Hoping you’ve had a great 2014 and wishing you a prosperous 2015! 😀
I’m ending this year with a few doujin shmups and other shmup related items.
The only non-shooter game by Cave released on the CAVE CV1000 hardware. It is also the only Cave release to have a song playing during attract mode.
This is the Namco version of Dig Dug, released in 1982. It uses the same pin-out as Galaga. Still waiting for a JAMMA converter so I can take the game for a spin.
Arcana Heart was first released in 2006 by Yuki Enterprise. Later in 2007 after Examu had acquired Yuki a patch called Arcana Heart FULL! was released adding more characters to the roster.
Arcana Heart equipped with the FULL! upgrade and the original version to the left. The pin-out on the PCB is JAMMA but video out is only by VGA. As far as I know this is the only PCB based game with this combo.
Released in 2001 by Sega for the Naomi system, Cosmic Smash is a combination of squash and break-out.
Less than an hour left until JAEPO 2014 opens the doors and I’m going through some of the line ups already released. Today the turn has come to Namco Bandai.
Namco Bandai has a rather short line up but nonetheless a couple of notable news. First one up is a theater style shooter / rhythm action (!?) game featuring AKB48.
The 11th release in the Gundam franchise brings us the MS110 aircraft and supposedly a mode where you can battle other players toons on-line. When playing your character/aircraft can be stored on-line and battled out by other players. The new opening song will be released at the venue.
Also Wangan Midnight gets an update with new elements added to the competition racing. And like ID8 Infinity’s D coins, Wangan has its Maxi G that can be used in game to pimp out your ride even further.
Arcade skiing is back in this new version of Alpine Racer. The cabinet boasts vertical 55″ monitors and promises a whole new experience of the trill racing down the slopes. The games are networked and up to 8 players can go head to head in the same race.
Namco Bandai has a few more titles in the line up. Prize games, photo booth and medal games, for instance Super Sea Story in Okinawa 3 (海物語 IN 沖縄 ウキウキバケーション); a medal game for all ages. An updated Dead Storm Pirates SP can be spotted in the line up but details remains unknown. A few more already released games will be available on the venue.
Showing off your games is so much more fun than just storing them, right?
But how fun is it when they look like this?
Not at all. Really.
Luckily the dongles for Namco’s System 246 & 256 games uses the same cases as memory cards for PlayStation 2 games. Scavenging your nearest flea market for cheap PS2 games will provide you with cases for your games. Flea markets are usually better than second hand game stores if you want to find them cheap. I managed to pick up four (more or less) clean cases at $1 each on my last hunt.
Now, a PS2 case alone doesn’t go bling. You’ll of course need a nice inlay as well. I’ve created a template in Photoshop that I use as a base for all my inlays.
There’s a few sites that offer hi-res scans of inlays for a wide variety of games but if you wanna make it zing you’ll create your own.
An arcade game is not a console game.
An inlay measures 285 mm x 190 mm (approx. 11.2″ x 7.5″). Use scans, screen shots and game info from the web to assemble a unique inlay for your games.
Here’s a link to my template file and a couple of resources you can use for your covers. There’s tons more on the Intertubes. Good luck 😀
Back in September I began looking for a better solution than bubble wrap for storing game PCB’s.
I found some cardboard boxes that could handle most of the PCB’s I had and did spine labels for them. Never got as far as printing them though. Even if the boxes came out fine and looks way more decent than bubble wrap they aren’t optimal. About 1 cm (½”) too deep for my IKEA Billy book shelves but they’ll have to do for the moment.
Last week I finally did a couple of test prints of the spine labels and while they do look good I still think I can do better. Meanwhile I’ve been pondering on how to store System 246/256 games. The answer was obvious: PS2 boxes with memory card holders. Perfect for holding both DVD and Magic Gate dongle (since they’re housed in PS2 memory card cases). Still needs some tweaking but as a first draft they look promising 🙂 My daughter seemed to find the eraser more intriguing than the cases though. Should I take it as they need a bit more work? 😛
System 246 from Namco was introduced in 2001 along with its first game; Ridge Racer V. It is based on Sony PlayStation 2 hardware modified for arcade purposes.
