![]() The SRAM at G21 appeared to be working fine, but checking around G23 with the logic probe showed no activity at all on any of the data lines. Both sides of the 245 appeared to be quite active, so it was time to move onto the SRAM IC at locations G21 and G23 respectively. Next I checked around the 74245 at G19 to see if there was data between the CPU, SRAM and ROMs. So it was time to start at the beginning and ensure that the system clock was running.įiring up the CRO I was happy to see a steady 24MHz at pin 6 and 8 of IC G11. Increasing the voltage stopped the board from resetting so rapidly, which was being caused by the power watchdog built into the 051550 module. The Jamma connector on the board was very badly worn, so I increased the voltage on the bench power supply until I had close to 5v at the logic ICs. I tested the voltage at some of the ICs and found that I was only getting about 4.7 volts. Powering up the system resulted in a constant reset loop. So I pulled out a new 27C010 and programmed a new eprom and installed it. The IC at E24 tested fine, but the IC in C24 was not even from Aliens. With the corrosion taken care of, I moved onto the eproms and checked them in the programmer. This included replacing G12, G13, G19 and F10. Next I moved onto removing the ICs which had corrosion on them and replaced them. This removed the bulk of the corrosion and cleaned all the dirt and grime from the board. ![]() So before starting I gave the board a wash with SafeWash and then rinsed it off with Electronic Board Cleaner dried if off thoroughly. Also, The Mega Drive/Sega Genesis port of the game, did not get released in Japan, unlike the original game.The first time I put this board onto the workbench to have a look at it, there was a bit of corrosion on a few ICs. It was also planned to be ported to the Super NES, but it eventually got canceled. The game was ported to the Mega Drive/Sega Genesis and Mega-CD. Just like the original game, a dip switch setting in the arcade version allows operators to let players progress through the stages in a linear fashion ("arcade mode") or select individual stages ("street mode"), including the between level target practice stages. At the end of each stage, a boss must be killed in order to complete the stage. One shot is usually enough to kill most enemies. If the player does hit a townsfolk, the game will issue and admonishment like "Don't shoot innocent folks!". Lethal Enforcers 2 has five stages: "The Bank Robbery," "The Stage-Holdup," "Saloon Showdown," "The Train Robbery," and "The Hide-Out." During each stage, the player must shoot the armed outlaws without harming any innocent townsfolk or fellow lawmen. The game ends when all life units are gone, but continue play is available. Every time the player is shot or an innocent townsperson or lawmen is shot, one life unit will be lost. Life units are also awarded based on how many points the player scores while playing the game. In the arcade version, more can be purchased by inserting additional coins. At the beginning of the game, three to five life units are available. The object in the game is to shoot outlaws in order to eradicate crime from a stereotypical Old West town. Years later, Konami released Lethal Enforcers 3, the third game to sport the Lethal Enforcers name. The game was bundled along with the first Lethal Enforcers game as part the PlayStation compilation Lethal Enforcers I & II. ![]() Ports of the game were released for the Sega Mega Drive/Genesis and the Mega-CD. ![]() In contrast with the first game's modern law enforcement theme, Lethal Enforcers II takes place in the American Old West. Lethal Enforcers II: Gun Fighters (リーサルエンフォーサーズ2) (Lethal Enforcers II: The Western in Japan) is a 1994 arcade and prequel to the original Lethal Enforcers.
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