game
icon
title Trog (rev LA5 03/29/91)
set name trog
manufacturer Midway
year 1990
genre Maze (hof)
category Maze (hof)
driver status good
driver source midyunit.c
snapshots MW: in game / CT: in game | title / EJ: in game / PS: in game | title | scores
zoom
rating

62.4% after 28 votes
 
clones Trog (prototype, rev 4.00 07/27/90)
Trog (rev LA3 02/14/91)
Trog (rev LA4 03/11/91)
Trog (rev PA6-PAC 09/09/90)
display
colour emulation good
palette 256
display type raster
orientation horizontal
resolution 399x253
frequency 54.815170Hz
sound
sound emulation good
channels mono
controls
players 4
nplayers 4P sim
controls 8 way joystick
buttons 1
coin slots 3
hardware
cpu TMS34010 @ 40MHz
cpu M6809E @ 8MHz
audio YM2151 @ 3.579545MHz
audio DAC
audio HC-55516
data
version added .120u3
last change(s) .113u4
roms
name size crc set flags sha1
trogu4.bin  65536  759d0bf4  trog    c4c3fa51c43cf7fd241ac1f33d7d220aa9f9edb3 
trogu19.bin  65536  960c333d  trog    da8ce8dfffffe7a2d60b3f75cc5aa88e5e2be659 
trogu20.bin  65536  67f1658a  trog    c85dc920ff4b292afa9f6681f31918a200799cc9 
u105-la5  131072  d62cc51a  trog    a63ed5b0e08dd89a1392e04cd88c9d83d75810c6 
u89-la5  131072  edde0bc8  trog    95389b75c438c0f0cad668a35570fcb4f7790a02 
trogu111.bin  131072  9ded08c1  trog    bbf069f218e3f3d67e45fa2229a471451b3a8f96 
trogu112.bin  131072  42293843  trog    cae77eeddd784573beccb79e54573da0e4ccdd8a 
trogu113.bin  131072  77f50cbb  trog    5f2df3aedd90871ac02bca07c66387f6cda0dfdf 
trogu106.bin  131072  af2eb0d8  trog    3767e6f3853b092b40664c2b6c6a838f0243514b 
trogu107.bin  131072  88a7b3f6  trog    ba55f66929841a915d7b96aabf4b11e50ba6cfbd 
trogu95.bin  131072  f3ba2838  trog    2bee6c783c84a9f3f9309d802f42983857190ece 
trogu96.bin  131072  cfed2e77  trog    7fc0f52ac844c9efcbcc3004c40f9f4fc7e1c346 
trogu97.bin  131072  3262d1f8  trog    754e3e8223edd11398b2db77fd5db619dad1577b 
trogu90.bin  131072  16e06753  trog    62ec2b18e6b965ea0792d655d7878b4225da3aca 
trogu91.bin  131072  880a02c7  trog    ab1b2d24be4571a183b230d267c6c8167d4a42a4 
cabinet art
cabinet trog.png
marquee trog.png
control panel trog.png
flyer trog.png
additional information
info 0.120u3 [icronnya77]

0.34b7 [Alex Pasadyn, Zsolt Vasvari, Kurt Mahan]

WIP:
  • 0.122u6: Changed TMS34010 CPU1 clock speed to 40MHz and M6809E CPU2 to 8MHz.
  • 0.122u4: Replaced M6809 CPU2 with M6809E. Changed YM2151 clock speed to 3579545 Hz.
  • 0.120u3: icronnya77 added Trog (rev LA5 03/29/91). Renamed (trog) to (trog4).
  • 0.114u1: Changed TMS34010 CPU clock speed to 5MHz, visible area to 399x253 and VSync to 27.407585 Hz.
  • 0.101u1: Removed 2nd sound channel.
  • 0.63: Added clone Trog (rev PA6-PAC 09/09/90). Changed visible area to 396x256.
  • 26th December 2002: David Haywood added another revision of Trog to the Williams/Midway Y/Z-unit driver.
  • 24th December 2002: Guru - Trogg II (Williams/Midway 1990) arrived from Taucher.
  • 0.37b5: Changed visible area to 400x255 palettesize from 65536 to 256 colors.
  • 22nd February 2000: Aaron Giles fixed a memory bug affecting Trog.
  • 0.36b16: Added Custom sound and changed VSync to 53.204948 Hz.
  • 28th January 2000: Zsolt Vasvari fixed speeds in some TMS34010 games and highscores now display in Trog.
  • 0.36b7: Aaron Giles rewritten the HC55516 CVSD decoder. This affects Sinistar, Joust 2, Arch Rivals, Pigskin, Tri-Sports, Smash TV, Trog and Narc.
  • 0.35b2: Replaced the 3x DAC sound with HC55516 and 1x DAC.
  • 0.34b8: Zsolt Vasvari added Trog (rev LA3 02/14/91).
  • 0.34b7: Alex Pasadyn and Zsolt Vasvari added Trog (Midway 1990) and clone Trog (original prototype).
LEVELS: 49

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Romset: 1728 kb / 15 files / 868 zip
history Trog (c) 02/1991 Midway.


