trunk/src/mame/layout/zac_1.lay
r17527 | r17528 | |
1 | | <!-- flicker.lay --> |
| 1 | <!-- zac_1.lay --> |
2 | 2 | |
3 | | <!-- 2012-08-22: Initial version. [Robbbert] --> |
| 3 | <!-- 2012-08-28: Initial version. [Robbbert] --> |
4 | 4 | |
5 | 5 | <mamelayout version="2"> |
6 | 6 | |
r17527 | r17528 | |
16 | 16 | <color red="0.0" green="0.0" blue="0.0" /> |
17 | 17 | </rect> |
18 | 18 | </element> |
19 | | <element name="P0"><text string="Ball"><color red="1.0" green="1.0" blue="1.0" /></text></element> |
| 19 | <element name="P0"><text string="Balls"><color red="1.0" green="1.0" blue="1.0" /></text></element> |
20 | 20 | <element name="P1"><text string="Credits"><color red="1.0" green="1.0" blue="1.0" /></text></element> |
21 | | <element name="P3"><text string="Score"><color red="1.0" green="1.0" blue="1.0" /></text></element> |
| 21 | <element name="P3"><text string="Player 1"><color red="1.0" green="1.0" blue="1.0" /></text></element> |
| 22 | <element name="P4"><text string="Player 2"><color red="1.0" green="1.0" blue="1.0" /></text></element> |
| 23 | <element name="P5"><text string="Player 3"><color red="1.0" green="1.0" blue="1.0" /></text></element> |
| 24 | <element name="P6"><text string="Player 4"><color red="1.0" green="1.0" blue="1.0" /></text></element> |
| 25 | <element name="P7"><text string="High Score"><color red="1.0" green="1.0" blue="1.0" /></text></element> |
22 | 26 | |
23 | 27 | <view name="Default Layout"> |
24 | 28 | |
25 | 29 | <!-- Background --> |
26 | 30 | <backdrop element="background"> |
27 | | <bounds left="0" top="0" right="318" bottom="180" /> |
| 31 | <bounds left="0" top="20" right="274" bottom="394" /> |
28 | 32 | </backdrop> |
29 | 33 | |
30 | 34 | <!-- LEDs --> |
| 35 | |
| 36 | <!-- Player 1 Score --> |
| 37 | |
31 | 38 | <bezel name="digit5" element="digit"> |
32 | 39 | <bounds left="10" top="45" right="44" bottom="84" /> |
33 | 40 | </bezel> |
r17527 | r17528 | |
46 | 53 | <bezel name="digit0" element="digit"> |
47 | 54 | <bounds left="230" top="45" right="264" bottom="84" /> |
48 | 55 | </bezel> |
| 56 | |
| 57 | <!-- Player 2 Score --> |
| 58 | <bezel name="digit15" element="digit"> |
| 59 | <bounds left="10" top="105" right="44" bottom="144" /> |
| 60 | </bezel> |
| 61 | <bezel name="digit14" element="digit"> |
| 62 | <bounds left="54" top="105" right="88" bottom="144" /> |
| 63 | </bezel> |
| 64 | <bezel name="digit13" element="digit"> |
| 65 | <bounds left="98" top="105" right="132" bottom="144" /> |
| 66 | </bezel> |
| 67 | <bezel name="digit12" element="digit"> |
| 68 | <bounds left="142" top="105" right="176" bottom="144" /> |
| 69 | </bezel> |
| 70 | <bezel name="digit11" element="digit"> |
| 71 | <bounds left="186" top="105" right="220" bottom="144" /> |
| 72 | </bezel> |
49 | 73 | <bezel name="digit10" element="digit"> |
50 | | <bounds left="274" top="45" right="308" bottom="84" /> |
| 74 | <bounds left="230" top="105" right="264" bottom="144" /> |
51 | 75 | </bezel> |
52 | | <bezel name="digit9" element="digit"> |
53 | | <bounds left="30" top="145" right="54" bottom="170" /> |
| 76 | |
| 77 | <!-- Player 3 Score --> |
| 78 | <bezel name="digit25" element="digit"> |
