player's advantage.

4) Cemetery Glitch - Reach the last tomb before the devil, jump it and go right two or three steps. The knight should now be in front of a tree on the background. Don't go any further - go back, instead. Climb the first ladder you'll meet, then climb down the one on the left, which shouldn't be completely on the screen if you performed the trick correctly : surprise!

5) Warp Trick - This is very odd : by a strategy similar to the one to reveal the cemetery glitch (that is, fiddling with scroll), you can activate a 'level warp' in the platform section at the beginning of level 4. It involves going right, then trying to have some platform carry you beyond the 'scroll stops' line on the left. This should kill the knight and possibly make the next life start on the fire bridge or in level 5.

* Armor :

1) The first armor is in the cemetery, between the red devil's starting position and last money bag : jump there to catch it. In the forest,there's the infamous unreachable armor : to collect it you should reach a spot just above the money bag right after the first plant. This cannot be done by jumping.

2) There are 2 armors in the ice palace. One can be gotten by walking left off the topmost platform; the other will fall right in front of the inferior plant by roaming around the other plant's location.

3) There are 2 armors in the blue cave. The first one is obtained by climbing the leftmost ladder and falling off the ledge. To get the second, perform a well-placed jump (you have to cross some precise point in mid-air while falling) before the fight with the last red devil.

4) The last armor is collected in level 6 by simply walking right on the first floor with hulk-like monsters on it (the programmers thought you couldn't avoid getting hit by the ogres and so they didn't hide that armor).


1. Ghosts'n Goblins (1985)

2. Ghouls'n Ghosts [CP-S No. 02] (1988)

3. Super Ghouls'n Ghosts (1991, Nintendo Super Famicom)

4. Maximo - Ghosts to Glory (2002, Sony Playstation 2)

5. Maximo vs. Army of Zin (2004, Sony PlayStation 2)

6. Ultimate Ghosts'n Goblins (2006, Sony PSP)


Designed by : Tokuro Fujiwara

Lead Programming : Toshio Arima

Music & Sound Effects : Ayako Mori


* Consoles :

Nintendo Famicom [JP] (jun.1986) [Model CAP-MK]

Nintendo NES [US] (nov.1986) (Model NES-GG]

Nintendo NES [EU] (feb.1989) [Model NES-GG]

Sony PlayStation [JP] (sep.1998, "Capcom Generation Dai 2 Shou Makai to Kishi") [Model SLPS-01585]

Sega Saturn [JP] (oct.1998, "Capcom Generation Dai 2 Shou Makai to Kishi") [Model T-1233G]

Bandai WonderSwan (1999)

Nintendo Game Boy Color [US] (jan.2000) [Model DMG-AG9E]

Nintendo Game Boy Color [EU] (aug.2001) [Model DMG-AG9P]

Sony PlayStation [JP] (mar.2001, "Capcom Generation Dai 2 Shou Makai to Kishi [Capcore]") [Model SLPM-86778]

Nintendo Game Boy Advance [JP] (may.2004, "Famicom Mini") [Model AGB-FMKJ-JPN]

Sony PlayStation [JP] (mar.2005, "Capcom Retro Game Colelction Vol.2") [Model SLPM-87360]

Sony PlayStation 2 [JP] (Mar.2005, "Capcom Classics Collection") [Model SLPM-66317]

Sony PlayStation 2 [US] (Sep.2005, "Capcom Classics Collection") [Model SLUS-21316]

Sony PlayStation 2 [EU] (Nov.2005, "Capcom Classics Collection") [Model SLES-53661]

Microsoft XBOX [US] (Sep.2005, "Capcom Classics Collection")

Microsoft XBOX [EU] (Nov.2005, "Capcom Classics Collection")

Sony PSP [JP] (Sep.2006, "Capcom Classics Collection") [Model ULJM-05104]

Sony PSP [US] (Oct.2006, "Capcom Classics Collection Reloaded") [Model ULUS-10134]

Sony PSP [EU] (Nov.2006, "Capcom Classics Collection Reloaded") [Model ULES-00377]

Sony PSP [JP] (Sep.2007, "Capcom Classics Collection [Best Price]") [Model ULJM-05280]

