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jackhammersalm

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Everything posted by jackhammersalm

  1. Finally I return to writing and this one is a doozy. Something has been bothering me for a while now and here I finally lay down my point of view with the state of gaming and retrogaming in general, grab your popcorn because I feel like a rant because I am in one of those moods. Flashback Challenge! First off, I play most of my retrogames on emulation Because Collecting old consoles, carts and CD can be impractical due to space and Practicality of the tech breaking down over time and abuse. While old arcade machines find new life in specialised places which respect their heritage *cough* Arcade Club *cough*. Even the traveling circus of the replay events show us old arcade games have a part in the history of gaming. Even some of todays practices are based on the old nickel and diming of hard arcade games which ramped up the difficulty in order to get you to part with your money. Back then, it wasn't considered egregious for you to continue your games or simply play one more games. Recently, however, Lady Decade asked in one of her recent videos, Is emulation ethical. That simple question has been a very grey area for years. Nintendo being one of the biggest culprits for copyright trolling. Nintendo has been trying for years to control the narrative in terms of their gaming history for years. But why, have they no interest in celebrating their history from the humble beginings, starting with their game and watch series followed with the first stab at the home console market with the Nes and the Collection of games that do with it followed by their foray into the 16 bit market with the SNES Then every console that followed it. Nintendo didn't always make good decisions, Well without Nintendo ditching the CD add on that sony was developing we wouldn't have the Sony Playstation. Without these mistakes we wouldn't have had the innovations we got during the 90's. But let's get back to the arcade, Nintendo have had a few but not as many as you think, But companies like Atari, Namco Konami, Taito, Data East, Irem, SNK and Technos ruled the roost during this time. (Jack, What are you on about, get to the point rather than just prattling around). I loved the arcades during my childhood and whenever I went to one, it was an experience than just sitting in front of a screen with a controller. As I got older and Technology got better for the home console market, Arcades became more redundant over time because it was difficult to compete with with something that looked just as got as the arcade. In the late 90's (late '96 early '97. I was at university at the time) I learned about emulation in which I could play old arcade games on a PC. My first foray into arcade emulation was Nemesis. MAME was just a Make Trax/ Crush Roller emulator at this time and slowly turned into a multi-pac emulator (This is before MAME was a thing). Multi emulators were few and far between (emulation really started to kick off around '99 to '00). An early multi emulator was Sparcade. This provided the building blocks towards an actual working frontend emulator. Finding Roms back then wasn't difficult but were limited, due to sporadic Rom dumps to bland and basic websites (no real effort, it was a simple link to files and that was it geocities was the most common site used for the early Rom dump days) but times were simpler as emulation was in its infancy. It got me thing about all the games I used to play during my youth. Finding Roms and the emulator to play them grew more interesting as MAME became more powerful with more Roms were supported. I played on a console even owning and original Playstation and a Playstation 2 during a period of 5 years while slowly transitioning to PC during my first year of working full time during 2003. My taste returned to old arcade classics. I asked questions over the years, with the bonus of unlimited credits by simply pressing a number on the keyboard helped me complete a lot of old games I loved during my youth but I also found the controls on these old games when using a keyboard, a lot more floaty than I remember. It was the old analogue vs the digital factor because there were certain games that required sensitive movements (like driving games with use of a steering wheel). Later version of MAME (or more to the point MAMEUI back then it was mame32 included a cross-hair for shooting games and mouse support to cover the trackball games. One of those shooting games which required the cross-hair which I loved during my youth was 1987's operation wolf. This particular game was truly hard during my youth with the unique controls. While playing it through emulation, while still fun but a lot easier to complete. it didn't feel like the experience I remember. While I did have this game on the spectrum and there was a cross-hair on that, you expected the trade off on a home computer. vs But then again, The experience of operation wolf to me was actually quite, given the controller for this particular arcade was an Uzi 9mm with limited swivel and simple up and down motion a trigger and a small red button on the side that fired the rocket and it was a challenge to play. That experience stays with you as well, being a fan of both Rambo and Commando which were 2 staples of 80's entertainment I consumed when this game hit arcades. While this game help produce 2 sequels (one being operation Thunderbolt which added a second player and operation wolf 3 which changed the semi realistic uzi to a more generic gun controller, ironically the same gun controller was used for the arcade classic Space Gun but I always go back to operation wolf, but why. 6 levels, an single energy bar and a limited ammunition on a single credit. The challenge is seeing how far you could get on said credit with the kicker being the second level and the massive difficulty spike which many people put more credits in to get past it (Japanese version has a different view in which you do the first 4 missions in any order but the chances of being spotted increased until you took out the communications setup but the western version of the game has the spotted sequence as a random event). This is before consoles and computers gave a rivaling experience to the arcade. When I was a child, games were a fun thing to play for a while and you loaded the next one you you had, compared to today where games are just another commodity to bet on, Games companies today, have