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Sunday, December 13, 2009

Weekend Project - XB360 to Jamma


After finally receiving Mushihimesama Futari for XB360 in the mail last week (14 days shipping!), I took some time this weekend to get my XB360 hooked up proper to my Exceleena cab.

Used xbox controllers were $20 each from gamestop (what a ripoff!), $10 project box from Fry's, a fingerboard I had laying around, and two 12 position barrier strips from Radio Shack.


Connected the two barrier strips together with quick-zip ties, disassembled the joysticks and soldered wires to the digital controls. Next, drilled and trimmed the fingerboard, and soldered wires onto it. Then ran both sets of wires to the 12 position barrier strip, which is just enough for 1 joystick, 6 buttons, 1 start, and 1 ground.


Why did I use a barrier strip? This allowed me to rewire the button configuration if I needed, and ended up having to do this after I finished the project. I initially wired the buttons to match the XB360 Street Fighter IV tournament stick, but realized afterwards that arcade cabinets have A,B,C buttons on the top row, not the bottom row. Also standard jamma only supports 3 buttons (some cabs support 4), so I ended up mapping A,B,X,Y buttons to the first 4 in the jamma connector.

Next was to take out the dremmel and trim my project box so I could mount the fingerboard between the two end screws, and have it still close properly. It was a tight fit, and just barely got everything squeezed inside this small box.


Final touch was to drill two strain relief holes for the controller plugs right at the seam, and close it up. And here is the final product.


Since I plan to play the XB360 on my Exceleena cab, there was no need for audio or video to the jamma box, all that would be taken care of via the cab's vga connector and stereo amplifier. But to make this really jamma compatible, future enhancements could include my Ultracade UVC converter to downscale 480p to 15khz or 24khz, and a mono amp, although that requires 12v from somewhere. Lastly, I'd probably wire a capcom kickharness to use the lower 3 buttons properly if I wanted to play some fighter games.

Anyway, here we are in hires shmupping goodness!

Update: I have since made one more modification to this converter which makes it a bit safer to operaate!





Sunday, October 18, 2009

Espgaluda Arrange 104M

Finally broke 100M in Espgaluda Arrange today, which is a big up from my last score (64M). Takes me about 20 minutes of warmup before I'm comfortable with the 4 button layout.


DJK. - 104,364,082 - 4 - Black (Arrange)

Sunday, September 13, 2009

Planet Harriers Highscore

Beat my last highscore by a little over 100K. This time you can see how armed to the teeth I was when I hit the midpoint Star Shop on Stage 4.

Didn't help me much as the second set of enemy after the midpoint are the suiciding turtles, that you need to shoot down + extreme dodge all within 1 second of spotting them on the screen or its an instant hit taking 1 full heart. I think I must have gotten down to the last turtle that nailed me here giving me this 571K score.

DJK - 571,939 - Stage 4 (Lavaa)

Friday, July 17, 2009

Muchi Muchi Pork - 59M

I died foolishly with one bomb in stock that could have easily gotten me past the 60M extend.


DJK - 59,809,530 - Stage 4 - Momo

Friday, July 03, 2009

Muchi Muchi Pork - 43M

I picked up what could very well be Shinobu Yagawa's last arcade game, Muchi Muchi Pork. This game has such humor/charm, its just downright sinful how much fun it is to play. From little parachuting pigs, to litters of piglets that get released when you blow stuff up on the ground (they try to make a break for it, but don't get very far being fat and lazy). The game is very well balanced, and has something for everyone. 1CC is within grasp of average players, 2LC (two loop clear) requires rank management and lots of strategy, high scoring sucicide bombing for the untraditional, and harder mode (manpuku) for the insane Japanese pro's.

After playing it for a few nights this week, I've made a pretty good start.

DJK - 43,723,220 - Stage 4 - Momo

Saturday, May 16, 2009

Inside the Taito Type X (Part 1)

The Taito Type X arcade board came out in 2004, and is essentially a custom PC running the Windows XP Embedded operating system. Using commodity PC hardware and software development tools meant significant cost savings in producing games. This however, did not mean crappy and bloated doujin style PC games coming into arcades, as Taito kept strict quality controls over was released on the platform.

I was expecting an older desktop sized computer, but was surprised to find the unit is the same size as a Naomi motherboard (although obviously a bit taller). The motherboard is a custom 865G type, with "Taito Type X Rev A1" silkscreened onto it, and comes with onboard dolby 5.1 optical sound support, although I don't know of any arcade cabinet that would actually use this. The base unit comes with a Celeron 2.5Ghz processor, 256M RAM, ATI Radeon 9600 SE (AGP) and proprietary JVS I/O card. Even though this may seem whimpy by today's consumer PC standards, its surprising how efficent XPE can be without all the extra bloat of unnecessary device drivers and services running. Raiden III and IV for example, play at a rock solid 60fps with increidble graphic detail and sound.