Sony PlayStation 2 [JP] (Oct.2007, "Capcom Classics Collection [Best Price]") [Model SLPM-66852]

Sony PSP [EU] (Jul.2010, "Capcom Classics Collection Reloaded [PSP Essentials]")

Computers :

Commodore C16 (1986)

Commodore C64 [US] (1986)

Commodore C64 [US] (1986)

Sinclair ZX Spectrum [EU] (1986)

Amstrad CPC [EU] (1986)

PC [MS-DOS] [US] (1987)

Commodore Amiga [EU] (1988)

Amstrad CPC [EU] (1989, "12 Top Amstrad Hits")

PC [MS-DOS] [EU] (1990)

Atari ST [EU] (1990)

PC [CD-ROM] (2003, "Capcom Coin-Op Collection Volume 1")

* Others :

Mobile Phone (apr.2005)


Game's rom.

Machine's picture.

MAME Info:

0.22 [Mirko Buffoni, Roberto Ventura, Nicola Salmoria]

Artwork available


- To continue a game, insert a coin and keep fire pressed while pressing 1 or 2.


- gng will freeze in attract mode after a while, but can still be coined up. Haze (ID 03260)


- 0.142u3: Angelo Salese removed deprecat.h dependancy and updated irqs accordingly for GNG driver.

- 0.136u3: Corrado Tomaselli added clone Ghosts'n Goblins (World? set 3).

- 31st January 2010: Corrado Tomaselli dumped Ghosts'n Goblins (World Revision C).

- 0.135u3: Fabio Priuli added driver data struct to the GNG driver.

- 0.133u2: Corrado Tomaselli fixed music slows down while shooting in Ghosts'n Goblins and clones. Changed Z80 CPU2 clock speed to 3MHz.

- 0.133u1: Corrado Tomaselli verified/changed VSync to 59.59 Hz and Z80 CPU2 from 3MHz to 1.5MHz as verified on PCB in Ghosts'n Goblins. Brian Troha added DIP locations to Ghosts'n Goblins and clones (also restated bonus descriptions). Improved bonus verbiage for the GNG driver. Verbiage more like the actual manual. Renamed (makaimuc) to (makaimurc) and (makaimug) to (makaimurg).

- 0.131u1: MooglyGuy merged memory maps in the GNG driver.

- 0.124u4: Corrado Tomaselli added clone Ghosts'n Goblins (Italian bootleg, harder).

- 17th April 2008: Corrado Tomaselli dumped Ghosts'n Goblins (Italian bootleg, harder).

- 0.124a: Added clone Ghosts'n Goblins (bootleg with Cross). David Haywood reverted graphics ROMs in clone (World? set 2) back to its previous state.

- 0.124: Cesare Falco fixed graphics ROMs in clone (World? set 2).

- 13th January 2008: Mr. Do - I'm FINALLY getting to the rest of the instruction cards Tormod sent me about a year ago, it's the card for Ghosts'n Goblins.

- 0.112u1: Vas Crabb added save state support to Ghosts'n Goblins.

- 14th January 2007: Mr. Do - Thanks to the loan by Vintage Arcade Superstore and cleanup by Ad_Enuff, we have a shiny new bootleg Ghosts 'n Goblins bezel.

- 31st October 2006: Mr. Do - Added Ghosts'n Goblins bezel, thanks to VAS, CAG, and quick work by Addy.

- 31st July 2006: f205v dumped Ghosts'n Goblins (bootleg with Cross).

- 0.106u12: MASH added pld ($0 - gg-pal10l8.bin) to Ghosts'n Goblins.

- 0.99u3: Pierpaolo Prazzoli increased REGION_GFX3 to address 0x400 sprites, to avoid Ghosts'n Goblins from drawing a bad sprite.

- 0.67: Changed description of clones 'Makai-Mura' to 'Makai-Mura (Japan)', 'Makai-Mura (Revision C)' to 'Makai-Mura (Japan Revision C)' and 'Makai-Mura (Revision G)' to 'Makai-Mura (Japan Revision G)'.

- 0.37b7: Changed palettesize from 192 to 256 colors.

- 28th August 2000: Zsolt Vasvari added cocktail mode and fixed sprite lag in Legendary Wings / Trojan and Ghosts'n Goblins.