lost sight of what got them there. They try justifying every decision they make not to the consumer but to the investors, which seems silly. The problem with such an endeavor is the lack of risk companies are willing to take because the primary focus of an investor is the expect growth on their investment. Here, in my honest opinion, lies the problem. The home market is not the same as the old arcade counterpart in which people put stupid amounts money into wooden boxes which played the favourite games and there were a lot of them. (looks back at his hyperspin list) Seeing the history,Being subject to the whims of investors makes you wonder why games companies are subjecting many end users to stupid pay to win scams to the unskilled or the can't be arsed player in order to get them to be badass. The term 'get gud' comes to mind . I love gaming but I don't have the time to grind like I used to but I rarely have the time to grind like i used to but I rarely buy said power ups because it takes away half the fun of playing. Another component that annoys players today is the always online playm which is subject to another form of DRM which has been proven to be completely pointless. (Jack, you are going off track again). OK, OK I will get to the point, playing old games via emulation sparks a question, not is it ethical to emulate games but is there a point to play something that takes a speed runner something like 20 minutes to complete (meaning no stops and finishing it in the shortest time possible so no detours). Emulation is a nice thing because now I can play everything from pinball machines (digital versions of classic pinball machines, while not the same does provide a wealth of entertainment because without it you have to find the tables, most of which are difficult to find in today's arcades or if you wanted to own said pinball machine, you need to find it maintain it and trust me those things are heavy) to the simple game and watch LCD machines which in some aspect are even harder to find in good condition. But still with all the modern games I have (my last steam library is 295 and I have not played about 3 quarters of the list) but I still go back to games like operation wolf, robocop, shinobi and Atari's star wars. technically you can get away with robocop and shinobi because you can stick the PCB for these games into a generic arcade cabinet and they will function just fine. 4 famous games of the 80's But the other 2 however not so much I have already mentioned the particular feature of operation wolf with the controller being shaped in the form of an UZI 9mm sub machine gun. Atari's star wars arcade main feature was which was different compared to the generic arcade was the fact it used a yoke controller shaped like a futuristic steering wheel with fire buttons and the up and down axis were reversed, on emulation you simply used the keyboard or for a better experience, use the mouse. When you emulate something, you may preserve the game but you don't preserve the experience you had during your youth. Hence why we have events where people started to bring original hardware to these places. Having been to NERG back in 2014 and PLAY EXPO last year with a friend. I understood what gaming was again. Something big business seems to have forgotten nowadays. I think the only game that marries the old school feel with today's capabilities would be Studio MDHR's cuphead. This game simply puts old school animation from the 30's and 40's then adds the classic mechanics of side on shoot em ups like contra and sidearms. This could be simply put in an arcade and money would just hit home. while the home version is simply a boss rush game with unlimited lives. but even putting it in a cabinet would work question would be if you were to monetize this in an arcade, how would go about playing with one credit (either a time limit per level or the simple 3 lives factor). This would attract a lot of people. Remember you could play all your favorite arcade games back in the 90's it was called the Sega Saturn. Here lies the second problem and Sega biggest failing. Sega back in the 80's and 90's were a solid arcade developer but were slow on the uptake of the home console market, While the Master system, Megadrive (genesis in the US due to legal reasons) and the gamegear were more of a response to Nintendo at the time. This is a secondary market for Sega as they raked in all their cash from arcades. But as the consoles became more powerful, their arcade division became less important. Sega had some of the most legendary developers under their banner like Yu Suzuki (creator of Outrun, afterburner and shenmue). The Sega Saturn was a marvel of a machine with a lot of arcade ports but it had one major problem, The Sony Playstation, the upstart console as result of Nintendo's major screw up by getting cold feet with its CD add-on when the Sega Mega CD failed, (well I would call it a failure because it had some iconic games) so that alone doesn't make it a complete failure or the fact their games get remastered (night trap). you would not have got the Sony Playstation if it was for Nintendo. It was the right console sold at the right place at the right time. Boasting a 20 game launch line up including the iconic wipeout (granted it was out on the Saturn but it was better on the Playstation) being a launch title. This system hit the ground running while Nintendo were working on their ultra64 setups with one game already using the hardware in the arcade (crusin' USA) followed by Killer Instinct. The mid 90's was an interesting for me (I used to hang around a game shops) as I saw games on consoles that were sublime and the tat that could rivals Ashen's tat (I swear Ashen's looks for such useless crap, just to gloat to simply say I have more tat than you). Back in mid to late 90's, we had it really good when it came to content. Finished games that were brilliant, if not they were slammed HARD! Back when games review meant something. Not like nowadays when you see a game with a high rating then you discover you have been duped by a review copy which tends to feature stuff to get better rating (as proven in Black op 4 recently with a patch). This article is turning more into a rant than just an article about games but the honest answer is this question has been eating up for a while now and Lady Decade finally brought out something, I have meaning to ask myself but in a different way because experiences are different. If may not be ethical in terms of copyright law but in terms preserving