| 79 | <bounds left="10" top="165" right="44" bottom="204" /> |
54 | 80 | </bezel> |
55 | | <bezel name="digit8" element="digit"> |
56 | | <bounds left="64" top="145" right="88" bottom="170" /> |
| 81 | <bezel name="digit24" element="digit"> |
| 82 | <bounds left="54" top="165" right="88" bottom="204" /> |
57 | 83 | </bezel> |
58 | | <bezel name="digit7" element="digit"> |
59 | | <bounds left="230" top="145" right="254" bottom="170" /> |
| 84 | <bezel name="digit23" element="digit"> |
| 85 | <bounds left="98" top="165" right="132" bottom="204" /> |
60 | 86 | </bezel> |
61 | | <bezel name="digit6" element="digit"> |
62 | | <bounds left="264" top="145" right="288" bottom="170" /> |
| 87 | <bezel name="digit22" element="digit"> |
| 88 | <bounds left="142" top="165" right="176" bottom="204" /> |
63 | 89 | </bezel> |
64 | | <bezel element="P0"><bounds left="230" right="288" top="110" bottom="135" /></bezel> |
65 | | <bezel element="P1"><bounds left="30" right="88" top="110" bottom="135" /></bezel> |
66 | | <bezel element="P3"><bounds left="100" right="200" top="10" bottom="35" /></bezel> |
| 90 | <bezel name="digit21" element="digit"> |
| 91 | <bounds left="186" top="165" right="220" bottom="204" /> |
| 92 | </bezel> |
| 93 | <bezel name="digit20" element="digit"> |
| 94 | <bounds left="230" top="165" right="264" bottom="204" /> |
| 95 | </bezel> |
| 96 | |
| 97 | <!-- Player 4 Score --> |
| 98 | <bezel name="digit35" element="digit"> |
| 99 | <bounds left="10" top="225" right="44" bottom="264" /> |
| 100 | </bezel> |
| 101 | <bezel name="digit34" element="digit"> |
| 102 | <bounds left="54" top="225" right="88" bottom="264" /> |
| 103 | </bezel> |
| 104 | <bezel name="digit33" element="digit"> |
| 105 | <bounds left="98" top="225" right="132" bottom="264" /> |
| 106 | </bezel> |
| 107 | <bezel name="digit32" element="digit"> |
| 108 | <bounds left="142" top="225" right="176" bottom="264" /> |
| 109 | </bezel> |
| 110 | <bezel name="digit31" element="digit"> |
| 111 | <bounds left="186" top="225" right="220" bottom="264" /> |
| 112 | </bezel> |
| 113 | <bezel name="digit30" element="digit"> |
| 114 | <bounds left="230" top="225" right="264" bottom="264" /> |
| 115 | </bezel> |
| 116 | |
| 117 | <!-- High Score --> |
| 118 | <bezel name="digit45" element="digit"> |
| 119 | <bounds left="10" top="285" right="44" bottom="324" /> |
| 120 | </bezel> |
| 121 | <bezel name="digit44" element="digit"> |
| 122 | <bounds left="54" top="285" right="88" bottom="324" /> |
| 123 | </bezel> |
| 124 | <bezel name="digit43" element="digit"> |
| 125 | <bounds left="98" top="285" right="132" bottom="324" /> |
| 126 | </bezel> |
| 127 | <bezel name="digit42" element="digit"> |
| 128 | <bounds left="142" top="285" right="176" bottom="324" /> |
| 129 | </bezel> |
| 130 | <bezel name="digit41" element="digit"> |
| 131 | <bounds left="186" top="285" right="220" bottom="324" /> |
| 132 | </bezel> |
| 133 | <bezel name="digit40" element="digit"> |
| 134 | <bounds left="230" top="285" right="264" bottom="324" /> |
| 135 | </bezel> |
| 136 | |
| 137 | <!-- Credits --> |
| 138 | <bezel name="digit55" element="digit"> |
| 139 | <bounds left="10" top="345" right="44" bottom="384" /> |