- 0.37b6: Added proms ($0, 100 - video timing and priority).

- 6th August 2000: Nicola Salmoria implemented correct tile/sprite priority system in Ghosts 'n Goblins.

- 0.35RC2: Yasuhiro Ogawa added clones Makai-Mura (Revision C) and Makai-Mura (Revision G). Changed parent description to 'Ghosts'n Goblins (World? set 1)' and clone '(Cross)' to '(World? set 2)'. Renamed (gngcross) to (gnga) and (gngjap) to (makaimur).

- 20th June 1999: Yasuhiro Ogawa added some new romsets for Ghosts'n'Goblins.

- 0.35b5: The TileMap code is now mature enough to be used in new drivers. For examples, look into gng, gaiden and travrusa [Phil Stroffolino].

- 5th March 1999: Phil Stroffolino has continued his work on tilemaps, added support for Ghosts'n'Goblins cocktail mode and Gaiden video driver has some fixes.

- 0.35b3: Phil Stroffolino added a new experimental TileMap code, used by Ninja Gaiden and Ghosts and Goblins. This makes the driver code cleaner and gives a major performance boost in the video rendering.

- 0.34b8: Zsolt Vasvari replaced Ghosts'n Goblins (Cross) with a new set. Changed description of clone 'Makai-mura (Japan)' to 'Makai-Mura'.

- 0.34b4: Nicola Salmoria added clone Ghosts'n Goblins (US). Changed parent description to 'Ghosts'n Goblins (World?)'.

- 0.33b7: Changed description of 'Ghosts'n Goblins (Japan)' to 'Makai-mura (Japan)'.

- 0.33b6: Changed description to 'Ghosts'n Goblins (US)' and clone to '(Japan)'.

- 0.31: [email protected] added 'Invulnerability' dipswitch to clone Ghosts'n Goblins (Japanese).

- 0.30: Nicola Salmoria added clone Ghosts'n Goblins (Japanese) / Makai-mura.

- 0.29: Aaron Giles did some optimizations to the 6809, and modified it to always fetch opcodes directly from RAM (much faster). The Ghosts 'n Goblins, Star Wars and Williams drivers needed reworking to support that.

- 0.28: John Butler added optimizations to GnG.

- 0.27: Added clone Ghosts'n Goblins (Cross). Alternate version with different graphics (the last weapon is a cross instead of a shield).

- 0.26a: Fixed a bug in Ghosts 'n Goblins high score saving. Now GnG does the self test too.

- 0.26: Morten Eriksen added high score saving to Ghosts 'n Goblins.

- 0.23: Ghosts 'n Goblins has 100% correct colors [Mirko Buffoni]. Thanks to Gabrio Secco that provided us the complete colors LOG file. Ghosts 'n Goblins doesn't have a color PROM, it uses a RAM to generate colors and change them during the game. "And there was MUSIC!" [Mirko Buffoni]. Thanks to Ishmair's YM-2203 FM engine, music is supported in Commando, Ghosts 'n Goblins, Diamonds. Since the synthesis is based on FM generation via OPL, you must have a SoundBlaster, Adlib, or compatible to get the music. However I heavily dislike this approach and I'm looking for documentation on FM generation. If anyone want to join to the party forward me a mail!

- 0.22: Mirko Buffoni added Ghosts'n Goblins (Capcom 1985). Thanks to Roberto Ventura's superdetailed documentation. I lost one week because of a bug in the new 6809 emulator, so I switch back to the previous one. Big thanks to Nicola Salmoria that fixed some stupid bugs in color palette generation. We need a skilled player. READ THE README.TXT FILE! Game is playable with accurate colors and partial sound. Control: Arrows = Move around, CTRL = Fire, ALT = Jump and F2 = Test mode. Known issues: To continue a game, insert coin and keep pressed CTRL+1 (or CTRL+2). Music is missing. Maybe the original arcade uses YM2203 sound chips. Original machine has 4096 colors. We now simulate them with a palette of 256. We need a skilled player, with a powerful machine (Pentium 133 or better, so he doesn't have to skip frames), that can finish the game with the -log option and send us the log file so we can implement 100% correct colors.


