잘 모르시는 분들은 위 내용들을 확인하시고 진행하시면 수월하게 게임을 하실 수 있습니다.
게임 제작사 (Making) - Atari Games
제작 년도 (Since) - 1986년
카테고리 (Category) - Sports / Skateboarding
에뮬 구분 (Emulator) - 마메 (Mame)
게임용량 (Size) - 625.78 KB
소스 (Source) - starisy2.c
10MB 보다 큰 파일은 용량 제한으로 인하여 반디집으로 분할 압축되어 있습니다.
다운받으신 다음 압축을 한번 해제한 후 zip 형식의 롬파일을 roms 폴더에 넣어주셔야 합니다.
원본롬 (Roms)
원본롬 파일은 게임 실행에 반드시 필요하므로 다운 받아야 합니다.
클론롬 (Clone Roms)
720 디그리스 (독일판, 개정판 2) 720 Degrees (German, rev 2)
720 디그리스 (독일판, 개정판 1) 720 Degrees (German, rev 1)
720 디그리스 (개정판 1) 720 Degrees (rev 1)
720 디그리스 (개정판 2) 720 Degrees (rev 2)
720 디그리스 (개정판 3) 720 Degrees (rev 3)
pdf 파일로 된 매뉴얼입니다.
전용뷰어 다운로드 페이지 → 바로가기
720 Degrees (c) 1986 Atari Games.
720 Degrees is a 1- or 2-player (alternating) skateboard themed game with both competitive and street-
style skating action. The player portrays the skater who performs skate maneuvers for points and competes in
skate parks for medals. The action takes place in a Skate City where all surfaces are skateable.
Players can choose where they want to skate in the city, and which skate parks they want to enter, making
each new game a different experience.
At the start of each game, players can select one of two play modes. A training game is available for beginning
players. In this game, there are numerous playing hints and messages, and the add-a-coin feature is disabled.
Experienced players can start off by skating to a higher platform. Fewer game hints are given in this mode,
and the add-a-coin feature is offered.
Game play starts with the player in the middle of Skate City. Using a new rotary control and a jump and a
Kick button, players maneuver around the city trying to score points by performing skillful skate moves.
At various score thresholds, skate park tickets are rewarded. These tickets allow entry into one of the skate
parks, where players compete against the clock for gold, silver or bronze medals.
The player's main objective is to compete in as many skate parks as possible.
In the city streets, players have a limited amount of time to win entry tickets and make their way to a skate
park. In addition, there are numerous city hazards which must be avoided such as BMX riders, cars, Frisbee
throwers, and other gangs.
To guide the player in the city, players find map areas in streets which momentarily display the layout of the
city and the location of the skate parks.
In ?
here are ten class levels which determine the degree of difficulty in the skate parks and the timer in the
streets. Players select the class level in which they want to compete. For instance, at the start of each game,
there are four unique skate parks which are located in the outskirts of the city. Each park is a different class
ranging from class 1 difficulty, which is the easiest, to class 4 difficulty, the hardest.
In ?
layers can compete in over 20 different skate parks. Each one requires unique skill moves to qualify for a
medal. There are variations of a half-pipe ramp, a downhill; a slalom and a jump park. Each skate park has a
distinct music score of its own, creating a different mood for players.
In the skate parks, cash prizes arc awarded to players that qualify for a medal.
After each skate park competition, the game continues back in the city for more street-style skating.
Players can use their cash winnings to buy equipment from various skate shops which are located throughout
the city. Skating equipment helps players perform better moves. Boards give faster speed.
Helmets allow more risk-taking for successful maneuvers. Pads give faster recovery from falls.
Shoes provide more height on jumps and quicker starts. As a reference for locating skate shops and park
entrances, players find map areas throughout the city by skating over a map.
A layout of the city is momentarily displayed when players skate over a map.
In ?a game ends only when players run out of time in the city. When the timer is running low, a SKATE OR DIE
message appears along with a warning in speech. When the timer runs out, killer-bees appear as a final
warning. If the player is killed by the bees before entering a skate park, the game is over.
Using the add-a-coin feature, players can continue where they left off. ?has an operator option to select
maximum number of add-a-coins allowed. By using the add-a-coin, players can keep any special skate
equipment they have acquired in the previous game, as well as all accumulated cash, tickets, points, and
medals.
- TECHNICAL -
The cabinet for this game was unique at this time. The speakers for the game are mounted atop the cabinet
in a structure resembling a boom box, in line with the game's skate-kid theme. The display is larger than that
for a typical arcade game and of a very high resolution (similar to that used for "Paperboy").
