Turtles (Arcade)
Turtles |
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Also known as: 600 (Konami), Turpin (Sega)
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Turtles is Frogger's unpopular cousin. A mother turtle has to rescue her children from a parking garage while avoiding cars or beetles (not the car kind), depending on what version you're playing.
Contents
Unused Graphics
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There's an unused car graphic in Konami's set. Here it is. Look at it. Sure is a car.
Extra Life Value
The variable that controls the extra life threshold is stored in RAM address 8017, and is set on boot...but this value is always set to 5. At one point, they might have planned to control the threshold with a dip switch, like in other Galaxian-based games, but that obviously never happened and they went with a hard-coded value.
The aforementioned code comes before the game reads the Coinage / Cabinet Type and Lives dip switches and sets those variables in RAM, which supports this theory.
Version Differences
Attract Mode
Konami | Stern | Sega |
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- Each publisher has a different title for the game: Konami uses the enigmatic 600, Stern the boring but descriptive Turtles, and Sega has the more imaginative combination of "turtle" and "terrapin", Turpin. Konami's set also uses their logo for the copyright message, while Stern and Sega simply spell out their names in the game's standard font.
Original | Modified |
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- Since the mechanics of play were changed (see below), the gameplay demo had to be changed as well.
Gameplay
Lives
- In 600 and Turtles, the player starts off with 3, 4, or 5 lives, depending on the dip switch setting. In Turpin, this was changed to 3, 5, or 7 lives.
Kidturtles
In all versions, the player (the mother turtle) needs to collect all of the kidturtles on the current floor to progress to the next floor.
- In 600, the player has to collect all of the kidturtles at once before the exit appears.
- In Turtles and Turpin, every time the player collects a kidturtle, the exit appears. The player has to return the current kidturtle to the exit before they can collect any more. This greatly slows down the player's progress compared to 600.
Enemies
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- The enemies in 600 are cars. The AI for these cars is set at the start of each floor and doesn't seem to change over time. All cars appear to be identical.
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- In Turtles and Turpin, the enemies are beetles. The beetles start off with a dumber AI, just kinda ambling around the floor. They eventually turn orange and then blue, at which point they get much more aggressive in pursuing the player.
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- There are one-to-two hidden enemies in the question mark panels, depending on the floor.
- In 600, these enemies will be a normal yellow car, and a red racecar which moves twice as fast as other enemies.
- In Turtles and Turpin, the hidden enemies are just standard beetles.
Bombs
Konami | Stern | Sega |
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- In 600, the player has a bomb supply that constantly replenishes itself, as indicated by the "ENERGY" meter on the HUD. The meter itself is actually 8 units long. However, the lower the energy meter is, the less effective the bombs are (i.e., enemies will be stunned for less time). The amount of time it takes for a unit of energy to replenish depends on the table below:
Building 1 | Building 2 | ||
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Floor # | Timer | Floor # | Timer |
Floor 1 | 64 Frames | Floor 1 | 568 Frames |
Floor 2 | 127 Frames | Floor 2 | 631 Frames |
Floor 3 | 190 Frames | Floor 3 | 693 Frames |
Floor 4 | 253 Frames | Floor 4 | 757 Frames |
Floor 5 | 316 Frames | Floor 5 | 820 Frames |
Floor 6 | 379 Frames | Floor 6 | 882 Frames |
Floor 7 | 442 Frames | Floor 7 | 946 Frames |
Floor 8 | 505 Frames | Floor 8 | 1009 Frames |
From the third building onward, the delay is always 1009 frames.
- In Turtles and Turpin, bomb clusters will appear in the middle of the playfield that give the player three bombs each. There will always be a bomb cluster present when the player first reaches the floor and when the player respawns after dying. Bombs always stun for the same amount of time, and they'll also turn the beetles back to their least aggressive form.