Other Emulators:

* FB Alpha

Recommended Games (Knights):


Demons & Dragons


Dragon's Lair



Dragon Buster

The Tower of Druaga

Ghosts'n Goblins

Ghouls'n Ghosts

Ghouls'n Ghosts (Mega-Tech)

Vs. Castlevania

Castlevania (PlayChoice-10)


Dragon Unit

Dark Seal


Crossed Swords

The King of Dragons

Knights of the Round


Wizard Fire

Dungeons & Dragons: Tower of Doom

Dungeons & Dragons: Shadow over Mystara

Light Bringer

Action Hollywood (Excaliwood)

Sol Divide

Knights of Valour

Knights of Valour Plus

Knights of Valour Super Heroes

Knights of Valour 2

Knights of Valour - The Seven Spirits

The Crystal of Kings

Romset: 321 kb / 20 files / 150.6 zip

MAME XML Output:

       <game name="gng" sourcefile="gng.c">
              <description>Ghosts'n Goblins (World? set 1)</description>
              <rom name="gg4.bin" size="16384" crc="66606beb" sha1="4c640f49be93c7d2b12d4d4c56c56e74099b6c2f" region="maincpu" offset="4000"/>
              <rom name="gg3.bin" size="32768" crc="9e01c65e" sha1="a87880d87c64a6d61313c3bc69c8d49511e0f9c3" region="maincpu" offset="8000"/>
              <rom name="gg5.bin" size="32768" crc="d6397b2b" sha1="39aa3cb8c229e60ac0ac410ff61e0c09dba78501" region="maincpu" offset="10000"/>
              <rom name="gg2.bin" size="32768" crc="615f5b6f" sha1="7ef9ec5c2072e21c787a6bbf700033f50c759c1d" region="audiocpu" offset="0"/>
              <rom name="gg1.bin" size="16384" crc="ecfccf07" sha1="0a1518e19a2e0a4cc3dde4b9568202ea911b5ece" region="gfx1" offset="0"/>
              <rom name="gg11.bin" size="16384" crc="ddd56fa9" sha1="f9d77eee5e2738b7e83ba02fcc55dd480391479f" region="gfx2" offset="0"/>
              <rom name="gg10.bin" size="16384" crc="7302529d" sha1="8434c994cc55d2586641f3b90b6b15fd65dfb67c" region="gfx2" offset="4000"/>
              <rom name="gg9.bin" size="16384" crc="20035bda" sha1="bbb1fba0eb19471f66d29526fa8423ccb047bd63" region="gfx2" offset="8000"/>
              <rom name="gg8.bin" size="16384" crc="f12ba271" sha1="1c42fa02cb27b35d10c3f7f036005e747f9f6b79" region="gfx2" offset="c000"/>
              <rom name="gg7.bin" size="16384" crc="e525207d" sha1="1947f159189b3a53f1251d8653b6e7c65c91fc3c" region="gfx2" offset="10000"/>
              <rom name="gg6.bin" size="16384" crc="2d77e9b2" sha1="944da1ce29a18bf0fc8deff78bceacba0bf23a07" region="gfx2" offset="14000"/>
              <rom name="gg17.bin" size="16384" crc="93e50a8f" sha1="42d367f57bb2fdf60a0445ac1533da99cfeaa617" region="gfx3" offset="0"/>
              <rom name="gg16.bin" size="16384" crc="06d7e5ca" sha1="9e06012bcd82f98fad43de666ef9a75979d940ab" region="gfx3" offset="4000"/>
              <rom name="gg15.bin" size="16384" crc="bc1fe02d" sha1="e3a1421d465b87148ffa94f5673b2307f0246afe" region="gfx3" offset="8000"/>
              <rom name="gg14.bin" size="16384" crc="6aaf12f9" sha1="207a7407288182a4f3eddaea634c6a6452131182" region="gfx3" offset="10000"/>
              <rom name="gg13.bin" size="16384" crc="e80c3fca" sha1="cb641c25bb04b970b2cbeca41adb792bbe142fb5" region="gfx3" offset="14000"/>
              <rom name="gg12.bin" size="16384" crc="7780a925" sha1="3f129ca6d695548b659955fe538584bd9ac2ff17" region="gfx3" offset="18000"/>
              <rom name="tbp24s10.14k" size="256" crc="0eaf5158" sha1="bafd4108708f66cd7b280e47152b108f3e254fc9" region="proms" offset="0"/>
              <rom name="63s141.2e" size="256" crc="4a1285a4" sha1="5018c3950b675af58db499e2883ecbc55419b491" region="proms" offset="100"/>
              <rom name="gg-pal10l8.bin" size="44" crc="87f1b7e0" sha1="b719c3be7bd4a02660bb0887f752e9769cbd37d2" region="plds" offset="0"/>
              <chip type="cpu" tag="maincpu" name="M6809" clock="1500000"/>
