add GR attract mode and action screenshots for lo-res games

This commit is contained in:
4am 2019-07-15 11:42:05 -04:00
parent 7c2174cfca
commit e453a52256
203 changed files with 344 additions and 212 deletions

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@ -108,7 +108,7 @@ dsk: md asm
bin/buildfileinfo.py build/ACTION.DHGR "06" "4000" >>build/log
$(CADIUS) ADDFOLDER build/"$(DISK)" "/${VOLUME}/ACTION.DHGR" "build/ACTION.DHGR" >>build/log
rsync -aP res/action.gr/* build/ACTION.GR >>build/log
bin/buildfileinfo.py build/ACTION.GR "06" "0800" >>build/log
bin/buildfileinfo.py build/ACTION.GR "06" "6000" >>build/log
$(CADIUS) ADDFOLDER build/"$(DISK)" "/${VOLUME}/ACTION.GR" "build/ACTION.GR" >>build/log
rsync -aP res/artwork.shr/* build/ARTWORK.SHR >>build/log
bin/buildfileinfo.py build/ARTWORK.SHR "C1" "2000" >>build/log

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@ -17,11 +17,11 @@ cat res/games.conf |
# add DHGR title screenshot, if any
[ -f res/title.dhgr/"$game" ] &&
echo "TITLE.DHGR/$game=8" >> /tmp/g
echo "TITLE.DHGR/$game=B" >> /tmp/g
# add box art, if any
[ -f res/artwork.shr/"$game" ] &&
echo "ARTWORK.SHR/$game=9" >> /tmp/g
echo "ARTWORK.SHR/$game=C" >> /tmp/g
# add DHGR action screenshots, if any
cat res/ss/ACTDHGR*.CONF |
@ -29,7 +29,7 @@ cat res/games.conf |
grep "$game""$" |
cut -d"=" -f1 |
sed -e "s/^/ACTION.DHGR\//g" |
sed -e "s/$/=8/g" |
sed -e "s/$/=B/g" |
sort |
uniq >> /tmp/g
@ -39,7 +39,17 @@ cat res/games.conf |
grep "$game""$" |
cut -d"=" -f1 |
sed -e "s/^/ACTION.HGR\//g" |
sed -e "s/$/=7/g" |
sed -e "s/$/=A/g" |
sort |
uniq >> /tmp/g
# add GR action screenshots, if any
cat res/ss/ACTGR*.CONF |
tr "\r" "\n" |
grep "$game""$" |
cut -d"=" -f1 |
sed -e "s/^/ACTION.GR\//g" |
sed -e "s/$/=D/g" |
sort |
uniq >> /tmp/g
@ -58,7 +68,7 @@ cat res/games.conf |
fi
if [ "$game" == "PRINCEUNP" ]; then
echo "ARTWORK.SHR/POP.END=9" >> /tmp/g
echo "ARTWORK.SHR/POP.END=C" >> /tmp/g
fi
# add eof

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res/action.gr/POLLYWOG Normal file

