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Wednesday, July 12, 2006

Eugene Jarvis

This past weekend I met one of my all time arcade heros, Eugene Jarvis. Eugene, and his partner at the time Larry Demar, were the primary developers of William's Robotron and Defender/Stargate.

I grew up playing Stargate at a local arcade in the early 1980s with my best friend. And let me tell you, we wasted a TON of quarters on this game. Stargate was THE most complex game at the time (and probably still today!), with its 6 buttons, 2-way joystick, and extremely manic style of play. I think the average play time of this game was roughly 2-3 minutes per quarter (for a beginner). I distinctly remember staying away from Robotron, as that game was even harder, and eat about 1 quarter every 1-2 minutes! I cursed these games more times then I care to remember, and vowed revenge every time we ran out of quarters. Well now I have the last laugh, as I bought both of these cabinets around 5-6 years ago, and play them whenever I think they need a good spanking. Well, actually, these games still kick my ass, but at least I'm not wasting any more quarters. :-)

Eugene gave a talk at this years California Extreme (the West coast's largest arcade and pinball show) and I was determined not to miss it. Now before the talk, this very talented guy (Jean Baudin) was warming up the audience playing a very strange guitar which had 11 strings! It had both bass strings and regular guitar strings on a single wide neck, and he played it with two hands like a piano. What made this even cooler, is that he was playing classic video game music tracks, like Nintendo's Mario Bros!
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Checkout the inlays in the fretboards. In the first pic, you can see a Pac-Man inlayed in a guitar on a stand to the right, and the second pic is a closeup of the guitar he was playing, which had a nice Joust inlay. Very cool!

Eugene then gave an hour long talk on how he came up with the idea for Robotron, went into detail on the programming/AI involed, and answered questions from the audience. He also pointed out several bugs in his code which were NOT fixed since they added some interesting gameplay mechanics (made it HARDER!). He is a very animated speaker, and a true pleasure to listen to. If you ever get the chance, pickup the PC CD-Rom "Williams Arcade Classics" as it containts video footage interviews with Eugene, Larry, and a few other Williams developers that echo the same excitement these guys still feel today when talking about their creations.

After the talk, I ran into Eugene on the CA Extreme show floor, and watched him play a few rounds of Robotron. I then talked to him for a bit about the manic nature of his games, and that in Japan today, some companies are still releasing 2D manic shooter games (like Cave). Knowing vertical shooters are still a niche market, I doubt he would ever think about producing one himself with his current company Raw Thrills...but if anyone in America could pull off something like this, he could.
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(if you couldn't figure it out, thats me on the left, and Eugene on the right)

Sunday, June 11, 2006

Video Junkie

Props to Bloodflowers (on the shmups forum) for digging up this classic clip on youtube. Whats scary is that I didn't look to different from that kid back in the early 80s. :-) Good thing I have a well paying job to support my habbit now!

Tuesday, June 06, 2006

Dreamcast 9-9-99

The movie "The Omen" wasn't the only thing to capitalize on a special date (6-6-06). My beloved Dreamcast was released on 9-9-99. I still play my DC more than my PS2, Xbox, and Gamecube combined. Maybe its that the hardware is still used in Japanese arcades today. Or maybe its the style of games which are still being released today for the DC! Or maybe its just the cool ass commercials.



This was one of Sega's 9-9-99 launch commercials. Notice the armband the thief is wearing; Sega's slam to Sony, for being first to market before the PS2! Also, in what could be seen as a strange forshadowing, at the end of the commercial Sonic slips off the top of the console and falls flat on his face, loosing all his rings (typical of loosing a life in the sonic games).

Wednesday, May 24, 2006

DDP 2nd Loop

I started playing DoDonPachi again, and finally made it to the 2nd loop with the >50M requirement! I nobomb nomiss'ed up to the end of 1-4. Finished the 1st loop at 52M with 2 ships in stock. Finally died at area 2-3 with a score of 61,891,740 (max hit of 279).

I posted my last highscore back in December.

6/9/06 Score update: just made it to level 2-4 with 74,010,010.

Thursday, May 04, 2006

Pacman at the Library

I may be oldskool, but Pacman just ain't my bag. Although this is too funy to pass up!

Monday, April 03, 2006

No Pants Allowed

Ran across this today on the shmups forum, and it is a bit dated (being last summer), but worth mentioning. Barcade (located in NYC) hosted a "No Pants Allowed: The Underwear Arcade Video Game Gathering", blog entry here, and flickr photos here.
Warning: links & images are not exactly work safe (PG-13).

Sunday, March 19, 2006

Two projects completed

Lack of updates to my blog should indicate my work/life job balance has been leaning almost entirely on the work side of the equation. But I had managed to finish two projects which I began back in December (mentioned in my 12/19 blog entry). I finished repainting the Sega Astro City 2 cabinet, and also finished routing a new control panel/table.