1 to 4 players take on the role of a cute dinosaur, selected from the four on offer : Rex (red), Bloop (blue), Spike (yellow) and Gwen (lavender). The game takes place in a prehistoric land called 'Og' and is made up of forty-nine different islands; the dinos must collect all of the dinosaur eggs that lay on the islands, while avoiding the unwanted attention of a tribe of one-eyed cavemen, called 'Trogs'. The dinos can punch the attacking Trogs; one punch will only stun a Trog but several punches will knock the enemy off the screen. There are 4 different Trogs who pursue the dinos :

* Brown Trogs who use only their fists.

* Red Trogs who use clubs and create fires or holes in the ground.

* Blue Trogs who pop up out of the ground and roll stone wheels.

* Green Trogs who bounce around trying to crush you with their springs.

On each island, after the dinos have gathered up all of their eggs, they must make their way to the base labeled 'Home'; from here they will move on to the next island.


Between each stage, there is an intermission where the players' Dinos will dance, with an on-screen caption proudly declaring 'Excellent!', 'Congratulations!', 'Nice Work!', 'Good Job!' or 'Dino-Mite!'. On occasion, an intermission screen appears that shows a Trog planning another attempt to eat a Dino.


- TECHNICAL -


Midway Y Unit hardware


Main CPU : TMS34010 (@ 6.25 Mhz)

Sound CPU : M6809 (@ 2 Mhz)

Sound Chips : YM2151 (@ 3.57958 Mhz), DAC (@ 3.57958 Mhz), HC55516 (@ 3.57958 Mhz)


Screen orientation : Horizontal

Video resolution : 396 x 256 pixels

Screen refresh : 53.20 Hz

Palette colors : 256


Players : 4

Control : 8-way joystick

Buttons : 1


- TRIVIA -


* PROTOTYPE REV 4.00 : This particular code revision is also referred to in other resources as 'BattleTrog'. This prototype (known in Midway as Trog Proto 4) represents the original concept for the game Trog. The plans called for a strategy game where the player character, a dinosaur, had to be manipulated via placing bones to block his or her path, similar to many home computer games of the time. However, it soon became clear on field tests that players were confused and frustrated by this method of control in an arcade setting, where such strategic thinking was rarely required. Some surveys suggested that many players expected the game to be a simple "Pac-Man"-style affair. Many customers also were concerned/laughed openly at the action buttons labelled 'Bone', the term also being used in American slang for certain 'mature' acts and at least one cabinet panel was defaced to add an 'R' to the end of the word. As a consequence of this disasterous location test, the game was nearly axed entirely. Indeed, it probably would have been had it not been for the stop motion animation created for use as sprites in game - the story is that its high cost resulted in many of the senior employees at Midway demanding that Trog remain a going concern, with a new game mechanic built around the sprites. As it turned out, the game was turned into a "Ms. Pac-Man" clone, the small and large pills replaced with eggs and pineapples. It has been argued by some, including myself, that the use of trackballs instead of joysticks would salvage the original game mechanic, but closer inspection of the hardware through the MAME emulation suggests that 4-player trackball play, or indeed any trackball play could not be included without major complications, or indeed a whole new Midway hardware unit being devised.


* REV PA6-PAC : This prototype (known in Midway as Trog II Proto 6) represents the first major step towards the final Trog concept. The devitation from the standard naming system (the game would normally be listed as Trog PA6 only) represents the change in the project, the -PAc extension added to make it perfectly clear that this was a "Pac-Man" clone. With the original plans for a strategy game abandoned due to a poor location test, new thinking was required to salvage the project - it is rumoured that too much had been invested in the animation for the project to be canned at this stage. Money became very tight on the Trog II project (Trog I being the abandoned strategy game) and so a total rewrite of the concept was out of the question - they would have to make do with the existing code libraries for the project, with only minor alterations. Pushed for time and funding, the programmers decided to make the game into the Pac-Man clone many expected it to be, as this would require the least recoding, all that would be required would be to make the dinosaurs fully controllable, instead of the guided automatons they were originally. However, it was clear that the Trog AI would make them too good for even the best of players to overcome through clever moves, so a 'Punch' option was added which replaced the 'Bone' function and led to the only new animation added in the project, - a 3 frame jab which looked poor compared to that of the Trogs due to the time pressures on Haeger at the time of animation. But I digress... With this established, the programmers then altered the level order to provide a more suitable learning curve for the game, however this destroyed the main purpose of the 'Trog's Cave' intermissions screens and meant that the order of Trog's thoughts didn't fully match his actions. Also, although some of the 'thought balloon' animations (created on the fly through the game ROMS) were changed to remove the bone breaking scenes relating to proto 4, the cave drawings (done by professional 2-D animators) could not be altered due to time and money considerations. The original ending of the game was also scrapped, as it was believed to be an anticlimax, so another hastily animated island was added for an extra challenge, purported to be Trog's Cave (Note the use of the intermission style lettering coupled with superimposed text straight from the ROM, again new graphics were out of the question). However, most of the other features remained intact, with a Complex Egg Lay option being added in the release versions to allow owners to change the egg patterns back from the Pac-Man style to the original layouts (it is believed that there may be a version of the game which put the original mechanic back in too, but no evidence of this has been found).