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@ -1 +1 @@
# # Mega-Attract-Mode configuration file # # Mega-Attract-Mode is split into modules. Each module can be a short # slideshow, a self-running demo (like a game's built-in 'attract mode'), or # even just a single screenshot. Modules are run in the order listed here, one # after the next, until interrupted by user input. The last-run module is # tracked in the global prefs file. # # The same format is used by the per-game attract mode configuration files. # # Format: # key=value # # |key| must be unique within this file # # |value| must be one of # 0 = self-running demo (|key| is an executable binary file in /DEMO/) # 1 = HGR title slideshow (|key| is a file in /SS/ containing files in /TITLE.HGR/) # 2 = HGR action slideshow (|key| is a file in /SS/ containing files in /ACTION.HGR/) # 3 = DHGR title slideshow (|key| is a file in /SS/ containing files in /TITLE.DHGR/) # 4 = DHGR action slideshow (|key| is a file in /SS/ containing files in /ACTION.DHGR/) # 5 = SHR box art slideshow (|key| is a file in /SS/ containing files in /ARTWORK.SHR/) # 7 = single HGR file (|key| is arbitrary path from program root directory) # 8 = single DHGR file (|key| is arbitrary path from program root directory) # 9 = single SHR file (|key| is arbitrary path from program root directory) # # Blank lines and lines beginning with '#' are ignored (like this one!) # A line beginning with '[' terminates the parsing # # set 1 FAVORITES1.CONF=1 ACTIONHIJ1.CONF=2 JUNGLE.HUNT=0 DHGR1.CONF=3 ACTIONPOP.CONF=2 SAMMY.LIGHTFOOT=0 OTHER4.CONF=1 SHR1.CONF=5 # set 2 FAVORITES4.CONF=1 PITFALL.II=0 SYNERGIST.CONF=1 SPCARTOON.1.=0 ACTIONMNO1.CONF=2 CONAN=0 DHGR2.CONF=3 ACTIONCLR1.CONF=2 ATARI.CONF=1 SNEAKERS=0 SHR2.CONF=5 # set 3 IDSI.CONF=1 HARD.HAT.MACK=0 BALLY.CONF=1 MR.DO.CONF=2 BURGERTIME=0 DHGR3.CONF=3 ACTIONS3.CONF=2 GUMBALL=0 S3.CONF=1 STARGATE=0 SHR3.CONF=5 # set 4 FAVORITES3.CONF=1 BOUNCING.KMNGAS=0 BRODERBUND.CONF=1 ACTIONCLR2.CONF=2 LADY.TUT=0 DHGR4.CONF=3 ACTIONAB1.CONF=2 CD2.CONF=1 SPYS.DEMISE=0 SHR4.CONF=5 # set 5 T1.CONF=1 MR.COOL=0 SIRIUS.CONF=1 SPCARTOON.2.=0 ACTIONCLR3.CONF=2 CIDER.SPIDER=0 ACTDHGR1.CONF=4 ACTIONAB2.CONF=2 AB2.CONF=1 SPARE.CHANGE=0 SHR5.CONF=5 # set 6 MATTEL.CONF=1 THUNDERBOMBS=0 FAVORITES2.CONF=1 ACTIONBURG.CONF=2 VINDICATOR=0 ACTDHGR2.CONF=4 ACTIONEFG2.CONF=2 S1.CONF=1 LODE.RUNNER=0 SHR6.CONF=5 # set 7 EFG2.CONF=1 REPTON=0 DATAMOST.CONF=1 ACTIONCLR4.CONF=2 AGENT.USA=0 ACTDHGR3.CONF=4 ACTIONMNO3.CONF=2 MNO.CONF=1 AQUATRON=0 SHR7.CONF=5 # set 8 SIERRA.CONF=1 POOYAN=0 CD1.CONF=1 SPCARTOON.3.=0 ACTIONPQR1.CONF=2 ALIEN.DOWNPOUR=0 ACTDHGR4.CONF=4 ACTIONT1.CONF=2 BOLO=0 T2.CONF=1 BUZZARD.BAIT=0 SHR8.CONF=5 # set 9 MICROFUN.CONF=1 GAMMA.GOBLINS=0 OTHER2.CONF=1 ACTIONCLR5.CONF=2 CEILING.ZERO=0 ACTDHGR5.CONF=4 ACTIONPQR2.CONF=2 P2.CONF=1 ROBOTRON=0 SHR9.CONF=5 # set 10 SYNAPSE.CONF=1 WARP.DESTROYER=0 PICCADILLY.CONF=1 ACTIONT3.CONF=2 WAVY.NAVY=0 ACTDHGR6.CONF=4 ACTIONT2.CONF=2 CD3.CONF=1 TRACK.AND.FIELD=0 SHR10.CONF=5 # set 11 DATAEAST.CONF=1 PEST.PATROL=0 EA.CONF=1 SPCARTOON.4.=0 ACTIONMNO2.CONF=2 CHOPLIFTER=0 ACTDHGR7.CONF=4 ACTIONEFG1.CONF=2 HIJKL2.CONF=1 GOONIES=0 SHR11.CONF=5 # set 12 SEGA.CONF=1 LOST.TOMB=0 HIJKL.CONF=1 ACTIONEFG3.CONF=2 KARATEKA=0 ACTDHGR8.CONF=4 ACTIONS2.CONF=2 S2.CONF=1 SNAKE.BYTE=0 SHR12.CONF=5 # set 13 ACTIVISION.CONF=1 DINO.EGGS=0 TAITO.CONF=1 ACTIONHIJ2.CONF=2 ALIEN.RAIN=0 ACTDHGR9.CONF=4 ACTIONCD2.CONF=2 GEBELLI.CONF=1 SERPENTINE=0 SHR13.CONF=5 # set 14 PENGUIN.CONF=1 PACMAN=0 DATASOFT.CONF=1 SPCARTOON.5.=0 ACTIONAB3.CONF=2 FLIP.OUT=0 ACTDHGR10.CONF=4 ACTIONCD1.CONF=2 QR.CONF=1 PLASMANIA=0 SHR14.CONF=5 # set 15 SUBLOGIC.CONF=1 HIGH.RISE=0 EFG1.CONF=1 ACTIONS1.CONF=2 ORILEYS.MINE=0 ACTDHGR11.CONF=4 ACTIONCD3.CONF=2 OTHER1.CONF=1 SPY.HUNTER=0 SHR15.CONF=5 # set 16 EPYX.CONF=1 NIBBLER=0 AB1.CONF=1 ACTIONPQR3.CONF=2 ALIEN.AMBUSH=0 ACTDHGR12.CONF=4 ACTIONCAPT.CONF=2 TUBEWAY=0 SHR16.CONF=5 # set 17 P1.CONF=1 PIEMAN=0 OTHER3.CONF=1 SPCARTOON.6.=0 ACTIONHIJ3.CONF=2 CHAMP.LODERUN=0 ACTDHGR13.CONF=4 AB3.CONF=1 ACTIONAB4.CONF=2 FIREBIRD=0 # 5 [eof]
# # Mega-Attract-Mode configuration file # # Mega-Attract-Mode is split into modules. Each module can be a short # slideshow, a self-running demo (like a game's built-in 'attract mode'), or # even just a single screenshot. Modules are run in the order listed here, one # after the next, until interrupted by user input. The last-run module is # tracked in the global prefs file. # # The same format is used by the per-game attract mode configuration files. # # Format: # key=value # # |key| must be unique within this file # # |value| must be one of # 0 = self-running demo (|key| is an executable binary file in /DEMO/) # 1 = HGR title slideshow (|key| is a file in /SS/ containing files in /TITLE.HGR/) # 2 = HGR action slideshow (|key| is a file in /SS/ containing files in /ACTION.HGR/) # 3 = DHGR title slideshow (|key| is a file in /SS/ containing files in /TITLE.DHGR/) # 4 = DHGR action slideshow (|key| is a file in /SS/ containing files in /ACTION.DHGR/) # 5 = SHR box art slideshow (|key| is a file in /SS/ containing files in /ARTWORK.SHR/) # 6 = GR action slideshow (|key| is a file in /SS/ containing files in /ACTION.GR/) # A = single HGR file (|key| is arbitrary path from program root directory) # B = single DHGR file (|key| is arbitrary path from program root directory) # C = single SHR file (|key| is arbitrary path from program root directory) # D = single GR file (|key| is arbitrary path from program root directory) # # Blank lines and lines beginning with '#' are ignored (like this one!) # A line beginning with '[' terminates the parsing # # set 1 FAVORITES1.CONF=1 ACTIONHIJ1.CONF=2 JUNGLE.HUNT=0 DHGR1.CONF=3 ACTIONPOP.CONF=2 SAMMY.LIGHTFOOT=0 OTHER4.CONF=1 SHR1.CONF=5 # set 2 FAVORITES4.CONF=1 PITFALL.II=0 SYNERGIST.CONF=1 SPCARTOON.1.=0 ACTIONMNO1.CONF=2 CONAN=0 DHGR2.CONF=3 ACTIONCLR1.CONF=2 ATARI.CONF=1 SNEAKERS=0 SHR2.CONF=5 # set 3 IDSI.CONF=1 HARD.HAT.MACK=0 BALLY.CONF=1 MR.DO.CONF=2 BURGERTIME=0 DHGR3.CONF=3 ACTIONS3.CONF=2 GUMBALL=0 S3.CONF=1 STARGATE=0 SHR3.CONF=5 # set 4 FAVORITES3.CONF=1 BOUNCING.KMNGAS=0 BRODERBUND.CONF=1 ACTIONCLR2.CONF=2 LADY.TUT=0 DHGR4.CONF=3 ACTIONAB1.CONF=2 CD2.CONF=1 SPYS.DEMISE=0 SHR4.CONF=5 # set 5 T1.CONF=1 MR.COOL=0 SIRIUS.CONF=1 SPCARTOON.2.=0 ACTIONCLR3.CONF=2 CIDER.SPIDER=0 ACTDHGR1.CONF=4 ACTIONAB2.CONF=2 AB2.CONF=1 SPARE.CHANGE=0 SHR5.CONF=5 # set 6 MATTEL.CONF=1 THUNDERBOMBS=0 FAVORITES2.CONF=1 ACTIONBURG.CONF=2 VINDICATOR=0 ACTDHGR2.CONF=4 ACTIONEFG2.CONF=2 S1.CONF=1 LODE.RUNNER=0 SHR6.CONF=5 # set 7 EFG2.CONF=1 REPTON=0 DATAMOST.CONF=1 ACTIONCLR4.CONF=2 AGENT.USA=0 ACTDHGR3.CONF=4 ACTIONMNO3.CONF=2 MNO.CONF=1 AQUATRON=0 SHR7.CONF=5 # set 8 SIERRA.CONF=1 POOYAN=0 CD1.CONF=1 SPCARTOON.3.=0 ACTIONPQR1.CONF=2 ALIEN.DOWNPOUR=0 ACTDHGR4.CONF=4 ACTIONT1.CONF=2 BOLO=0 T2.CONF=1 BUZZARD.BAIT=0 SHR8.CONF=5 # set 9 MICROFUN.CONF=1 GAMMA.GOBLINS=0 OTHER2.CONF=1 ACTIONCLR5.CONF=2 CEILING.ZERO=0 ACTDHGR5.CONF=4 ACTIONPQR2.CONF=2 P2.CONF=1 ROBOTRON=0 SHR9.CONF=5 # set 10 SYNAPSE.CONF=1 WARP.DESTROYER=0 PICCADILLY.CONF=1 ACTIONT3.CONF=2 WAVY.NAVY=0 ACTDHGR6.CONF=4 ACTIONT2.CONF=2 CD3.CONF=1 TRACK.AND.FIELD=0 SHR10.CONF=5 # set 11 DATAEAST.CONF=1 PEST.PATROL=0 EA.CONF=1 SPCARTOON.4.=0 ACTIONMNO2.CONF=2 CHOPLIFTER=0 ACTDHGR7.CONF=4 ACTIONEFG1.CONF=2 HIJKL2.CONF=1 GOONIES=0 SHR11.CONF=5 # set 12 SEGA.CONF=1 LOST.TOMB=0 HIJKL.CONF=1 ACTIONEFG3.CONF=2 KARATEKA=0 ACTDHGR8.CONF=4 ACTIONS2.CONF=2 S2.CONF=1 SNAKE.BYTE=0 SHR12.CONF=5 # set 13 ACTIVISION.CONF=1 DINO.EGGS=0 TAITO.CONF=1 ACTIONHIJ2.CONF=2 ALIEN.RAIN=0 ACTDHGR9.CONF=4 ACTIONCD2.CONF=2 GEBELLI.CONF=1 SERPENTINE=0 SHR13.CONF=5 # set 14 PENGUIN.CONF=1 PACMAN=0 DATASOFT.CONF=1 SPCARTOON.5.=0 ACTIONAB3.CONF=2 FLIP.OUT=0 ACTDHGR10.CONF=4 ACTIONCD1.CONF=2 QR.CONF=1 PLASMANIA=0 SHR14.CONF=5 # set 15 SUBLOGIC.CONF=1 HIGH.RISE=0 EFG1.CONF=1 ACTIONS1.CONF=2 ORILEYS.MINE=0 ACTDHGR11.CONF=4 ACTIONCD3.CONF=2 OTHER1.CONF=1 SPY.HUNTER=0 SHR15.CONF=5 # set 16 EPYX.CONF=1 NIBBLER=0 AB1.CONF=1 ACTIONPQR3.CONF=2 ALIEN.AMBUSH=0 ACTDHGR12.CONF=4 ACTIONCAPT.CONF=2 TUBEWAY=0 SHR16.CONF=5 # set 17 P1.CONF=1 PIEMAN=0 OTHER3.CONF=1 SPCARTOON.6.=0 ACTIONHIJ3.CONF=2 CHAMP.LODERUN=0 ACTDHGR13.CONF=4 AB3.CONF=1 ACTIONAB4.CONF=2 FIREBIRD=0 # 5 [eof]