I completely disassembled this cabinet (almost every single screw came out except for two which were stripped :-( ) and repainted the inside and outside with Krylon Fusion spraypaint. Although this stuff is supposed to make a molecular bond to any type plastic, it does not bond well to fiberglass. :-( So I'm not too happy with the outcome, but looks nice for now.

Before (yuck! check out the mold under the control panel):
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After (clean as a whistle):
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Here is my completed console control panel project. Disregard the masking tape on the top, its there because the hinges currently have a problem when I open/close the top. Should be fixed soon enough.
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[update]Here is a pic of the panel with hinge from homedepot.[/updated]
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Friday, February 24, 2006

ESPGaluda

Icycalm has been on a role recently, now with a writeup (here) of another Cave fan favorite ESPGaluda. Warning, this review assumes you have prior knowlege of Cave's earlier work, especially ESP Ra. De, which ESPGaluda is loosely based off of. It also goes into detail on the play mechanics which can be pretty deep/complex.

I hope he doesn't mind, but I've blatenly stolen his banner, as a tribute to this awsome arcade game (which I do have in my collection). I'll put back my banner in a week or two. :-)

Sunday, February 12, 2006

Ibara Black Label

Icycalm has another report from Hey Arcade, this time on the Ibara "Black Label" location test. Checkout his Insomnia website for details, along with a 169M video walkthrough of Hey Arcade!

Saturday, February 04, 2006

Ibara 2 (Pink Sweets) and Trigger Heart Exelica

Hey Arcade, and Club Sega are two of the biggest and most famous arcades in Japan. And Icycalm, from the shmups forum, is our inside man in Akihabara Tokyo, getting some pics and movies from both of the two location test sites for Cave's new Ibara 2 (Pink Sweets), and Warashi's Trigger Heart Exelica.



You can read about Icycalm's expierence on his Insomnia website. Don't miss some of his previous posts on imaging Tokoyo or Yokohama wide-angle lens.

Wednesday, January 25, 2006

Shooter Parodies

As pointed out recently on the shmups forum, 1up has published a nice 3 page article on shooter parodies, titled "Schtick 'em up: What happens when a straight-laced genre gets weird?" . The first paragaph puts my passion for arcade shooters into perspective:


"Shooters are the foundation of the video game industry, dating back all the way to the 1960's with Steve Russell's classic Spacewar. Since that time, the genre has been responsible for bringing much depth to the world of interactive entertainment, popularizing vital concepts like the power-up and the end-of-level boss which are still used in many of today's greatest games."

To quote again from the article, here is the general idea behind shooter parodies:

"In the early 1990's, the designers at Konami felt like having some fun at the expensive of its first shoot-em-up, the genre-defining Gradius. They whipped up this spin-off which replaced the killer satellites, the laser cannons, and the combat droids of Gradius with waddling penguins, fifty-foot tall Vegas showgirls, and treasure chests loaded with hornets."

Its nice to read today's gaming journalists still acknowledging the shooters genre, much less the small faction of shooter parodies. A fun read, which even has a reference to my favorite defunct TV show Futurama!

Tuesday, January 10, 2006

Build Your Own Piece of Crap

There is this fantastic site that I've been a part of for over 5-6 years now, called Build Your Own Arcade Controls (BYOAC for short). Pretty much the place where Mame cabinet building started on the Internet. Tons of FAQ's, message boards, and a project pages - all on how to build, fix, or modify arcade cabinets. Well someone decided to go through all the user submitted projects and critique the worst cabinet designs (31 reviews in total so far). I'll start you off on #4 as the first three are just too lame to mention...it only gets better from here.

Warning: some foul language is used, but honest/funny feedback none the less.
http://www.wickedretarded.com/~crapmame/4.html
(click on the "next" link at the bottom to go to the next review)

Thursday, December 29, 2005

Sega Dreamcast still alive and kicking!

Believe it or not, but there are two new games coming out for the Sega Dreamcast in early 2006! Yes, even though Sega pulled the plug on the Dreamcast two to three years ago, its big brother Naomi (still in use in arcades today) is having new games developed for it in Japan. Since the Dreamcast runs basically the same hardware as Naomi (less some texture memory), porting arcade games from Naomi to Dreamcast is relatively simple. There were a trickle of Naomi to Dreamcast ports released in 2004 and 2005, and now it looks like the trend is continuing into 2006. Sega was gracious (smart) enough to reopen Dreamcast licensing with these developers, and is even jumping on the marketing bandwagon by bundling new Dreamcast consoles with these games (only in Japan of course)!

Better yet, these two new arcade ports are exactly the style of game which I enjoy the most, vertical shooters. :-) The new games are Radilgy by Milestone (to be released 2/16/06), and Under Defeat by G.Rev (to be released 3/23/06). Preorders are open now at playasia.

Sample videos of each game are located on the sites linked above. If you can't find the Under Defeat ones, here is a complete Stage 2 replay.



Wednesday, December 21, 2005

Christmas news

This is what happens when you let a geek decorate your home with xmas lights.

And here is an interesting way to break the news to your kids that there is no Santa Claus.