The proprietary JVS I/O card is the key to the entire system, as games will not run without it. It's not a PCI card, but rather a free floating adapter which connects to a COMM port on the motherboard. It also connects to the motherboard's control panel header (for power on/off and lights) as well as the onboard optical sound. The black square at the bottom of the card is actually a plastic panel covering a set of dip switches. On the Type X, the dip switches do nothing, but on the Type X2 they do things like change the game's output resolution.



Games are distributed as an IDE hard drive and USB security dongle, and are conveniently installed via a square opening in the top of the case (each game comes comes with its own top plate). The Type X can play on a standard 15khz jamma cabinet via a JVS->Jamma I/O converter, such as those used for the Naomi platform. The graphics card has two ports, one for 15khz lowres and one for 31khz hires monitors.

Here is the complete shooter collection for the Type X, consisting of: GigaWing Generations, Homura, Shikigami No Shiro III, Raiden III, and Raiden IV.

Saturday, April 25, 2009

Live from Japan, its KET!

Woke up to a treat this morning. While on #shmups IRC someone posted a link to KET's Garegga Lab where KET was streaming a live broadcast of himself playing several Psikyo games, and of course Battle Garegga. After many attempts (and trying almost every character) he finally cleared the first loop of Sengoku Ace 2, then played several credits of Dragon Blaze (only making it to stage 5), and finally onto Battle Garegga.




The best part was that he was also streaming his voice live, and responding to peoples questions (posted in chat) while playing. He was also fond of humming parts of garegga's soundtrack while playing. :) Although 95% of it was in Japanese, he did answer a few short questions in english. Then after 2+ hours he excused himself saying it was 5am in Japan and wished everyone an enjoyable weekend.

Watching recorded superplays of pros from Japan can get pretty intimidating. So it was nice to watch KET play live, and make mistakes just like the rest of us would. Its easy to forget that supreplays are typically only one run out of a hundred (if even that).

Tuesday, March 24, 2009

Mushihimesama (Maniac Mode) - 54M

I know I suck at Mushihimesama, but played a single credit today out of the blue and made it midway through Stage 5.


DJK - 54,903,067 - Stage 5 - W-Power

Friday, March 20, 2009

Windy Love

One of the reasons why I let out a big smile whenever walking into my gameroom.


[Update 03/10/10 - Added an additional Konami Windy 2, with proper blue marquees]

Wednesday, February 25, 2009

Taito Type X in da house

Finally got my hands on a Taito Type X mobo, and what a beauty this thing is running on my Exceleena at 31khz! I'll gush on the technical details later, but couldn't wait to jump in on some vertical Gigawing Generations!

Sunday, December 21, 2008

In Rank We Trust


Getting back into some Raizing goodness takes a bit of getting used to, as noted in my Ibara post last month. Confronting rank is like running into a brick wall at 100 miles an hour. You think you can bash straight through it, only to have your ass handed back to you just as quick. This is what makes Raizing games so much fun to play, as you really need to plan your objectives, be that 1CC with low rank, or scoring with high rank, or in some cases - a very fine line in between. Yagawa is a master at making this all too apparent with his games.

So this weekend I focused some time on Battle Bakraid, the arcade only successor to Battle Garegga, with some interesting differences in rank based scoring. I won't detail the differences in this post, but point out that in Bakraid you can actually ignore rank if you are not gunning for high scores, and focus solely on the 1CC in Normal mode. Combining this with an auto-bombing Training mode, makes the game accessible to beginners.

So where is the rank? Well if you want to play for score, you better get ready for some very unorthodox style of play. Imagine a game were bombing and committing suicide with your ship every 10-15 seconds is required to score high! Quite the opposite of Cave (and any other) style shmup, yet Yagawa's genius shines through. Even in Battle Garegga, where players were first exposed to suicide techniques to lower/tame rank, Bakraid takes this to the extreme with a 64x multiplier leading to amazing scores, amazing amounts of extends (extra ships), and an amazing amount of rank. Some people might think this "breaks" the game, and that such an unorthadox style of play must not have been intentional. The same thing was said years later of Yagawa's Pink Sweets. All I can say is that Yagawa's games truely innovate outside the norm of repetitive Cave style shooters, causing the player to plan/think rather then simply react with twitch reflexes.

