Thank you, it was several times that I saw these lines on the real hardware and I always wondered if it had to do with the network, now I know

scud and daytona (even in differents versions) have the same network boot logic (slave has a brief no carrier) and slave-master blink 8 times the check network.
I don't understand why the slave in dayto2pe always resets in net version (however the master seems to be ready to go further). The net datas game are correctly transmitted in memory just before slave resets. I can't see the little thing missing
Other games are very rare and even rarer in twin config