Much like Sega did with the Naomi, the System 246 was widely licensed by Namco. Therefore there’s no exact specification for the System 246 as it was slightly modified for many of the games. Both Capcom and Taito released their own versions of the System 246. There’s four different revisions of System 246; A, B, C and a driving variant. Some games are very tightly coupled with a certain revision whereas other games work on two or all three and even the newer System 256. The 246 is capable of outputting both 31 kHz (VGA) and 15 kHz (CGA). Resolution, output level, sync frequency and sync signal are controlled via the DIP switches on the front of the unit.
The case fully disassembled. The motherboard slides in under the DVD shelf.
Top and bottom views of the 246 B motherboards (including the mounting plate). Didn’t take it apart further this time since the boards apparently had been recently cleaned. The battery needs a change from time to time.
The motherboard fits snugly under the DVD rig. Sliding it in place gave me a bit of headache. Took me a while to figure out that the guides got stuck on the case (the red circle). I needed to press the guides from below for it to slide all the way in.
The inside of the case with everything in place, except for the DVD cover. As you can see the DVD player isn’t screwed to the case. It’s only kept in place by the rubber feet on all sides. Not sure if the case fan is original but sounds horrible and needs to go. It’s a standard 60 mm fan so there shouldn’t be any problems finding a quiet(er) replacement.
In order to connect the System 246 to a JAMMA cabinet you’ll need an adapter board. The most common being the one on the left.
The JAMMA connector serves buttons one through three. All other buttons can be found on the 10 pin AMP EI connector to the right. For fighting games you’d normally find the punch buttons on the JAMMA and the kick buttons on the AMP EI. Hence its commonly used name “kick harness”. Exactly which buttons are served on each connector differs between games. For instance, in Tekken 4 only two buttons (punch) are connected through the JAMMA and the other two through the kick harness (kick). But in Soul Calibur 2 all three buttons on the JAMMA are used (punch/kick) and only one button on the kick harness (guard).
|10 pin AMP EI pinout|
|3||P1 Button 4|
|4||P1 Button 5|
|5||P1 Button 6|
|7||P1 Button 4|
|8||P1 Button 5|
|9||P1 Button 6|
The 4 pin AMP EI connector is used for connecting the right speaker in stereo mode. The left speaker (or mono) is on the JAMMA.
|4 pin AMP EI pinout|
|3||Right speaker (+)|
|4||Right speaker (-)|
On the front of the case you find four DIP switches. They control game mode, output level of the video signal, sync frequency and sync signal.
|DIP Switch Settings|
|1: Mode||Test mode||Game mode|
|2: Video signal output level|
|– 31 kHz||0.7 V p-p||0.7 V p-p|
|– 15 kHz||3.0 V p-p||0.7 V P-P|
|3: Monitor sync frequency||31 kHz||15 kHz|
|4: Video sync signal||Composite sync||Separate sync|
The hardware is based on Sony PlayStation 2 and as noted before the specs for the System 246 differs some due to modifications for specific games.
|CPU – 128 bit “Emotion Engine”|
|System Clock||300 MHz|
|System Memory||32 MB|
|Memory Bus Bandwidth||3.2 GB per second|
|Floating Point Performance||6.2 GFLOPS|
|Vector units||2 (VU0, VU1)|
|3D CG Geometric Transformation||66 million polygons per second|
|GPU – “Graphics Synthesizer”|
|Clock Frequency||150 MHz|
|Memory Bus Bandwidth||48 GB per second|
|Memory Bus Width||256 bits|
|Maximum Polygon Rate||75 million polygons per second|
|Sound – SPU2 + CPU|
|Voices||48 channels on SPU2 (definable by software)|
|Sampling Frequency||44.1 kHz or 48 kHz|
|CPU Core||Current PlayStation CPU|
|Clock Frequency||33.8 MHz or 37.5 MHz|
|Sub Bus Width||32 bits|