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@ -1 +1 @@
# # Attract mode for Agent U S A # ARTWORK.SHR/AGENT.USA=9 ACTION.HGR/AGENT.USA=7 AGENT.USA=0 [eof]
# # Attract mode for Agent U S A # ARTWORK.SHR/AGENT.USA=C ACTION.HGR/AGENT.USA=A AGENT.USA=0 [eof]

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@ -1 +1 @@
# # Attract mode for Airheart # TITLE.DHGR/AIRHEART=8 ACTION.DHGR/AIRHEART2=8 ACTION.DHGR/AIRHEART3=8 ACTION.DHGR/AIRHEART=8 [eof]
# # Attract mode for Airheart # TITLE.DHGR/AIRHEART=B ACTION.DHGR/AIRHEART2=B ACTION.DHGR/AIRHEART3=B ACTION.DHGR/AIRHEART=B [eof]

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@ -1 +1 @@
# # Attract mode for Alcazar # ARTWORK.SHR/ALCAZAR=9 ACTION.HGR/ALCAZAR=7 [eof]
# # Attract mode for Alcazar # ARTWORK.SHR/ALCAZAR=C ACTION.HGR/ALCAZAR=A [eof]

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@ -1 +1 @@
# # Attract mode for Alien Ambush # ARTWORK.SHR/ALIEN.AMBUSH=9 ACTION.HGR/ALIEN.AMBUSH=7 ALIEN.AMBUSH=0 [eof]
# # Attract mode for Alien Ambush # ARTWORK.SHR/ALIEN.AMBUSH=C ACTION.HGR/ALIEN.AMBUSH=A ALIEN.AMBUSH=0 [eof]

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@ -1 +1 @@
# # Attract mode for Alien Downpour # ACTION.HGR/ALIEN.DOWNPOUR=7 ALIEN.DOWNPOUR=0 [eof]
# # Attract mode for Alien Downpour # ACTION.HGR/ALIEN.DOWNPOUR=A ALIEN.DOWNPOUR=0 [eof]

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@ -1 +1 @@
# # Attract mode for Alien Munchies # ACTION.HGR/ALIEN.MUNCHIES=7 [eof]
# # Attract mode for Alien Munchies # ACTION.HGR/ALIEN.MUNCHIES=A [eof]

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@ -1 +1 @@
# # Attract mode for Alien Rain # ACTION.HGR/ALIEN.RAIN=7 ALIEN.RAIN=0 [eof]
# # Attract mode for Alien Rain # ACTION.HGR/ALIEN.RAIN=A ALIEN.RAIN=0 [eof]

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@ -1 +1 @@
# # Attract mode for Ankh # ACTION.HGR/ANKH=7 [eof]
# # Attract mode for Ankh # ACTION.HGR/ANKH=A [eof]

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@ -1 +1 @@
# # Attract mode for Apple Panic # ARTWORK.SHR/APPLE.PANIC=9 ACTION.HGR/APPLE.PANIC=7 [eof]
# # Attract mode for Apple Panic # ARTWORK.SHR/APPLE.PANIC=C ACTION.HGR/APPLE.PANIC=A [eof]

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@ -1 +1 @@
# # Attract mode for Aquatron # ACTION.HGR/AQUATRON=7 AQUATRON=0 [eof]
# # Attract mode for Aquatron # ACTION.HGR/AQUATRON=A AQUATRON=0 [eof]

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@ -1 +1 @@
# # Attract mode for Argos # ACTION.HGR/ARGOS=7 [eof]
# # Attract mode for Argos # ACTION.HGR/ARGOS=A [eof]

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@ -1 +1 @@
# # Attract mode for Arkanoid # ACTION.HGR/ARKANOID=7 [eof]
# # Attract mode for Arkanoid # ACTION.HGR/ARKANOID=A [eof]

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@ -1 +1 @@
# # Attract mode for Axis Assassin # ACTION.HGR/AXIS.ASSASSIN2=7 ACTION.HGR/AXIS.ASSASSIN3=7 ACTION.HGR/AXIS.ASSASSIN4=7 ACTION.HGR/AXIS.ASSASSIN5=7 ACTION.HGR/AXIS.ASSASSIN=7 [eof]
# # Attract mode for Axis Assassin # ACTION.HGR/AXIS.ASSASSIN2=A ACTION.HGR/AXIS.ASSASSIN3=A ACTION.HGR/AXIS.ASSASSIN4=A ACTION.HGR/AXIS.ASSASSIN5=A ACTION.HGR/AXIS.ASSASSIN=A [eof]

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@ -1 +1 @@
# # Attract mode for Bad Dudes # TITLE.DHGR/BAD.DUDES=8 ACTION.DHGR/BAD.DUDES2=8 ACTION.DHGR/BAD.DUDES3=8 ACTION.DHGR/BAD.DUDES=8 [eof]
# # Attract mode for Bad Dudes # TITLE.DHGR/BAD.DUDES=B ACTION.DHGR/BAD.DUDES2=B ACTION.DHGR/BAD.DUDES3=B ACTION.DHGR/BAD.DUDES=B [eof]