| 140 | </bezel> |
| 141 | <bezel name="digit54" element="digit"> |
| 142 | <bounds left="54" top="345" right="88" bottom="384" /> |
| 143 | </bezel> |
| 144 | |
| 145 | <!-- Match / Balls Left --> |
| 146 | <bezel name="digit51" element="digit"> |
| 147 | <bounds left="186" top="345" right="220" bottom="384" /> |
| 148 | </bezel> |
| 149 | <bezel name="digit50" element="digit"> |
| 150 | <bounds left="230" top="345" right="264" bottom="384" /> |
| 151 | </bezel> |
| 152 | <bezel element="P0"><bounds left="200" right="258" top="330" bottom="342" /></bezel> |
| 153 | <bezel element="P1"><bounds left="30" right="88" top="330" bottom="342" /></bezel> |
| 154 | <bezel element="P3"><bounds left="100" right="180" top="30" bottom="42" /></bezel> |
| 155 | <bezel element="P4"><bounds left="100" right="180" top="90" bottom="102" /></bezel> |
| 156 | <bezel element="P5"><bounds left="100" right="180" top="150" bottom="162" /></bezel> |
| 157 | <bezel element="P6"><bounds left="100" right="180" top="210" bottom="222" /></bezel> |
| 158 | <bezel element="P7"><bounds left="100" right="180" top="270" bottom="282" /></bezel> |
67 | 159 | </view> |
68 | 160 | </mamelayout> |
trunk/src/mame/drivers/zac_1.c
r17527 | r17528 | |
2 | 2 | |
3 | 3 | Zaccaria Generation 1 |
4 | 4 | |
| 5 | These games allow for up to 4 players at the same time. |
| 6 | Setup is via a menu - there are no dipswitches. |
| 7 | Most of the games flash 6 and 9 at start- this indicates the battery is flat, |
| 8 | and a full setup is required before it can be used. |
| 9 | At start, the highscore will be set to a random value. Beating this score will |
| 10 | award a bonus. Tilting will cause the high score to advance by 100,000. |
| 11 | If at any time you 'clock' the machine (ie exceed 999,990), the last digit will |
| 12 | flash, indicating you have a million. |
| 13 | Sound - the output board is fitted with 4 oscillators which can be switched on |
| 14 | and off independently. Some games come with a NE555 and SN76477 with switchable |
| 15 | sounds (achieved with 21 switching diodes and 8 data bits). |
5 | 16 | |
6 | 17 | ToDo: |
7 | | - Inputs |
8 | 18 | - Outputs |
9 | | - Display |
10 | 19 | - Sound |
11 | | - Artwork |
| 20 | - Proper Artwork |
| 21 | - Battery Backup |
12 | 22 | |
13 | 23 | **************************************************************************************/ |
14 | 24 | |
r17527 | r17528 | |
34 | 44 | UINT8 m_t_c; |
35 | 45 | UINT8 m_out_offs; |
36 | 46 | required_device<cpu_device> m_maincpu; |
| 47 | required_shared_ptr<UINT8> m_p_ram; |
37 | 48 | protected: |
38 | 49 | |
39 | 50 | // devices |
40 | | required_shared_ptr<UINT8> m_p_ram; |
41 | 51 | |
42 | 52 | // driver_device overrides |
43 | 53 | virtual void machine_reset(); |
44 | 54 | private: |
45 | 55 | UINT8 m_input_line; |
46 | | public: |
47 | | DECLARE_DRIVER_INIT(zac_1); |
48 | 56 | }; |
49 | 57 | |
50 | 58 | |
r17527 | r17528 | |
64 | 72 | |
65 | 73 | static INPUT_PORTS_START( zac_1 ) |
66 | 74 | PORT_START("TEST") |
67 | | PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_OTHER ) PORT_NAME("Test") PORT_CODE(KEYCODE_0) |
| 75 | PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_OTHER ) PORT_NAME("Test") PORT_CODE(KEYCODE_0) // doesn't seem to do anything |