And with that, I give you my latest Normal and Advanced course scores. Basically I temped fate by scoring large in the first two stages, and then play it safe from there on out. I've been able to 1CC Normal mode before but with only a 5M to 6M score. With this in-between strategy, I've been able to double my score, and still complete the 1CC. I tried the same technique in Advanced mode, only to learn that once you get 4 ships in stock, the rank gets so pissed, that there is now way in hell you will get past stage 6. I literally had a chain of missiles heading for me that I could not shoot down fast enough, even with forward facing options pointed straight at them.

My scores below are ranked #3 on my PCB, since I didn't bother resetting Rastan78's scores the last time he was over (a real master at this game). The last screenshot is the special Boss only mode, where I made it to the second form of Gollum.

DJK - 12,390,280 - Saber Tiger [C] - ALL - Normal (SE)
DJK - 12,416,350 - Saber Tiger [C] - Stage 6 - Advanced (SE)
DJK - 10,832,250 - Flame Viper [C] - Gollum - Boss

Thursday, November 27, 2008

Ibara is hard as nails

Finally the holidays are upon us, and this long Thanksgiving Day weekend means I get to spend quality time playing through some of my collection which hasn't been booted up in awhile.

The first board I dug out was Ibara, and let me tell you this game is not friendly to occasional play or beginners of any sort. Ibara's crazy rank, small hard to see bullets, mixed with massive amounts of debris should be expected of Yagawa/Raizing, but being his first produced game working for Cave, you'd think IKD would have taught him something about accessibility route of play style for the less than godly. It seems that conversation between IKD and Yagawa didn't happen for Pink Sweets either, being the pinnacle of rank manipulation. Although I haven't playing Muchi Muchi Pork, I hear that game is much easier to get into with one or two of the characters.

Anyway, back to Ibara. Without a rank or scoring strategy, its just not fun playing when you get owned by the bosses. Perhaps playing the PS2 port would be better as I could restart quicker, and practice particular sections until I get them down. It seems that to make any real headway in this game, I'd have to study the replays and put in a concerned effort to memorize their strategies. Oh well back on the shelf you go, for another rainy day/weekend.

Saturday, October 04, 2008

Vimana highscore

:P

DJK - 582,868 - 66%

Shienryu highscore


DJK - 4,568,990 - 5-7

Saturday, September 13, 2008

Box of panels

Monday, September 01, 2008

Bee Storm: DoDonPachi II highscore

Bee Storm: DoDonPachi II gets little respect due to it not being made by Cave, but rather licensed for use by IGS to attempt their own arrange version to the seminal DoDonPachi. Trying to compare the two, as any sane game reviewer might, would make Bee Storm look like a complete piece of crap. You've got the same graphics, sounds and stage layouts, which make it appear like DoDonPachi, but thats where the similarity stops. Kaneda/NTSC-J had written an excellent review long ago on the clickstick forum, which unfortunately was lost when the site was deleted. Since the IGS hardware Bee Storm runs on is still not fully emulated, due to security encryption which has still not been cracked, it may be awhile before another review comes out.

I think this game is extremely fun, and pretty damn hard even on the "combat" (normal) setting. If I can 1CC combat mode, I may try writing a review. Until then, I've only made it to the 4th boss, which has the coolest intro music ever.


DJK - 367,326,600 - Stage 4 - Combat - Energy

Planet Harriers highscore

Played one credit today and had only a slight improvement. I really need a strategy if I'm going to get past stage 3. There are some guided missle attacks which are just unavoidable if you can't takeout a majority of the enemy before they fire.

DJK - 464,177 - Stage 3 (Lavaa) - X

Sunday, August 24, 2008

Rayforce highscore

I can't believe Rayforce was released in 1993. I mean, this game is in a league of its own in terms of advanced visuals and tremendous soundtrack, and thats not even mentioning the ground breaking mechanics of shooter and layer lock-on system. To bad I really stink at it. Best I've been able to do is finally reach area 4.


DJK - 1,274,400 - Area 4

Tuesday, August 19, 2008

Double Wings highscore

Double Wings is a Raiden clone, but with ships that move at modern shmup speeds. This makes the game a lot easier, and (in my opinon) more fun. As such, it only took a couple days to clear the first loop (with the aid of an autofire board). The second loop contains a strange combination of the same levels plus some new sections if you do not die. The moment you die, the rest of the level returns to the same as the first loop.

Here is my best score, the star indications second loop, stage 3 section 2 (there are 4 sections to each stage).



DJK - 1,857,100 3-2 (2nd loop)

Sunday, August 17, 2008

Mushihimesama ALL (original mode)

Done (for now). No bombs left, and two lives in stock to get this score.


DJK - 30,229,811 - ALL - S-Power - Bx0 Lx2