Games| Games Help Overview - Crush Roller Help



Crush Roller is the only known coin-operated arcade game developed by South Korean company Kural Samno. It was licensed for distribution in the United States by Williams in 1981.

In this maze-themed game, the player controls a paintbrush, used to paint the corridors of an aquarium, all while being pursued by two predatory fish (one blue, the other yellow). The player has to avoid these fish at all costs, as if they catch the paintbrush, it is destroyed. However, the player can turn the tables on these foes by using one of two rollers located at two points on the board and crush them for bonus points.

Game Play

  • Joysticks: The game features a 4-way joystick, the only control needed for gameplay. This used to guide the paintbrush around the maze.
  • 1-2 Players: Used to begin a one- or two-player (alternating turn) game.

Arcade MegaWing Controls

Game Function Physical Interface Image
Coin 1 Up
Coin 2 Down
Start 1 Left
Start 2 Right
Move Left Joystick Left
Move Right Joystick Right
Move Up Joystick Up
Move Down Joystick Down
Fire Not Used

Characters, enemies and other items

The paintbrush: The hero of the game, his objective in life was simple: to paint the corridors of the maze surrounding the aquarium, where two predatory fish live.

The player begins the game with three lives (depending on the setting); an extra brush is awarded at 10,000 points. The game ends when all the lives are lost.

The fish: The primary adversaries of the paintbrush, these serve to pursue the paintbrush and stop it from painting the entire maze. Resembling goldfish, one of these are blue, the other yellow. The fish are considered very smart, and often team together in an attempt to corner the paintbrush. If either one (or both) catch the paintbrush, it is destroyed.

Other adversaries: Once per round, one of six "mischief makers" (animals, people or other objects) appear, with the sole purpose of messing up the paintbrush's work. Depending on the stage.

Hardware Specifications

  • Platform NAMCO 8-bit PCB
  • CPU Z80A at 3.072 MHz
  • ROM 16K in four, 4K chips
  • RAM ~2K
  • Display Raster
    • Orientation Vertical
    • Resolution 224x288
    • Colors 16
    • Attributes Eight 16x16 hardware sprites
    • Refresh rate 60.61 Hz
  • Sound Monophonic 3-voice waveform sound generator chip
  • Controls One 4-way leaf joystick, 1P/2P buttons
  • Models Upright, and Cocktail

Source Code Customization

The VHDL source code can be customized to control the following options.

Free Play

To require a coin to play or to set Freeplay where simply pressing the start button is required search for and set the following line in pacman.vhd:

dipsw_reg(1 downto 0) <= "01"; -- 1 Coin  1 Play
Mode Setting
1 Coin = 1 Credit 01
1 Coin = 2 Credit 10
2 Coin = 1 Credit 11
Freeplay 00

Upright/Cocktail table

Search for the following line in pacman.vhd:

in1_reg(7) <= '0'; -- table
Mode Setting
Cocktail Table 0
Upright 1

Number of lives per play

To set the number of lives per play search for the following line in pacman.vhd:

dipsw_reg(3 downto 2) <= "10"; -- pacman (3)
Mode Setting
1 Packman 00
2 Packmen 01
3 Packmen 10
5 Packmen 11

Points until extra life

To set the number of lives per play search for the following line in pacman.vhd:

dipsw_reg(5 downto 4) <= "00"; -- Bonus at 10,000
Mode Setting
Bonus at 10,000 00
Bonus at 15,000 01
Bonus at 20,000 10
No Bonus 11


Some text on this page comes directly from Strategy Wiki and is reposted under the Attribution-Share Alike 3.0 Unported license.

Some images on this page comes directly from Namedb and are reposted under the name of namedb.


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