68 | 76 | |
69 | 77 | PORT_START("ROW0") |
70 | | PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_SERVICE ) |
| 78 | PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_SERVICE ) // this performs tests |
71 | 79 | PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_TILT ) |
72 | 80 | PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("Slam") |
73 | 81 | PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_START ) |
r17527 | r17528 | |
77 | 85 | PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("Printer") |
78 | 86 | |
79 | 87 | PORT_START("ROW1") |
80 | | PORT_BIT( 0xBF, IP_ACTIVE_LOW, IPT_UNUSED ) |
| 88 | PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("RAM Reset") |
| 89 | PORT_BIT( 0x3e, IP_ACTIVE_LOW, IPT_UNUSED ) |
81 | 90 | PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_TILT ) |
| 91 | PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("Burn Test") |
| 92 | |
| 93 | PORT_START("ROW2") |
| 94 | PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("Outhole") PORT_CODE(KEYCODE_X) |
| 95 | PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("LH Flap") PORT_CODE(KEYCODE_Q) |
| 96 | PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("RH Flap") PORT_CODE(KEYCODE_W) |
| 97 | PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("Bottom Inside RH Canal") PORT_CODE(KEYCODE_E) |
| 98 | PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("Bottom Outside RH Canal") PORT_CODE(KEYCODE_R) |
| 99 | PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("Bottom Outside LH Canal") PORT_CODE(KEYCODE_Y) |
| 100 | PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("Bottom Inside LH Canal") PORT_CODE(KEYCODE_U) |
| 101 | PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("LH Top Hole") PORT_CODE(KEYCODE_I) |
| 102 | |
| 103 | PORT_START("ROW3") |
| 104 | PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("RH Bumper") PORT_CODE(KEYCODE_O) |
| 105 | PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("LH Top Canal") PORT_CODE(KEYCODE_A) |
| 106 | PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("Top Centre Canal") PORT_CODE(KEYCODE_S) |
| 107 | PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("RH Top Canal") PORT_CODE(KEYCODE_D) |
| 108 | PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("LH Top Fixed Target") PORT_CODE(KEYCODE_F) |
| 109 | PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("RH Top Fixed Target") PORT_CODE(KEYCODE_G) |
| 110 | PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("LH Bumper") PORT_CODE(KEYCODE_H) |
| 111 | PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("RH Top Hole") PORT_CODE(KEYCODE_J) |
| 112 | |
| 113 | PORT_START("ROW4") |
| 114 | PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("Bottom Bumper") PORT_CODE(KEYCODE_K) |
| 115 | PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("LH Top Contact") PORT_CODE(KEYCODE_L) |
| 116 | PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("RH Top Contact") PORT_CODE(KEYCODE_Z) |
| 117 | PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("LH Spinning Target") PORT_CODE(KEYCODE_X) |
