copyright 2004 – jonathan leung tech 4372 technology capstone the history of arcade circuitry and...
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Copyright 2004 – Jonathan LeungCopyright 2004 – Jonathan Leung
TECH 4372Technology Capstone
The History of Arcade Circuitry and Functionality
Copyright 2004 – Jonathan LeungCopyright 2004 – Jonathan Leung
Introduction and Preview
Technology of the 80sEvery game had it’s own harness and set
of pinouts; Simple game design Technology of the 90s
JAMMA standardizes the way arcade games are wired; Digitization and MoCap
Technology of TodaySimulators, Bemani, and Emulators
Copyright 2004 – Jonathan LeungCopyright 2004 – Jonathan Leung
The Technology of the 80s
ExamplesSpace Invaders, Astroids, Pac
Man
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The First Arcade Games
Space Invaders - 1978Began the arcade revolution of the 80sFirst arcade scoring system
Asteroids - 1980First modern coin door createdHad to make larger coin boxes to hold
quarters Pac Man - 1981
Single most popular game of all timeBorn of a pizza with a missing wedge
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Hardware Aspects
Boards Built From Simple ElectronicsResistors, Transistors, Capacitors, Chips
Used Joysticks/Buttons To Play Game Separate Pinouts/Harness For Every
Game Arcade Monitor
Combination of the CRT and chassis upon which a picture is produced
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Software Aspects
Small Characters Levels Look Very Similar
Later levels often repetitive Low Number of Programmers Per
Game Simple Joystick/Button Movements
Four Directions and One Button
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The Technology of the 90s
ExamplesStreet Fighter, Mortal Kombat
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Arcade Games Of The 90s
Street Fighter II - 1991First arcade fighting gameUsed complex joystick movementsSeveral incarnations spawned
Mortal KombatFirst fully digitized gameKnown for it’s blood contentSpawned video games ratings
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Hardware Aspects
JAMMA Harness A standard wiring setup for use with
newer arcade games
JAMMA+ (Plus)An addition to JAMMA that allowed for
more players/more buttons per playerThe harness for JAMMA+ is known as a
Kick Harness (Used in Street Fighter II)
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Hardware Aspects cont.
Boards More ComplexMulti tiered, Multiple boards
Used Joysticks/Buttons To Play GameNow 8 way directional joystickUp to 6 buttons on some games
Arcade MonitorNow used larger monitors (25” and up)
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Software Aspects
Bigger, More Colorful Characters More In-Depth Level Design More Complex Joystick/Button
Movements More Programmers Per Game Digitization Technology Motion Capture Technology (MoCap)
Now used in movies as well
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The Technology of Today
ExamplesSimulators, Bemani, MAME
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Arcade Games Of Today
Simulators Imitates or pretends to do a certain
activityExamples
Crazy Taxi, Daytona USA – Simulate Driving Bemani Games
A series of games where players perform in some way to music
Examples Dance Dance Revolution Karaoke Revolution
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Hardware Aspects
Traditional Joystick/Buttons ReplacedSteering Wheels, Dance Pads, Guns
Powered More by ComputersHard Drives, DVDs, etc.
Complex Wiring Harnesses Use of Projection Screens in Simulators
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Software Aspects
3D Environments and Characters3D movement on screen
Faster Gameplay More Interactivity
Characters and EnvironmentsPlayers and the Game
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What is an Emulator/MAME?
EmulatorA program that emulates the functions of
another hardware or device Multiple Arcade Machine Emulator
Emulates the hardware of the original arcade board the games were built on
Allows arcade games to run on a standard PC
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What Is A MAME Machine?
Definition An arcade cabinet with a computer
instead of an arcade board (or PCB) Purpose
Allows you to play all of the games MAME emulates on one machine (up to 4,500)
Copyright 2004 – Jonathan LeungCopyright 2004 – Jonathan Leung
Summary and Conclusion
Technology of the 80sEvery game had it’s own harness and set
of pinouts; Simple game design Technology of the 90s
JAMMA standardizes the way arcade games are wired; Digitization and MoCap
Technology of TodaySimulators, Bemani, and Emulators
Copyright 2004 – Jonathan LeungCopyright 2004 – Jonathan Leung
TECH 4372Technology Capstone
The History of Arcade Circuitry and Functionality