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Catalogue of Arcade Emulation Software - the Absolute Reference

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Toobin' (rev 2)


Toobin' (c) 06/1988 Atari Games.


One or two players (either against the machine or each other) ride inner-tubes as they race each other down a fast-flowing river. Cans can be picked up and used as missiles, either against each other, or at some of the many enemies that populate the river and its banks. The player can outscore their opponent by swishing the gates, hitting obstacles and other game characters with cans, picking up bonus items and finally by collecting hidden letters to spell 'Toobin', and collecting treasures. The player characters are called Bif and Jet. Whenever there is only one player in the game, there will be a computer-controlled opponent called Flotsam. The game has three different classes, each with five rivers, for a total of 15 different courses. When the player reaches Class 4 the game repeats the classes until the last class of the game: number 6. The rivers in each class are as follows :

1. Colorado, Amazon, Okeefenokee, American and Nile

2. Yukon, Argentum, Left Bank, Cuprum and Canals Of Mars

3. Jurassic, Black Forest, Rio Grande, Styx and Nightmare


Completion of a level sees the player rewarded with a beach party thrown in his or her name, the party gets bigger and more impressive as the player progresses. Great music and gameplay combine for a fun two player game.


- TECHNICAL -


Game ID : 136061


Main CPU : 68010 (@ 8 Mhz), M6502 (@ 1.7895 Mhz)

Sound Chips : YM2151 (@ 3.579 Mhz), POKEY (@ 1.7895 Mhz)


Screen orientation : Vertical

Video resolution : 384 x 512 pixels

Screen refresh : 60.00 Hz

Palette colors : 1024


Players : 2

Buttons : 5


- TRIVIA -


Toobin' featured a unique cabinet (as did many Atari games of the time) that featured a large marquee behind which were two rotating drums, designed to give the impression of a flowing waterfall.


Toobin' was a classic example of Atari's genius approach to abstract game design, that would typify their heyday of the mid-to-late 80s.


The default high score screen of "Cyberball 2072" features names of many Atari arcade games, including TOOBIN.


Two Toobin' machines were shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.


- UPDATES -


REVISION 1 :

* Build date : OS 09JUN1988 15 :25 :18 / PG 09JUN1988 18 :29 :59


REVISION 2 :

* Build date : OS 09JUN1988 15 :25 :18 / PG 14JUN1988 13 :49 :21


REVISION 2 (European release) :

* Build date : OS 16JUN1988 12 :45 :40 / PG 16JUN1988 11 :58 :15


REVISION 3 :

* Build date : OS 23JUN1988 10 :31 :30 / PG 23JUN1988 10 :29 :31


REVISION 3 (European release) :

* Build date : OS 23JUN1988 10 :42 :33 / PG 23JUN1988 10 :43 :06


REVISION 3 (German release) :

* Build date : OS 28JUN1988 12 :39 :41 / PG 28JUN1988 15 :38 :41


- TIPS AND TRICKS -


* When you pick up a six-pack of cans, it's possible to park yourself close to a non-player character and rack up points by hitting them with the cans. The faster you are the better, so the beachball speed-up can be a big help here.


* When the alligator comes to eat you (because you're taking too long to progress down the river) just hit him with one of the cans. This also works for certain other obstacles such as the floating mines (seeking or non-seeking). If you are quick enough, you can re-destroy the same mine several times and release multiple bonuses such as letters, treasures, sixpacks, etc. You can only throw one can at a time so any can already thrown will disappear once you press throw again.


* Collect as many points as possible and try to push your opponent into obstacles. Swish up to five gates in a row and you will correspondingly advance your score multiplier (very important). Basic gates start at 2000, 1000, 500, 250. Once passed through the gates will decrease in points until they reach 100. Swishing a gate and then bumping it numerous times before your opponent can pass is an effective move. Pick-up cans (you can carry up to 9 at a time) or a sixpack (which gives you unlimited cans). The cans are used as "ammo" to hinder your opponent, stun other game characters, or to destroy certain obstacles (some obstacles are only temporarily destroyed). When you have a blowout you lose your sixpack and your score multiplier resets to 1. Your multiplier will go down each time you miss a gate.


* Obstacles in the water (icebergs, bushes, mines, etc.) can reveal hidden points, sixpacks, patches (extra life), beachballs (speedup), including the fabled colorful letters. These letters are worth 10,000 points a piece. Try to have your score multiplier as high as possible to maximize the letter bonus at the end of each class. Be on the lookout for the 25,000 point gate since swishing it can give you up to 125,000 points if your score multiplier is 5! Unlike the other gates however, you only get one chance at the 25,000. Also be on the lookout for falling rocks, jumping penguins, submarines with nasty torpedoes, etc. On the first and second start gate you can utilize the warp whirlpool that will send you to a higher class. Many non-player characters chase you along the way. Watch out for the alligator, he likes to come out when you stall and he always comes from the top of the screen. You must go through a gate to repel that alligator before he appears or before he gets you.


* A simple way to get a very high score : In only a minute or so, there's a way you can rack up over a million points. On Class 1, after going towards the first gate, direct your innertube to the right-hand side of the screen. You should see a sign that says 'This Way to Class 2' and a whirlpool should appear next to it. Shoot the twigs in front of the entrance and paddle back up. You will now be at the start of Class 2. Immediately move to the right of the screen, the same sign will appear, only this one warps you to Class 3. Shoot the iceberg in front, paddle back up and end up on class 3. The best part about the warps is that after each one, you get 600,000 points each. That's 1,200,000+ for doing very little work. An added bonus is that you will have four patches left in reserve thanks to the excess points you will have accumulated.


- STAFF -


Game designer : Milt Loper

Game programmer : Dennis Harper

Support programmers : Gary Stark, Rusty Dawe

Animators : Will Noble, Mark West, Deborah Short

Audio : Brad Fuller, Hal Canon

Engineers : Gary Stempler, Doug Snyder

Technician : Dave Wiebenson


- PORTS -


* Consoles :

Nintendo Famicom (1989)

Nintendo Game Boy Colors (2000)

Sony PlayStation (2000, "Arcade Party Pak")

Sony PlayStation 2 (2003, "Midway Arcade Treasure")

Nintendo GameCube (2003, "Midway Arcade Treasure")

Microsoft XBOX (2003, "Midway Arcade Treasure")

Sony PSP (2005, "Midway Arcade Treasures - Extended Play")


* Computers :

Amstrad CPC (1989)

Commodore C64 (1989)

Commodore Amiga (1989)

Atari ST (1989)

Sinclair ZX Spectrum (1989)

MSX

PC [MS Windows, CD-ROM] (2004, "Midway Arcade Treasure")