| 118 | PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("Lateral Outside Contacts") PORT_CODE(KEYCODE_C) |
| 119 | PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("RH Spinning Target") PORT_CODE(KEYCODE_V) |
| 120 | PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("Bank Contacts") PORT_CODE(KEYCODE_B) |
| 121 | PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("Moving Target") PORT_CODE(KEYCODE_N) |
| 122 | |
| 123 | PORT_START("ROW5") |
| 124 | PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("LH Bank Target 1") PORT_CODE(KEYCODE_M) |
| 125 | PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("LH Bank Target 2") PORT_CODE(KEYCODE_MINUS) |
| 126 | PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("LH Bank Target 3") PORT_CODE(KEYCODE_EQUALS) |
| 127 | PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("LH Bank Target 4") PORT_CODE(KEYCODE_BACKSPACE) |
| 128 | PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("RH Bank Target 1") PORT_CODE(KEYCODE_OPENBRACE) |
| 129 | PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("RH Bank Target 2") PORT_CODE(KEYCODE_CLOSEBRACE) |
| 130 | PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("RH Bank Target 3") PORT_CODE(KEYCODE_BACKSLASH) |
| 131 | PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("RH Bank Target 4") PORT_CODE(KEYCODE_COLON) |
82 | 132 | INPUT_PORTS_END |
83 | 133 | |
84 | 134 | READ8_MEMBER( zac_1_state::ctrl_r ) |
r17527 | r17528 | |
90 | 140 | if (m_input_line == 0xfd) |
91 | 141 | return ioport("ROW1")->read(); |
92 | 142 | else |
93 | | return 0xff; // playboard contactors |
| 143 | if (m_input_line == 0xfb) |
| 144 | return ioport("ROW2")->read(); |
| 145 | else |
| 146 | if (m_input_line == 0xf7) |
| 147 | return ioport("ROW3")->read(); |
| 148 | else |
| 149 | if (m_input_line == 0xef) |
| 150 | return ioport("ROW4")->read(); |
| 151 | else |
| 152 | if (m_input_line == 0xdf) |
| 153 | return ioport("ROW5")->read(); |
| 154 | else |
| 155 | return 0xff; |
94 | 156 | } |
95 | 157 | |
96 | 158 | WRITE8_MEMBER( zac_1_state::ctrl_w ) |
r17527 | r17528 | |
133 | 195 | |
134 | 196 | static TIMER_DEVICE_CALLBACK( zac_1_outtimer ) |
135 | 197 | { |
| 198 | static const UINT8 patterns[16] = { 0x3f, 0x06, 0x5b, 0x4f, 0x66, 0x6d, 0x7d, 0x07, 0x7f, 0x6f, 0, 0, 0, 0, 0, 0 }; |
136 | 199 | zac_1_state *state = timer.machine().driver_data<zac_1_state>(); |
137 | 200 | state->m_out_offs++; |
138 | 201 | // displays, solenoids, lamps |
| 202 | |
| 203 | if (state->m_out_offs < 0x40) |
| 204 | { |
| 205 | UINT8 display = (state->m_out_offs >> 3) & 7; |
| 206 | UINT8 digit = state->m_out_offs & 7; |
| 207 | output_set_digit_value(display * 10 + digit, patterns[state->m_p_ram[state->m_out_offs]&15]); |
| 208 | } |
139 | 209 | // not sure yet but seems scores = 1800-182D; solenoids = 1840-187F; |
140 | | // lamps = 1880-18BF; credits &balls=18C0-18FF. |
| 210 | // lamps = 1880-18BF; bookkeeping=18C0-18FF. 4-tone osc=1850-1853. |
141 | 211 | // 182E-183F is a storage area for inputs. |
142 | 212 | } |
143 | 213 | |
144 | | DRIVER_INIT_MEMBER(zac_1_state,zac_1) |
145 | | { |
146 | | } |
147 | | |
148 | 214 | static MACHINE_CONFIG_START( zac_1, zac_1_state ) |