The main control is also unique. This joystick moves in a circular fashion, instead of in compass directions
like standard joysticks.
Cabinet dimension : 74'' (188cm) high x 27.5'' (70 cm) deep x 38'' (97 cm) wide Atari System 2 hardware
Game ID : 136047
Main CPU : T11 (@ 10 Mhz), M6502 (@ 2.2 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), (2x) POKEY (@ 1.789772 Mhz), TMS5220 (@ 625 Khz)
Screen orientation : Horizontal
Video resolution : 512 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : Circular rotating joystick
Buttons : 2
=> [1] Kick, [2] Jump
- TRIVIA -
Released in December 1986.
720 Degrees is notable in that it is one of the first extreme sports video games.
The game's name comes from the 'ultimate' skateboarding trick; turning a full ?(2 complete circles) in the
air after jumping off a ramp.
Ron Perelman holds the record for this game with 527,100 points on June 17, 1987.
Soundtrack album releases :
That's Atari Music Vol. 2 ~ G.S.M. Atari Games 2 (PCCB-00070) (09/21/91) [Pony Canyon/Scitron]
That's Atari Music Vol. 2 ~ G.S.M. Atari Games 2 [Reprint] (SCDC-00314) (12/03/2003) [Scitron Discs]
- TIPS AND TRICKS -
* Develop skill in using the rotary control in conjunction with the Jump button to do aerial moves, because
they are worth more points. Press the Jump button after gaining speed, and then rotate the control in a 360-
degree motion. In this game, it is possible to do much more than just a 360-degree turn!
* When attempting certain aerial or rotational moves, it is important to be properly aligned on landing, other
ise the skater bails, or falls down.
* To qualify for medals in the higher classes of skate parks, it is best to try to buy some skate equipment first
to allow players to perform harder moves.
* Daring players should try to wait out the timer in the streets, performing skate moves and acquiring points
until the timer is about to expire.
* In the ramp park, a good trick is to constantly push the kick button and do skid-outs at the top of each side
of the half-pipe. To do this, get to the lip of the ramp, hold the stick parallel with the lip, and stop pressing
kick. This will cause you to grind and skid down the ramp. You will be awarded big points at the lip and at
the base of the ramp. This procedure may be repeated over and over for some incredible (effortless) high
scores.
* Don't forget to visit the skate shops. Do not underestimate what a new board and shoes do for you.
Buying new equipment allows you to move faster, jump farther, recover faster, and pull off more tricks.
* In the ramp section, levels 8, 9, and 10 : holding down the kick and jump buttons simultaneously on the lip
of the ramp will boost your air. This trick only works when you're going the correct speed (usually your third
or fourth jump), and only once (as far as I can tell) per ramp session per level.
* The entire game should focus around the Sessions skate park (the blue park in the right quadrant of the
play-field). Making multiple passes through this park will greatly increase your scores. Remember to keep
jumping and spinning. A good game should leave you feeling completely exhausted!
- STAFF -
Software / Game design : John Salwitz
Playfield / Game design : Dave Ralston
Software : Paul Kwinn
Technical assistance : Rob Rowe
Animation : Sam Comstock, Will Noble, Mark West
Audio : Brad Fuller
Music : Hal Canon, Earl Vickers
Control design : Jack Aknin
Game design : Milt Loper
Hardware support : Gary Stempler
With invaluable support from : Dave Cook, Dennis harper, Russel Dawe (Rusty), Jess Melchor
- PORTS -
* Consoles :
Nintendo Famicom (1989)
Atari Lynx [Unreleased Prototype]
Nintendo Game Boy Colors (1999)
Sony PlayStation (2000, "Arcade Party Pak")
Sega Dreamcast (2000, "Midway's Greatest Arcade Hits Volume 2")
Sony PlayStation 2 (2003, "Midway Arcade Treasure")
Nintendo GameCube (2003, "Midway Arcade Treasure")
Microsoft XBOX (2003, "Midway Arcade Treasure")
Sony PSP (2005, "Midway Arcade Treasures - Extended Play")
* Computers :
Commodore C64 (1987) : Featuring a recording of the arcade soundtrack on the flip-side of the cassette.
The same was done for US Gold's home conversions of "Out Run".
Sinclair ZX Spectrum (1988)
Amstrad CPC (1988)
PC [MS Windows, CD-ROM] (1998, "Arcade's Greatest Hits - The Atari Collection 2")
PC [MS Windows, CD-ROM] (2004, "Midway Arcade Treasure")
- SOURCES -
Game's rom.
Machine's picture.
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