              <chip type="cpu" tag="audiocpu" name="Z80" clock="3000000"/>
              <chip type="audio" tag="mono" name="Speaker"/>
              <chip type="audio" tag="ym1" name="YM2203" clock="1500000"/>
              <chip type="audio" tag="ym2" name="YM2203" clock="1500000"/>
              <display tag="screen" type="raster" rotate="0" width="256" height="224" refresh="59.590000" />
              <sound channels="1"/>
              <input players="2" buttons="2" coins="2">
                     <control type="joy" ways="8"/>
              <dipswitch name="Coinage" tag="DSW1" mask="15">
                     <dipvalue name="4 Coins/1 Credit" value="2"/>
                     <dipvalue name="3 Coins/1 Credit" value="5"/>
                     <dipvalue name="2 Coins/1 Credit" value="8"/>
                     <dipvalue name="3 Coins/2 Credits" value="4"/>
                     <dipvalue name="4 Coins/3 Credits" value="1"/>
                     <dipvalue name="1 Coin/1 Credit" value="15" default="yes"/>
                     <dipvalue name="3 Coins/4 Credits" value="3"/>
                     <dipvalue name="2 Coins/3 Credits" value="7"/>
                     <dipvalue name="1 Coin/2 Credits" value="14"/>
                     <dipvalue name="2 Coins/5 Credits" value="6"/>
                     <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="1 Coin/7 Credits" value="9"/>
                     <dipvalue name="Free Play" value="0"/>
              <dipswitch name="Coinage affects" tag="DSW1" mask="16">
                     <dipvalue name="Coin A" value="16" default="yes"/>
                     <dipvalue name="Coin B" value="0"/>
              <dipswitch name="Demo Sounds" tag="DSW1" mask="32">
                     <dipvalue name="Off" value="32"/>
                     <dipvalue name="On" value="0" default="yes"/>
              <dipswitch name="Service Mode" tag="DSW1" mask="64">
                     <dipvalue name="Off" value="64" default="yes"/>
                     <dipvalue name="On" value="0"/>
              <dipswitch name="Flip Screen" tag="DSW1" mask="128">
                     <dipvalue name="Off" value="128" default="yes"/>
                     <dipvalue name="On" value="0"/>
              <dipswitch name="Lives" tag="DSW2" mask="3">
                     <dipvalue name="3" value="3" default="yes"/>
                     <dipvalue name="4" value="2"/>
                     <dipvalue name="5" value="1"/>
                     <dipvalue name="7" value="0"/>
              <dipswitch name="Cabinet" tag="DSW2" mask="4">
                     <dipvalue name="Upright" value="0" default="yes"/>
                     <dipvalue name="Cocktail" value="4"/>
              <dipswitch name="Bonus Life" tag="DSW2" mask="24">
                     <dipvalue name="20K 70K Every 70K" value="24" default="yes"/>
                     <dipvalue name="30K 80K Every 80K" value="16"/>
                     <dipvalue name="20K and 80K Only" value="8"/>
                     <dipvalue name="30K and 80K Only" value="0"/>
              <dipswitch name="Difficulty" tag="DSW2" mask="96">
                     <dipvalue name="Easy" value="64"/>
                     <dipvalue name="Normal" value="96" default="yes"/>
                     <dipvalue name="Difficult" value="32"/>
                     <dipvalue name="Very Difficult" value="0"/>
              <dipswitch name="Unused" tag="DSW2" mask="128">
                     <dipvalue name="Off" value="128" default="yes"/>
                     <dipvalue name="On" value="0"/>
              <driver status="good" emulation="good" color="good" sound="good" graphic="good" savestate="supported" palettesize="256"/>

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