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@ -1 +1 @@
# # Attract mode for Batman # TITLE.DHGR/BATMAN=8 ARTWORK.SHR/BATMAN=9 ACTION.DHGR/BATMAN2=8 ACTION.DHGR/BATMAN3=8 ACTION.DHGR/BATMAN4=8 ACTION.DHGR/BATMAN5=8 ACTION.DHGR/BATMAN=8 [eof]
# # Attract mode for Batman # TITLE.DHGR/BATMAN=B ARTWORK.SHR/BATMAN=C ACTION.DHGR/BATMAN2=B 8 8 8 ARTWORK.SHR/BATMAN=9 8 ACTION.DHGR/BATMAN2=8 8 ACTION.DHGR/BATMAN3=8 [eof]

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@ -1 +1 @@
# # Attract mode for Battlezone # ACTION.HGR/BATTLEZONE=7 [eof]
# # Attract mode for Battlezone # ACTION.HGR/BATTLEZONE=A [eof]

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@ -1 +1 @@
# # Attract mode for BC's Quest For Tires # ARTWORK.SHR/BCS.QUEST=9 ACTION.HGR/BCS.QUEST=7 [eof]
# # Attract mode for BC's Quest For Tires # ARTWORK.SHR/BCS.QUEST=C ACTION.HGR/BCS.QUEST=A [eof]

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@ -1 +1 @@
# # Attract mode for Beer Run # ACTION.HGR/BEER.RUN=7 [eof]
# # Attract mode for Beer Run # ACTION.HGR/BEER.RUN=A [eof]

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@ -1 +1 @@
# # Attract mode for Bellhop # ACTION.HGR/BELLHOP=7 [eof]
# # Attract mode for Bellhop # ACTION.HGR/BELLHOP=A [eof]

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@ -1 +1 @@
# # Attract mode for Berzap # ACTION.HGR/BERZAP=7 [eof]
# # Attract mode for Berzap # ACTION.HGR/BERZAP=A [eof]

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@ -1 +1 @@
# # Attract mode for Blister Ball # ACTION.HGR/BLISTER.BALL=7 [eof]
# # Attract mode for Blister Ball # ACTION.HGR/BLISTER.BALL=A [eof]

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@ -1 +1 @@
# # Attract mode for BlockChain # [eof]
# # Attract mode for BlockChain # ACTION.GR/BLOCKCHAIN=D [eof]

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@ -1 +1 @@
# # Attract mode for Bolo # ARTWORK.SHR/BOLO=9 ACTION.HGR/BOLO=7 BOLO=0 [eof]
# # Attract mode for Bolo # ARTWORK.SHR/BOLO=C ACTION.HGR/BOLO=A BOLO=0 [eof]

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@ -1 +1 @@
# # Attract mode for Bouncing Kamungas # ARTWORK.SHR/BOUNCING.KMNGAS=9 ACTION.HGR/BOUNCING.KMNGA2=7 ACTION.HGR/BOUNCING.KMNGAS=7 BOUNCING.KMNGAS=0 [eof]
# # Attract mode for Bouncing Kamungas # ARTWORK.SHR/BOUNCING.KMNGAS=C ACTION.HGR/BOUNCING.KMNGA2=A ACTION.HGR/BOUNCING.KMNGAS=A BOUNCING.KMNGAS=0 [eof]

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@ -1 +1 @@
# # Attract mode for Brainteaser Boulevard # ARTWORK.SHR/BRAINTEASERBLVD=9 ACTION.HGR/BRAINTEASERBLVD=7 [eof]
# # Attract mode for Brainteaser Boulevard # ARTWORK.SHR/BRAINTEASERBLVD=C ACTION.HGR/BRAINTEASERBLVD=A [eof]

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@ -1 +1 @@
# # Attract mode for Bruce Lee # TITLE.DHGR/BRUCE.LEE=8 ARTWORK.SHR/BRUCE.LEE=9 ACTION.HGR/BRUCE.LEE=7 [eof]
# # Attract mode for Bruce Lee # TITLE.DHGR/BRUCE.LEE=B ARTWORK.SHR/BRUCE.LEE=C ACTION.HGR/BRUCE.LEE=A [eof]

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@ -1 +1 @@
# # Attract mode for Bubble Bobble # ACTION.HGR/BUBBLE.BOBBLE=7 [eof]
# # Attract mode for Bubble Bobble # ACTION.HGR/BUBBLE.BOBBLE=A [eof]

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@ -1 +1 @@
# # Attract mode for Bill Budge's Trilogy # ACTION.HGR/BUDGETRILOGY=7 [eof]
# # Attract mode for Bill Budge's Trilogy # ACTION.HGR/BUDGETRILOGY=A [eof]

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@ -1 +1 @@
# # Attract mode for BurgerTime # ACTION.HGR/BURGERTIMEL1=7 ACTION.HGR/BURGERTIMEL2=7 ACTION.HGR/BURGERTIMEL3=7 ACTION.HGR/BURGERTIMEL4=7 ACTION.HGR/BURGERTIMEL5=7 ACTION.HGR/BURGERTIMEL6=7 ACTION.HGR/BURGERTIMEL7=7 ACTION.HGR/BURGERTIMEL8=7 ACTION.HGR/BURGERTIMEL9=7 BURGERTIME=0 [eof]
# # Attract mode for BurgerTime # ACTION.HGR/BURGERTIMEL1=A 7 7 7 ACTION.HGR/BURGERTIMEL2=7 7 ACTION.HGR/BURGERTIMEL3=7 7 ACTION.HGR/BURGERTIMEL4=7 7 ACTION.HGR/BURGERTIMEL5=7 7 ACTION.HGR/BURGERTIMEL6=7 7 ACTION.HGR/BURGERTIMEL7=7 7 ACTION.HGR/BURGERTIMEL8=7 BURGERTIME=0 [eof]

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@ -1 +1 @@
# # Attract mode for Buzzard Bait # ACTION.HGR/BUZZARD.BAIT=7 BUZZARD.BAIT=0 [eof]
# # Attract mode for Buzzard Bait # ACTION.HGR/BUZZARD.BAIT=A BUZZARD.BAIT=0 [eof]

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@ -1 +1 @@
# # Attract mode for Cannonball Blitz # ARTWORK.SHR/CANNONBALL.BLTZ=9 ACTION.HGR/CANNONBALL.BLTZ=7 [eof]
# # Attract mode for Cannonball Blitz # ARTWORK.SHR/CANNONBALL.BLTZ=C ACTION.HGR/CANNONBALL.BLTZ=A [eof]

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@ -1 +1 @@
# # Attract mode for Canyon Climber # ARTWORK.SHR/CANYON.CLIMBER=9 ACTION.HGR/CANYON.CLIMBER=7 [eof]
# # Attract mode for Canyon Climber # ARTWORK.SHR/CANYON.CLIMBER=C ACTION.HGR/CANYON.CLIMBER=A [eof]

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@ -1 +1 @@
# # Attract mode for Captain Goodnight # ARTWORK.SHR/CAPTN.GOODNIGHT=9 ACTION.HGR/CAPTN.GOODNIGH1=7 ACTION.HGR/CAPTN.GOODNIGH2=7 ACTION.HGR/CAPTN.GOODNIGH3=7 ACTION.HGR/CAPTN.GOODNIGH4=7 ACTION.HGR/CAPTN.GOODNIGH5=7 ACTION.HGR/CAPTN.GOODNIGH6=7 ACTION.HGR/CAPTN.GOODNIGH7=7 ACTION.HGR/CAPTN.GOODNIGH8=7 9 9 9 [eof]
# # Attract mode for Captain Goodnight # ARTWORK.SHR/CAPTN.GOODNIGHT=9 ACTION.HGR/CAPTN.GOODNIGH1=7 9 ACTION.HGR/CAPTN.GOODNIGH2=7 9 ACTION.HGR/CAPTN.GOODNIGH3=7 9 ACTION.HGR/CAPTN.GOODNIGH4=7 9 ACTION.HGR/CAPTN.GOODNIGH5=7 9 ACTION.HGR/CAPTN.GOODNIGH6=7 9 ACTION.HGR/CAPTN.GOODNIGH7=7 9 ACTION.HGR/CAPTN.GOODNIGH8=7 ACTION.HGR/CAPTN.GOODNIGH1=7 ACTION.HGR/CAPTN.GOODNIGH1=7 9 ACTION.HGR/CAPTN.GOODNIGHT=A [eof]