149 | 215 | /* basic machine hardware */ |
150 | 216 | MCFG_CPU_ADD("maincpu", S2650, 6000000/2) |
r17527 | r17528 | |
306 | 372 | ROM_LOAD ( "ws5.bin", 0x1000, 0x0400, CRC(5ef51ced) SHA1(390579d0482ceabf87924f7718ef33e336726d92)) |
307 | 373 | ROM_END |
308 | 374 | |
309 | | GAME(1981, ewf, 0, zac_1, zac_1, zac_1_state, zac_1, ROT0, "Zaccaria", "Earth Wind Fire", GAME_IS_SKELETON_MECHANICAL) |
310 | | GAME(1980, firemntn, 0, zac_1, zac_1, zac_1_state, zac_1, ROT0, "Zaccaria", "Fire Mountain", GAME_IS_SKELETON_MECHANICAL) |
311 | | GAME(1978, futurwld, 0, zac_1, zac_1, zac_1_state, zac_1, ROT0, "Zaccaria", "Future World", GAME_IS_SKELETON_MECHANICAL) |
312 | | GAME(1979, hotwheel, 0, zac_1, zac_1, zac_1_state, zac_1, ROT0, "Zaccaria", "Hot Wheels", GAME_IS_SKELETON_MECHANICAL) |
313 | | GAME(1978, hod, 0, zac_1, zac_1, zac_1_state, zac_1, ROT0, "Zaccaria", "House of Diamonds", GAME_IS_SKELETON_MECHANICAL) |
314 | | GAME(1981, locomotp, 0, zac_1, zac_1, zac_1_state, zac_1, ROT0, "Zaccaria", "Locomotion", GAME_IS_SKELETON_MECHANICAL) |
315 | | GAME(1979, strapids, 0, zac_1, zac_1, zac_1_state, zac_1, ROT0, "Zaccaria", "Shooting the Rapids", GAME_IS_SKELETON_MECHANICAL) |
316 | | GAME(1980, sshtlzac, 0, zac_1, zac_1, zac_1_state, zac_1, ROT0, "Zaccaria", "Space Shuttle (Zaccaria)", GAME_IS_SKELETON_MECHANICAL) |
317 | | GAME(1980, stargod, 0, zac_1, zac_1, zac_1_state, zac_1, ROT0, "Zaccaria", "Star God", GAME_IS_SKELETON_MECHANICAL) |
318 | | GAME(1980, stargoda, stargod, zac_1, zac_1, zac_1_state, zac_1, ROT0, "Zaccaria", "Star God (alternate sound)", GAME_IS_SKELETON_MECHANICAL) |
319 | | GAME(1978, wsports, 0, zac_1, zac_1, zac_1_state, zac_1, ROT0, "Zaccaria", "Winter Sports", GAME_IS_SKELETON_MECHANICAL) |
| 375 | GAME(1981, ewf, 0, zac_1, zac_1, driver_device, 0, ROT0, "Zaccaria", "Earth Wind Fire", GAME_MECHANICAL | GAME_NO_SOUND) |
| 376 | GAME(1980, firemntn, 0, zac_1, zac_1, driver_device, 0, ROT0, "Zaccaria", "Fire Mountain", GAME_IS_SKELETON_MECHANICAL) |
| 377 | GAME(1978, futurwld, 0, zac_1, zac_1, driver_device, 0, ROT0, "Zaccaria", "Future World", GAME_IS_SKELETON_MECHANICAL) |
| 378 | GAME(1979, hotwheel, 0, zac_1, zac_1, driver_device, 0, ROT0, "Zaccaria", "Hot Wheels", GAME_IS_SKELETON_MECHANICAL) |
| 379 | GAME(1978, hod, 0, zac_1, zac_1, driver_device, 0, ROT0, "Zaccaria", "House of Diamonds", GAME_IS_SKELETON_MECHANICAL) |
| 380 | GAME(1981, locomotp, 0, zac_1, zac_1, driver_device, 0, ROT0, "Zaccaria", "Locomotion", GAME_IS_SKELETON_MECHANICAL) |
| 381 | GAME(1979, strapids, 0, zac_1, zac_1, driver_device, 0, ROT0, "Zaccaria", "Shooting the Rapids", GAME_IS_SKELETON_MECHANICAL) |
| 382 | GAME(1980, sshtlzac, 0, zac_1, zac_1, driver_device, 0, ROT0, "Zaccaria", "Space Shuttle (Zaccaria)", GAME_MECHANICAL | GAME_NO_SOUND) |
| 383 | GAME(1980, stargod, 0, zac_1, zac_1, driver_device, 0, ROT0, "Zaccaria", "Star God", GAME_IS_SKELETON_MECHANICAL) |
| 384 | GAME(1980, stargoda, stargod, zac_1, zac_1, driver_device, 0, ROT0, "Zaccaria", "Star God (alternate sound)", GAME_IS_SKELETON_MECHANICAL) |
| 385 | GAME(1978, wsports, 0, zac_1, zac_1, driver_device, 0, ROT0, "Zaccaria", "Winter Sports", GAME_IS_SKELETON_MECHANICAL) |