Monday, December 19, 2005

Working over the holidays

Although I have the next 2 weeks off from real work, I'm going to be VERY busy working on many neglected personal projects. Here are just the arcade related ones I hope to get to:

  • Install a new 29" arcade monitor in a friends cabinet in Hayward
  • Install another new 29" monitor in my Windy 2 cab
  • Disassemble, re-paint inside/outside of Astro City 2 cab, reassemble (huge project)
  • Install isolation transformer in Spy Hunter cab
  • Build arcade control panel for 36" monitor (have all parts, just need to cut/route the panel)
  • Re-cap 25" monitor in NBA Jam
  • Prototype standard radpid fire circuit on breadboard
  • Prototype synchonous rapid fire circuit on breadboard
I'm sure I won't be able to get to everything, but the big ones like installing the monitors, fixing spy hunter, and repainting the astro cab are what I really hope to accomplish. I loaned my digital camera to my girlfriend who is traveling over the next month, so I won't be able to display the final results of these projects until mid-January.

Monday, December 12, 2005

Guitar Hero

Even an oldskool gamer like me enjoys playing a rhythm game every now and then...as long as there is NO dancing involved. Samba De Amigo is one of my favorites games, and as close to dancing as I will get. Pop'N Music and Taiko Drum Master would be cool if I could ever get a realistic arcade controller for it, not the chinsey plastic ones that come packaged with the PS2 games. Speaking of which, Guitar Hero was recenetly released for PS2, with a very favorable rating from Gamespot. Yet again, the chinesy plastic controller kinda kills the expierence. This game is based off the arcade version of Guitar Freaks that at least uses real wood in its scaled down (and dumbed down) version of a guitar. Guitar Hero choose to model its controller after a guitar I actually own, a Gibson SG Jr. Now if I could only get my guitar to work with this game, we'd be set. :-)

Here is the Guitar Hero controller.


My real Gibson SG Jr.


If you are curious about how Pop'N Music works in a real arcade, checkout this crazy video of an expert player.

Sunday, December 11, 2005

Homura

Got a new PS2 import game over the weekend called Homura. Of course, Homura is a vertical shooter style game. :-) It was originally created last year for the Taito Type-X arcade system in Japan, and just recently ported to the Playstation2 (released last week). I pre-ordered the game from yesasia, first time using this online store and am quite happy with their service, especially the free shipping. :-)

Although Homura has some bland 3D backgrounds/graphics (now the norm of Type-X games), I'm really enjoying the gameplay. Skonec did a fine job, and has bullet patterns remenisent of its previous title Psyvariar 2.



Wednesday, December 07, 2005

My first 1CC

Since this has been a slow week for me game wise (way to much real work), I thought I'd post a milestone I reached last week, which was my very first 1CC - which stands for 1 Credit Complete. The game is DoDonPachi, and is a very popular Japanese shooter, not to mention quite difficult! I was able to play the game to the logical end (6 levels) on a single quarter/credit, which took about 20 minutes.



Next goal for this game is to either break 50M in score, or 330 in Max Hits to access the 2nd loop (an extra 6 levels at greatly increased difficulty).

Saturday, December 03, 2005

Oldskool Gamer

Ok, first real post. Back in the fall of 1978, while in a 5th grade art class, listening to Steve Martin's wildly popular song King Tut, a friend told me about the most amazing video game that just came out called Space Invaders. Back at home, my brothers and I were merely playing pong/squash/tennis (or anything else that involved a ball being smacked back and forth) on a Telstar system. Listening to the description of Space Invaders (a real wooden upright video game), I couldn't imagine a game where the action scrolled vertically, much less the manic nature of shooting all these aliens as they speed up racing to land on the ground. It was then that I went to my first arcade, and was hooked. I feel priviledged to have witnessed the birth of Arcade Games, and real Arcades for that matter.

Today's home video games are all RPG story driven crap that drags on for hours/days/months, or derivative FPS shooters - a small few I do enjoy playing, but only on the PC. Arcades are pretty much relegated to Dance Dance Revolution (and the like) in movie theatre lobbies. I feel sorry for today's youth to have never experienced the "evolution" of real arcade games. To be able to appreciate hand drawn pixel artwork over pre-rendered 3D animated cut scenes. To feel that burst of adrenaline as your ass is handed back to you in about 2 to 4 minutes per quarter of play.

Yeah, I'm an oldskool gamer, and I have a garage full of real arcade games to prove it. Its for this reason that I haven't turned on my Xbox in almost a year, and its the reason why I'm not really interested in the latest Xbox 360 or Playstation3, or Nintendo Revolution. Hmm...actually, scratch that last part. The Nintendo Revolution does interest me a bit with its weird new controller, but more out of an HCI curiosity than anything else.

Friday, December 02, 2005

Blogs

I've never seen blogs as having any real value outside of keeping in touch with friends in a very public way. And since some coworkers recently started blogs, I thought I'd give it a try, so be prepared for lots of spelling and gramatical errors.