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@ -1 +1 @@
# # Attract mode for Ceiling Zero # ACTION.HGR/CEILING.ZERO=7 CEILING.ZERO=0 [eof]
# # Attract mode for Ceiling Zero # ACTION.HGR/CEILING.ZERO=A CEILING.ZERO=0 [eof]

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@ -1 +1 @@
# # Attract mode for Centipede # ACTION.HGR/CENTIPEDE=7 [eof]
# # Attract mode for Centipede # ACTION.HGR/CENTIPEDE=A [eof]

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@ -1 +1 @@
# # Attract mode for Championship Lode Runner # ARTWORK.SHR/CHAMP.LODERUN=9 ACTION.HGR/CHAMP.LODERUN=7 ACTION.HGR/CLODE001=7 ACTION.HGR/CLODE002=7 ACTION.HGR/CLODE003=7 ACTION.HGR/CLODE004=7 ACTION.HGR/CLODE005=7 ACTION.HGR/CLODE006=7 ACTION.HGR/CLODE007=7 9 9 9 9 ACTION.HGR/CHAMP.LODERUN=7 9 ACTION.HGR/CLODE001=7 9 ACTION.HGR/CLODE002=7 9 ACTION.HGR/CLODE003=7 9 ACTION.HGR/CLODE004=7 9 ACTION.HGR/CLODE005=7 9 ACTION.HGR/CLODE006=7 9 ACTION.HGR/CLODE007=7 ACTION.HGR/CHAMP.LODERUN=7 ACTION.HGR/CHAMP.LODERUN=7 9 ACTION.HGR/CHAMP.LODERUN=7 ACTION.HGR/CHAMP.LODERUN=7 ACTION.HGR/CHAMP.LODERUN=7 ACTION.HGR/CLODE001=7 ACTION.HGR/CHAMP.LODERUN=7 ACTION.HGR/CLODE002=7 ACTION.HGR/CHAMP.LODERUN=7 ACTION.HGR/CLODE003=7 ACTION.HGR/CHAMP.LODERUN=7 ACTION.HGR/CLODE004=7 ACTION.HGR/CHAMP.LODERUN=7 ACTION.HGR/CLODE005=7 ACTION.HGR/CHAMP.LODERUN=7 ACTION.HGR/CLODE006=7 ACTION.HGR/CHAMP.LODERUN=7 ACTION.HGR/CLODE007=7 ACTION.HGR/CLODE001=7 ACTION.HGR/CLODE001=7 9 ACTION.HGR/CLODE001=7 ACTION.HGR/CHAMP.LODERUN=7 ACTION.HGR/CLODE001=7 ACTION.HGR/CLODE001=7 ACTION.HGR/CLODE001=7 ACTION.HGR/CLODE002=7 ACTION.HGR/CLODE001=7 ACTION.HGR/CLODE003=7 ACTION.HGR/CLODE001=7 ACTION.HGR/CLODE004=7 ACTION.HGR/CLODE001=7 ACTION.HGR/CLODE005=7 ACTION.HGR/CLODE001=7 ACTION.HGR/CLODE006=7 ACTION.HGR/CLODE001=7 ACTION.HGR/CLODE007=7 ACTION.HGR/CLODE002=7 ACTION.HGR/CLODE002=7 9 ACTION.HGR/CLODE002=7 ACTION.HGR/CHAMP.LODERUN=7 ACTION.HGR/CLODE002=7 ACTION.HGR/CLODE001=7 ACTION.HGR/CLODE002=7 ACTION.HGR/CLODE002=7 ACTION.HGR/CLODE002=7 ACTION.HGR/CLODE003=7 ACTION.HGR/CLODE002=7 ACTION.HGR/CLODE004=7 ACTION.HGR/CLODE002=7 ACTION.HGR/CLODE005=7 ACTION.HGR/CLODE002=7 ACTION.HGR/CLODE006=7 ACTION.HGR/CLODE002=7 ACTION.HGR/CLODE007=7 ACTION.HGR/CLODE003=7 ACTION.HGR/CLODE003=7 9 ACTION.HGR/CLODE003=7 ACTION.HGR/CHAMP.LODERUN=7 CHAMP.LODERUN=0 [eof]
# # Attract mode for Championship Lode Runner # ARTWORK.SHR/CHAMP.LODERUN=ACTION.HGR/CLODE003=7 ACTION.HGR/CLODE001=7 ACTION.HGR/CLODE003=7 ACTION.HGR/CLODE002=7 ACTION.HGR/CLODE003=7 ACTION.HGR/CLODE003=7 ACTION.HGR/CLODE003=7 ACTION.HGR/CLODE004=7 ACTION.HGR/CLODE003=7 ACTION.HGR/CLODE005=7 ACTION.HGR/CLODE003=7 ACTION.HGR/CLODE006=7 ACTION.HGR/CLODE003=7 ACTION.HGR/CLODE007=7 ACTION.HGR/CLODE004=7 ACTION.HGR/CLODE004=7 9 ACTION.HGR/CLODE004=7 ACTION.HGR/CHAMP.LODERUN=7 ACTION.HGR/CLODE004=7 ACTION.HGR/CLODE001=7 ACTION.HGR/CLODE004=7 ACTION.HGR/CLODE002=7 ACTION.HGR/CLODE004=7 ACTION.HGR/CLODE003=7 ACTION.HGR/CLODE004=7 ACTION.HGR/CLODE004=7 ACTION.HGR/CLODE004=7 ACTION.HGR/CLODE005=7 ACTION.HGR/CLODE004=7 ACTION.HGR/CLODE006=7 ACTION.HGR/CLODE004=7 ACTION.HGR/CLODE007=7 ACTION.HGR/CLODE005=7 ACTION.HGR/CLODE005=7 9 ACTION.HGR/CLODE005=7 ACTION.HGR/CHAMP.LODERUN=7 ACTION.HGR/CLODE005=7 ACTION.HGR/CLODE001=7 ACTION.HGR/CLODE005=7 ACTION.HGR/CLODE002=7 ACTION.HGR/CLODE005=7 ACTION.HGR/CLODE003=7 ACTION.HGR/CLODE005=7 ACTION.HGR/CLODE004=7 ACTION.HGR/CLODE005=7 ACTION.HGR/CLODE005=7 ACTION.HGR/CLODE005=7 ACTION.HGR/CLODE006=7 ACTION.HGR/CLODE005=7 ACTION.HGR/CLODE007=7 ACTION.HGR/CLODE006=7 ACTION.HGR/CLODE006=7 9 ACTION.HGR/CLODE006=7 ACTION.HGR/CHAMP.LODERUN=7 ACTION.HGR/CLODE006=7 ACTION.HGR/CLODE001=7 ACTION.HGR/CLODE006=7 ACTION.HGR/CLODE002=7 ACTION.HGR/CLODE006=7 ACTION.HGR/CLODE003=7 ACTION.HGR/CLODE006=7 ACTION.HGR/CLODE004=7 ACTION.HGR/CLODE006=7 ACTION.HGR/CLODE005=7 ACTION.HGR/CLODE006=7 ACTION.HGR/CLODE006=7 ACTION.HGR/CLODE006=7 ACTION.HGR/CLODE007=7 ACTION.HGR/CLODE007=7 ACTION.HGR/CLODE007=7 9 ACTION.HGR/CLODE007=7 ACTION.HGR/CHAMP.LODERUN=7 ACTION.HGR/CLODE007=7 ACTION.HGR/CLODE001=7 ACTION.HGR/CLODE007=7 ACTION.HGR/CLODE002=7 ACTION.HGR/CLODE007=7 ACTION.HGR/CLODE003=7 ACTION.HGR/CLODE007=7 ACTION.HGR/CLODE004=7 ACTION.HGR/CLODE007=7 ACTION.HGR/CLODE005=7 ACTION.HGR/CLODE007=7 ACTION.HGR/CLODE006=7 ACTION.HGR/CLODE007=7 ACTION.HGR/CLODE007=7 ACTION.HGR/CLODE008=7 ACTION.HGR/CLODE008=7 9 ACTION.HGR/CLODE008=7 ACTION.HGR/CHAMP.LODERUN=7 ACTION.HGR/CLODE049=A ACTION.HGR/CLODE050=A CHAMP.LODERUN=0 [eof]