A Trog unit appears in the 1991 movie 'Terminator 2 - Judgment Day'.


- UPDATES -


PROTOTYPE REV 4.00 :

* The bonus groove is still part of the released game's sound test, despite the fact it is now exclusively used for Trog's Cave and the ending - the prototype's bonus sequence was longer, as time and skill points were added, thus it needed music.

* The dinosaurs punch is poorly animated - this feature was added for the new game to allow fending off of the Trogs and as a result was just a few extra frames of animation made at the 11th hour by Jack E. Haeger.

* The last level uses the Intermission 'Trog's Cave' text, complete with graphical artifacts that were cut off on its normal background, due to the need to minimize adding graphics to the already overtime and over-budget project (the rest of the explanatory text is placed on screen using the same code that superimposes the victory messages).

* The Trog's Cave sequences no longer match up with the introduction of each new enemy - due to the restructure of the levels.

* Trog is seen trying to overcome bones in the recap drawings. In reality this scene was shot for the prototype, when the player's bones could be smashed or jumped on and not replaced due to the cost of redrawing the animation (it is worth pointing out that the main scenes have bone bashing elements removed).


- TIPS AND TRICKS -


While playing the game, try not to fall off the island. You must avoid or fight off any stone wheels that roll toward you and also avoid any tar pits that will occasionally appear. The Trogs are clumsy and dumb and will sometimes fall off the island, sink into the tar pits or blunder into their own traps. However, an island may have holes with warp grids that will advance your Dino two or three islands ahead if your Dino falls into it. These form when you take the shiny egg (in the lower-right corner, there will be one egg that will shine) last. In addition, all players will receive a cool 300,000 point bonus.


On some islands, there will be doors that will lead from one area to another and some will have springboards that will transport your Dino from one side of the island to another. The springboards will hurl the green Trogs to their deaths.


On each island, there are a number of special power-items to collect :

* 'Red roots' that give your Dino extra speed

* 'Yellow horseshoes' that will temporarily form a protective forcefield around your Dino

* 'Fiery chili peppers' that make your Dino to spit fireballs to burn the Trogs

* 'Ice jewels' that will momentarily freeze all the Trogs on the island

* 'Pineapples' that will temporarily turn your Dino into an unstoppable, Trog-eating tyrannosaurus rex.


Avoid the grey mushrooms as they will slow your Dino down.


Some islands have timed bonus stages that will give you a chance to earn bonus points. These stages include :

* Trog Feasts where your Dino will be a tyrannosaurus rex and will attempt to eat as many Trogs as possible before time runs out

* Trog Barbecues where your Dino will spit fireballs and try to burn as many Trogs as possible before time runs out

* Diamond Mines where your Dino will attempt to capture as many gems as possible (including diamonds, rubies and emeralds) before time runs out.


When stage is starting, take a look carefully at eggs, 1 egg will shine (little star) for 1 or 2 seconds. Get this egg as last egg on stage -> a teleport will open. You can enter to teleport instead normal exit, you will skip some stages.


- STAFF -
  • Artwork and playmation : Jack E. Haeger (JEH)
  • Game designers : Jack E. Haeger (JEH), George N. Petro (GNP)
  • Music and sounds : Chris Granner
  • Software : George N. Petro (GNP) & Kurt Mahan
  • Hardware : Mark Loffredo (M L), Glenn Shipp (GWS), Cary Mednick, Al Lasko (AL ), Raymond Gay, Sheridan Oursler
  • Cabinet designer : Ray Czajka (RAY)
  • Cabinet artworks : Linda Deal (LTD), Jack E. Haeger (JEH)
  • Publication : Karen Trybula
  • Marketing : Laura Rezek (LJR)
  • - PORTS -
  • * Consoles :
  • Nintendo Famicom
  • - SOURCES -
  • Game's rom.
  • Machine's picture.
  • Edit this entry at Arcade-History.com: http://www.arcade-history.com/?n=trog&page=detail&id=2977&o=2
resource links view in MAWS
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view high score and replay at MARP
view in Progetto EMMA (Italian)
view in arcade-history.com
view in GameFAQs
view in KLOV
view in MamEnd
view in System16
view in The Arcade Flyer Archive
view in The Arcade Flyer Archive
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cheats
cheats
code comments
00000501:20EED0:00000030:FFFFFFFF  Select Starting Island:Set on level selection screen
00000000:20ECAA:00000003:FFFFFFFF  Infinite Lives PL1
00000000:20ED34:00000003:FFFFFFFF  Infinite Lives PL2
00000000:20EDBE:00000003:FFFFFFFF  Infinite Lives PL3
00000000:20EE48:00000003:FFFFFFFF  Infinite Lives PL4
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