- The amount of time it takes for another cluster to appear depends on the cluster variable, which is equal to the floor number plus the number of clusters that the player has already collected on the current floor:
Cluster Var | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20+ |
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Timer (Frames) | 190 | 316 | 442 | 568 | 694 | 820 | 946 | 1072 | 1198 | 1324 | 1450 | 1576 | 1702 | 1828 | 1954 | 2080 | 2206 | 2332 | 2458 | 2584 |
Floors
Original |
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Modified |
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- While the layouts are identical between versions, the aesthetics are different between 600 and Turtles / Turpin.
- In 600, the palette changes each floor and the wall graphics change every two floors.
- In Turtles and Turpin, the palette and wall graphics stay the same, but the floor tiles change each floor.
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Modified |
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- In 600, the wall graphics and palettes keep changing in the latter half of the building, while in Turtles and Turpin, the floor tiles start getting recycled starting on the fifth floor. Each pattern in Turtles and Turpin takes five tiles (one for the floor and four for the bomb cluster), and there simply isn't enough room in the graphics ROM for more than four patterns.
Graphics
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In Turpin only, the mother turtle will start flashing when she has a kidturtle on her back.
Konami | Stern | Sega |
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In 600 and Turpin, the company name appears above the entrance to the building. As before, Konami uses their logo while Sega simply spells out their name in the game's font. In Turtles, the name is gone, but the "P" was changed to an "S" for Stern.
Konami | Stern | Sega |
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In 600, the climbing cutscene only has a single ladder with the mother turtle climbing on it. The later sets enhanced this by adding two more ladders and three beetles that chase the mother turtle.
Text
600 / Turtles | FIRST FLOOR | SECOND FLOOR | THIRD FLOOR | FOURTH FLOOR | FIFTH FLOOR | SIXTH FLOOR | SEVENTH FLOOR | EIGHTH FLOOR |
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Turpin | 1 FLOOR | 2 FLOOR | 3 FLOOR | 4 FLOOR | 5 FLOOR | 6 FLOOR | 7 FLOOR | 8 FLOOR |
- The level names on the HUD were changed from "XST/ND/TH FLOOR" in 600 and Turtles to "X FLOOR" in Turpin, possibly to make it easier for non-English speaking players to read.
600 / Turtles | FIRST FLOOR | SECOND FLOOR | THIRD FLOOR | FOURTH FLOOR | FIFTH FLOOR | SIXTH FLOOR | SEVENTH FLOOR | EIGHTH FLOOR |
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Turpin | 1F | 2F | 3F | 4F | 5F | 6F | 7F | 8F |
- The text in the climbing cutscene was similarly changed.
Music
Song # | Track | Origin |
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Song 1 | ||
Song 2 | ||
Song 3 | ||
Song 4 | "The Old Gray Mare" | |
Song 5 | ||
Song 6 | ||
Song 7 | "Yankee Doodle" | |
Song 8 |
Each game has different methods for playing music:
- In the Konami version, Song 2 plays on every single floor.
- In the Stern version, the game plays Song 1 on the 1st floor, Song 2 on the 2nd floor, etc. until the player reaches the 5th floor and the game cycles back to Song 1. Songs 5 to 8 are in the audio CPU but are never played.
- In Sega's version, the song played depends on the player's progress: The game plays Song ((floor(Y/2) mod 8) +1), where Y is the total number of kidturtles that the player has rescued. This ensures that all eight tracks will be heard in normal play if the player is sufficiently skilled.
Song # | Track | Origin |
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Song 1 | "Mary Had a Little Lamb" | |
Song 2 | ||
Song 3 | "Ten Little Indians" | |
Song 4 |
- The Sega and Stern versions cycle between four different songs during the climbing cutscenes. The Konami original only uses Song 1.
References
- Pages missing developer references
- Games developed by Konami
- Pages missing publisher references
- Games published by Konami
- Games published by Sega
- Games published by Stern Electronics
- Arcade games
- Games released in 1981
- Games released in November
- Pages missing date references
- Games with unused enemies
- Games with unused graphics
- Games with unused music
- Games with regional differences
- Games with revisional differences
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Games > Games by publisher > Games published by Konami
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Games > Games by publisher > Games published by Stern Electronics
Games > Games by release date > Games released in 1981
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