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@ -1 +1 @@
# # Attract mode for Choplifter # ARTWORK.SHR/CHOPLIFTER=9 ACTION.HGR/CHOPLIFTER=7 CHOPLIFTER=0 [eof]
# # Attract mode for Choplifter # ARTWORK.SHR/CHOPLIFTER=C ACTION.HGR/CHOPLIFTER=A CHOPLIFTER=0 [eof]

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@ -1 +1 @@
# # Attract mode for Apple Cider Spider # ACTION.HGR/CIDER.SPIDER=7 CIDER.SPIDER=0 [eof]
# # Attract mode for Apple Cider Spider # ACTION.HGR/CIDER.SPIDER=A CIDER.SPIDER=0 [eof]

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@ -1 +1 @@
# # Attract mode for Commando # ARTWORK.SHR/COMMANDO=9 ACTION.HGR/COMMANDO=7 [eof]
# # Attract mode for Commando # ARTWORK.SHR/COMMANDO=C ACTION.HGR/COMMANDO=A [eof]

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@ -1 +1 @@
# # Attract mode for Conan # ARTWORK.SHR/CONAN=9 ACTION.HGR/CONAN=7 CONAN=0 [eof]
# # Attract mode for Conan # ARTWORK.SHR/CONAN=C ACTION.HGR/CONAN=A CONAN=0 [eof]

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@ -1 +1 @@
# # Attract mode for Crazy Mazey # ACTION.HGR/CRAZY.MAZY=7 [eof]
# # Attract mode for Crazy Mazey # ACTION.HGR/CRAZY.MAZY=A [eof]

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@ -1 +1 @@
# # Attract mode for Crime Wave # ACTION.HGR/CRIME.WAVE=7 [eof]
# # Attract mode for Crime Wave # ACTION.HGR/CRIME.WAVE=A [eof]

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@ -1 +1 @@
# # Attract mode for Crisis Mountain # ARTWORK.SHR/CRISIS.MOUNTAIN=9 ACTION.HGR/CRISIS.MOUNTAIN=7 [eof]
# # Attract mode for Crisis Mountain # ARTWORK.SHR/CRISIS.MOUNTAIN=C ACTION.HGR/CRISIS.MOUNTAIN=A [eof]

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@ -1 +1 @@
# # Attract mode for Crossfire # ARTWORK.SHR/CROSSFIRE=9 ACTION.HGR/CROSSFIRE=7 [eof]
# # Attract mode for Crossfire # ARTWORK.SHR/CROSSFIRE=C ACTION.HGR/CROSSFIRE=A [eof]

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@ -1 +1 @@
# # Attract mode for Cyber Strike # ACTION.HGR/CYBERSTRIKE=7 [eof]
# # Attract mode for Cyber Strike # ACTION.HGR/CYBERSTRIKE=A [eof]

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@ -1 +1 @@
# # Attract mode for Cyclod # ARTWORK.SHR/CYCLOD=9 ACTION.HGR/CYCLOD=7 [eof]
# # Attract mode for Cyclod # ARTWORK.SHR/CYCLOD=C ACTION.HGR/CYCLOD=A [eof]

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@ -1 +1 @@
# # Attract mode for D-Generation # TITLE.DHGR/D.GENERATION=8 ARTWORK.SHR/D.GENERATION=9 ACTION.DHGR/D.GENERATION=8 [eof]
# # Attract mode for D-Generation # TITLE.DHGR/D.GENERATION=B ARTWORK.SHR/D.GENERATION=C ACTION.DHGR/D.GENERATION=B [eof]

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@ -1 +1 @@
# # Attract mode for David's Midnight Magic # ARTWORK.SHR/DAVIDS.MAGIC=9 ACTION.HGR/DAVIDS.MAGIC=7 [eof]
# # Attract mode for David's Midnight Magic # ARTWORK.SHR/DAVIDS.MAGIC=C ACTION.HGR/DAVIDS.MAGIC=A [eof]

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@ -1 +1 @@
# # Attract mode for Death Sword # TITLE.DHGR/DEATH.SWORD=8 ARTWORK.SHR/DEATH.SWORD=9 ACTION.DHGR/DEATH.SWORD2=8 ACTION.DHGR/DEATH.SWORD3=8 ACTION.DHGR/DEATH.SWORD4=8 ACTION.DHGR/DEATH.SWORD=8 [eof]
# # Attract mode for Death Sword # TITLE.DHGR/DEATH.SWORD=B ARTWORK.SHR/DEATH.SWORD=C ACTION.DHGR/DEATH.SWORD2=B ACTION.DHGR/DEATH.SWORD3=B ACTION.DHGR/DEATH.SWORD4=B ACTION.DHGR/DEATH.SWORD=B [eof]

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@ -1 +1 @@
# # Attract mode for Defender # ACTION.HGR/DEFENDER=7 [eof]
# # Attract mode for Defender # ACTION.HGR/DEFENDER=A [eof]

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@ -1 +1 @@
# # Attract mode for Dig Dug # ACTION.HGR/DIG.DUG=7 [eof]
# # Attract mode for Dig Dug # ACTION.HGR/DIG.DUG=A [eof]

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@ -1 +1 @@
# # Attract mode for Dino Eggs # ACTION.HGR/DINO.EGGS=7 DINO.EGGS=0 [eof]
# # Attract mode for Dino Eggs # ACTION.HGR/DINO.EGGS=A DINO.EGGS=0 [eof]

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@ -1 +1 @@
# # Attract mode for Donkey Kong # ACTION.HGR/DONKEY.KONG2=7 ACTION.HGR/DONKEY.KONG=7 [eof]
# # Attract mode for Donkey Kong # ACTION.HGR/DONKEY.KONG2=A ACTION.HGR/DONKEY.KONG=A [eof]

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@ -1 +1 @@
# # Attract mode for Drelbs # ARTWORK.SHR/DRELBS=9 [eof]
# # Attract mode for Drelbs # ARTWORK.SHR/DRELBS=C [eof]

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@ -1 +1 @@
# # Attract mode for Drol # ARTWORK.SHR/DROL=9 ACTION.HGR/DROL2=7 ACTION.HGR/DROL3=7 ACTION.HGR/DROL=7 [eof]
# # Attract mode for Drol # ARTWORK.SHR/DROL=C ACTION.HGR/DROL2=A ACTION.HGR/DROL3=A ACTION.HGR/DROL=A [eof]

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@ -1 +1 @@
# # Attract mode for Dung Beetles # ACTION.HGR/DUNG.BEETLES2=7 ACTION.HGR/DUNG.BEETLES3=7 ACTION.HGR/DUNG.BEETLES=7 [eof]
# # Attract mode for Dung Beetles # ACTION.HGR/DUNG.BEETLES2=A ACTION.HGR/DUNG.BEETLES3=A ACTION.HGR/DUNG.BEETLES=A [eof]

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@ -1 +1 @@
# # Attract mode for Eggs-It # ARTWORK.SHR/EGGS.IT=9 ACTION.HGR/EGGS.IT=7 [eof]
# # Attract mode for Eggs-It # ARTWORK.SHR/EGGS.IT=C ACTION.HGR/EGGS.IT=A [eof]

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@ -1 +1 @@
# # Attract mode for Epoch # ACTION.HGR/EPOCH=7 [eof]
# # Attract mode for Epoch # ACTION.HGR/EPOCH=A [eof]

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@ -1 +1 @@
# # Attract mode for Falcons # ACTION.HGR/FALCONS.SCORE=7 ACTION.HGR/FALCONS=7 [eof]
# # Attract mode for Falcons # ACTION.HGR/FALCONS.SCORE=A ACTION.HGR/FALCONS=A [eof]

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@ -1 +1 @@
# # Attract mode for Firebird # ACTION.HGR/FIREBIRD2=7 ACTION.HGR/FIREBIRD=7 FIREBIRD=0 [eof]
# # Attract mode for Firebird # ACTION.HGR/FIREBIRD2=A ACTION.HGR/FIREBIRD=A FIREBIRD=0 [eof]

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@ -1 +1 @@
# # Attract mode for Flip Out # ACTION.HGR/FLIP.OUT=7 FLIP.OUT=0 [eof]
# # Attract mode for Flip Out # ACTION.HGR/FLIP.OUT=A FLIP.OUT=0 [eof]

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@ -1 +1 @@
# # Attract mode for Formula 1 Racer # ACTION.HGR/FORMULA.1=7 [eof]
# # Attract mode for Formula 1 Racer # ACTION.HGR/FORMULA.1=A [eof]

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@ -1 +1 @@
# # Attract mode for Frogger # ACTION.HGR/FROGGER2=7 ACTION.HGR/FROGGER=7 [eof]
# # Attract mode for Frogger # ACTION.HGR/FROGGER2=A ACTION.HGR/FROGGER=A [eof]

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@ -1 +1 @@
# # Attract mode for Flight Simulator I # ACTION.HGR/FS1=7 [eof]
# # Attract mode for Flight Simulator I # ACTION.HGR/FS1=A [eof]

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@ -1 +1 @@
# # Attract mode for Galaxian # ACTION.HGR/GALAXIAN2=7 ACTION.HGR/GALAXIAN=7 [eof]
# # Attract mode for Galaxian # ACTION.HGR/GALAXIAN2=A ACTION.HGR/GALAXIAN=A [eof]

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@ -1 +1 @@
# # Attract mode for Gamma Goblins # ACTION.HGR/GAMMA.GOBLINS2=7 ACTION.HGR/GAMMA.GOBLINS3=7 ACTION.HGR/GAMMA.GOBLINS4=7 ACTION.HGR/GAMMA.GOBLINS5=7 ACTION.HGR/GAMMA.GOBLINS=7 GAMMA.GOBLINS=0 [eof]
# # Attract mode for Gamma Goblins # ACTION.HGR/GAMMA.GOBLINS2=A ACTION.HGR/GAMMA.GOBLINS3=A ACTION.HGR/GAMMA.GOBLINS4=A ACTION.HGR/GAMMA.GOBLINS5=A ACTION.HGR/GAMMA.GOBLINS=A GAMMA.GOBLINS=0 [eof]

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@ -1 +1 @@
# # Attract mode for Genetic Drift # ACTION.HGR/GENETIC.DRIFT=7 [eof]
# # Attract mode for Genetic Drift # ACTION.HGR/GENETIC.DRIFT=A [eof]

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@ -1 +1 @@
# # Attract mode for Gold Rush # ACTION.HGR/GOLD.RUSH=7 [eof]
# # Attract mode for Gold Rush # ACTION.HGR/GOLD.RUSH=A [eof]

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@ -1 +1 @@
# # Attract mode for The Goonies # ARTWORK.SHR/GOONIES=9 ACTION.HGR/GOONIES2=7 ACTION.HGR/GOONIES3=7 ACTION.HGR/GOONIES4=7 ACTION.HGR/GOONIES5=7 ACTION.HGR/GOONIES6=7 ACTION.HGR/GOONIES=7 GOONIES=0 [eof]
# # Attract mode for The Goonies # ARTWORK.SHR/GOONIES=C ACTION.HGR/GOONIES2=A ACTION.HGR/GOONIES3=A 9 9 9 ACTION.HGR/GOONIES2=7 9 ACTION.HGR/GOONIES3=7 9 ACTION.HGR/GOONIES4=7 GOONIES=0 [eof]

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@ -1 +1 @@
# # Attract mode for Gorgon # ARTWORK.SHR/GORGON=9 ACTION.HGR/GORGON=7 [eof]
# # Attract mode for Gorgon # ARTWORK.SHR/GORGON=C ACTION.HGR/GORGON=A [eof]

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@ -1 +1 @@
# # Attract mode for Gremlins # ACTION.HGR/GREMLINS=7 [eof]
# # Attract mode for Gremlins # ACTION.HGR/GREMLINS=A [eof]

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@ -1 +1 @@
# # Attract mode for Gumball # ARTWORK.SHR/GUMBALL=9 ACTION.HGR/GUMBALL2=7 ACTION.HGR/GUMBALL=7 GUMBALL=0 [eof]
# # Attract mode for Gumball # ARTWORK.SHR/GUMBALL=C ACTION.HGR/GUMBALL2=A ACTION.HGR/GUMBALL=A GUMBALL=0 [eof]

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@ -1 +1 @@
# # Attract mode for Hadron # ACTION.HGR/HADRON=7 [eof]
# # Attract mode for Hadron # ACTION.HGR/HADRON=A [eof]

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@ -1 +1 @@
# # Attract mode for Hard Hat Mack # ARTWORK.SHR/HARD.HAT.MACK=9 ACTION.HGR/HARD.HAT.MACK2=7 ACTION.HGR/HARD.HAT.MACK3=7 ACTION.HGR/HARD.HAT.MACK=7 HARD.HAT.MACK=0 [eof]
# # Attract mode for Hard Hat Mack # ARTWORK.SHR/HARD.HAT.MACK=C ACTION.HGR/HARD.HAT.MACK2=A ACTION.HGR/HARD.HAT.MACK3=A ACTION.HGR/HARD.HAT.MACK=A HARD.HAT.MACK=0 [eof]

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@ -1 +1 @@
# # Attract mode for Head On # ACTION.HGR/HEAD.ON=7 [eof]
# # Attract mode for Head On # ACTION.HGR/HEAD.ON=A [eof]

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@ -1 +1 @@
# # Attract mode for Heavy Barrel # TITLE.DHGR/HEAVY.BARREL=8 ARTWORK.SHR/HEAVY.BARREL=9 ACTION.DHGR/HEAVY.BARREL=8 ACTION.DHGR/HEAVY2=8 ACTION.DHGR/HEAVY3=8 [eof]
# # Attract mode for Heavy Barrel # TITLE.DHGR/HEAVY.BARREL=B ARTWORK.SHR/HEAVY.BARREL=C ACTION.DHGR/HEAVY.BARREL=B ACTION.DHGR/HEAVY2=B ACTION.DHGR/HEAVY3=B [eof]

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@ -1 +1 @@
# # Attract mode for H E R O # ARTWORK.SHR/HERO=9 ACTION.HGR/HERO=7 [eof]
# # Attract mode for H E R O # ARTWORK.SHR/HERO=C ACTION.HGR/HERO=A [eof]

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@ -1 +1 @@
# # Attract mode for High Rise # ACTION.HGR/HIGH.RISE=7 HIGH.RISE=0 [eof]
# # Attract mode for High Rise # ACTION.HGR/HIGH.RISE=A HIGH.RISE=0 [eof]

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@ -1 +1 @@
# # Attract mode for Hungry Boy # ACTION.HGR/HUNGRYBOY2=7 ACTION.HGR/HUNGRYBOY=7 [eof]
# # Attract mode for Hungry Boy # ACTION.HGR/HUNGRYBOY2=A ACTION.HGR/HUNGRYBOY=A [eof]

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@ -1 +1 @@
# # Attract mode for Ikari Warriors # ARTWORK.SHR/IKARI.WARRIORS=9 ACTION.HGR/IKARI.WARRIORS=7 [eof]
# # Attract mode for Ikari Warriors # ARTWORK.SHR/IKARI.WARRIORS=C ACTION.HGR/IKARI.WARRIORS=A [eof]

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@ -1 +1 @@
# # Attract mode for Impossible Mission # ARTWORK.SHR/IMPOSSIBLE.MISS=9 ACTION.HGR/IMPOSSIBLE.MISS=7 [eof]
# # Attract mode for Impossible Mission # ARTWORK.SHR/IMPOSSIBLE.MISS=C ACTION.HGR/IMPOSSIBLE.MISS=A [eof]

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@ -1 +1 @@
# # Attract mode for International Gran Prix # ACTION.HGR/INTL.GRAN.PRIX=7 [eof]
# # Attract mode for International Gran Prix # ACTION.HGR/INTL.GRAN.PRIX=A [eof]

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@ -1 +1 @@
# # Attract mode for Joust # ACTION.HGR/JOUST2=7 ACTION.HGR/JOUST=7 [eof]
# # Attract mode for Joust # ACTION.HGR/JOUST2=A ACTION.HGR/JOUST=A [eof]

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@ -1 +1 @@
# # Attract mode for Juggler # ACTION.HGR/JUGGLER2=7 ACTION.HGR/JUGGLER=7 [eof]
# # Attract mode for Juggler # ACTION.HGR/JUGGLER2=A ACTION.HGR/JUGGLER=A [eof]

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@ -1 +1 @@
# # Attract mode for Jumpman # ARTWORK.SHR/JUMPMAN=9 ACTION.HGR/JUMPMAN=7 [eof]
# # Attract mode for Jumpman # ARTWORK.SHR/JUMPMAN=C ACTION.HGR/JUMPMAN=A [eof]

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@ -1 +1 @@
# # Attract mode for Jungle Hunt # ACTION.HGR/JUNGLE.HUNT2=7 ACTION.HGR/JUNGLE.HUNT=7 JUNGLE.HUNT=0 [eof]
# # Attract mode for Jungle Hunt # ACTION.HGR/JUNGLE.HUNT2=A ACTION.HGR/JUNGLE.HUNT=A JUNGLE.HUNT=0 [eof]

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@ -1 +1 @@
# # Attract mode for Karateka # ARTWORK.SHR/KARATEKA=9 ACTION.HGR/KARATEKA=7 KARATEKA=0 [eof]
# # Attract mode for Karateka # ARTWORK.SHR/KARATEKA=C ACTION.HGR/KARATEKA=A KARATEKA=0 [eof]

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@ -1 +1 @@
# # Attract mode for Kid Niki # ARTWORK.SHR/KID.NIKI=9 ACTION.HGR/KID.NIKI=7 [eof]
# # Attract mode for Kid Niki # ARTWORK.SHR/KID.NIKI=C ACTION.HGR/KID.NIKI=A [eof]

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@ -1 +1 @@
# # Attract mode for Lady Tut # ARTWORK.SHR/LADY.TUT=9 ACTION.HGR/LADY.TUT=7 LADY.TUT=0 [eof]
# # Attract mode for Lady Tut # ARTWORK.SHR/LADY.TUT=C ACTION.HGR/LADY.TUT=A LADY.TUT=0 [eof]

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@ -1 +1 @@
# # Attract mode for Lancaster # ARTWORK.SHR/LANCASTER=9 ACTION.HGR/LANCASTER=7 [eof]
# # Attract mode for Lancaster # ARTWORK.SHR/LANCASTER=C ACTION.HGR/LANCASTER=A [eof]

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@ -1 +1 @@
# # Attract mode for Lazer Silk # ARTWORK.SHR/LAZER.SILK=9 ACTION.HGR/LAZER.SILK=7 [eof]
# # Attract mode for Lazer Silk # ARTWORK.SHR/LAZER.SILK=C ACTION.HGR/LAZER.SILK=A [eof]

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@ -1 +1 @@
# # Attract mode for Lode Runner # ACTION.HGR/LODE001=7 ACTION.HGR/LODE137=7 LODE.RUNNER=0 [eof]
# # Attract mode for Lode Runner # ACTION.HGR/LODE001=A ACTION.HGR/LODE137=A LODE.RUNNER=0 [eof]

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@ -1 +1 @@
# # Attract mode for Lost Tomb # ARTWORK.SHR/LOST.TOMB=9 ACTION.HGR/LOST.TOMB2=7 ACTION.HGR/LOST.TOMB=7 LOST.TOMB=0 [eof]
# # Attract mode for Lost Tomb # ARTWORK.SHR/LOST.TOMB=C ACTION.HGR/LOST.TOMB2=A ACTION.HGR/LOST.TOMB=A LOST.TOMB=0 [eof]

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@ -1 +1 @@
# # Attract mode for Mad Bomber # ACTION.HGR/MAD.BOMBER=7 [eof]
# # Attract mode for Mad Bomber # ACTION.HGR/MAD.BOMBER=A [eof]

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@ -1 +1 @@
# # Attract mode for Marble Madness # ARTWORK.SHR/MARBLE.MADNESS=9 [eof]
# # Attract mode for Marble Madness # ARTWORK.SHR/MARBLE.MADNESS=C [eof]

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@ -1 +1 @@
# # Attract mode for Mario Bros # ARTWORK.SHR/MARIO.BROS=9 ACTION.HGR/MARIO.BROS2=7 ACTION.HGR/MARIO.BROS3=7 ACTION.HGR/MARIO.BROS=7 [eof]
# # Attract mode for Mario Bros # ARTWORK.SHR/MARIO.BROS=C ACTION.HGR/MARIO.BROS2=A ACTION.HGR/MARIO.BROS3=A ACTION.HGR/MARIO.BROS=A [eof]

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