the past, I say within reason. There are unwritten rules within the emulation scene which many people break because they can. What these idiots don't realize they shine shine a light on the rest of us and that doesn't help. Right now, for me, experiences are everything nothing changes that with a traditional joystick and hard buttons vs playing with a hand controller which digital controls which doesn't translate well in some games, for instance driving games on an old controller was really a challenge because when you pressed left on a controller, you would careened said left into the nearest barrier rather than simply lightly going left. Another gerne that has been sort of rectified with the invention of the twin stick controller are said games with twin sticks (Games like Yie Ar Kung FU, Smash TV and Karate Champ). During these times, Controls varied from game to game whereas now, there is uniformity towards game controls. It's interesting how certain games win a generation of gaming with their scheme (perfect example, case in point in point street fighter 2) perfected the simple game control of light, medium and heavy attacks from punches and kicks. While that control scheme dominated for a couple of years, another arcade simplified that control to just light and heavy attacks but added a block button as opposed to pressing back (like in street fighter), that game was the ESRB creating Mortal Kombat. This is when everyone started to prefect the art of joystick juggling (even me with scorpion I was semi unbeatable with the cheap combo of a roundhouse kick and a leg sweep but the infamous onw of the harpoon, upppercut, teleport combo which was a bastard to counter if you were on the receiving end of it. The fighting game had hit a new high because one on one combat was a solid win and you could play with a friend (I would normally lose because 9 times out 10 they were clearly better than me). But then you would have controllers that were more obscure like the tron controls. This was a dual control system because you have a full joystick with a fire button along with a spinner as well (to turn either your arm or the turret of the tank to take aim at enemies or pieces of the MCP). If you are a MAME completionist, next time you look at the extras, look at your control panel folder then see how many different controls methods. that is the experience you have playing a full arcade vs playing on a good computer. Is it good to play these games still on an emulator, yes and no, yes because it brings back nostalgia of games played in a bygone age and no, because the experience is diminished by the experience of not playing it on original hardware? Console you can technically get away with because the control system is similar to that of a control pads while the arcades are more difficult to replicate. This brings me to another control method that was dumbed down for the PSP other consoles because it's control method was very obscure being the only had an up and down joystick, a button for thrust, a button for reverse, one for fire and another for bomb. I played an earlier version of MAME and the 4-way directional controller was implemented but as later versions of MAME pushed for a more faithful version of same game and that game was Defender, you found the controls were not what expected and was difficult to acclimate to on emulator. But these are the differences you don't notice on an emulator compared to a pull arcade cabinet. I'll be honest, |I have been in the scene over the past 20 years slowly commenting on the from retrogaming stand point which shows how old I am. Maybe i was spoilt for choice compared to today's gamers who more emphasis on graphics, style over substance. While the indie scene is booming, the big companies have sort of swindled because they be something they are not. A massive movie studio which provides interactive content. They forgot what games are. Perfect example is Electronic Arts (or unicronic arts if you use that phrase from the Jim Sterling which I actually agree with) back in the 90's they had licenses for everything movie, sport and had some good gaming development houses under their belts, But from 2005 onwards they have gone from reasonable publisher to one of the worst companies in America or the world by this point because they have consistently made mistake after mistake resulting in pissing off the fanbase (is this the gaming world or politics, right now I cannot tell the difference because they are more or less the same thing). Their loot box fiasco with battlefront 2 which I warned against from the mement EA for the license from Lucasarts. EA has proven they have lost their way because they subject to the almighty investor which is not really a good sign, seeing they did have a huge back catalogue of games (including the god awful dark castle). But EA has gone from from being a company that produces games to a company that produces experiences and they manged to even get wrong because just by looking at battlefield V and the optics it created caused problems because it inserted Identity politics into a historically based game and that was forced onto the gaming industry but the SJW's who claim they are not represented. (Jack, go back on topic please, you are ranting about politics again :/). EA has had a couple of good ideas with indie developers over the past couple of years like A way out, which is an interesting concept and brilliant storytelling. Ideas like that are few and faw between. But it makes the problem with the gaming industry more prevalent. It's about the investors trying to find a get rich quick scheme from an unsuspecting player base which hasn't the time but the money just to skip certain aspects of the game. That particluar player is not really a player but someone that's bored of just watching TV and just wants to kill a few minutes living a power fantasy (this exact case was the point behind the whole battlefront II debacle when a player got a super overpowered character like darth maul the buying of loot boxes rather than just playing the game). Purists (to a degree like myself)believe in the philosophy of progressing through a game to its natural conclusion in the process getting better at actually playing, unlocking content along the way. That was how we used to do it, Which leaves the question when did games companies get so greedy. Straight answer, When mobile phones started to become as powerful as computers and started to produce trashy games while simple to play had an inflated sense of difficulty in order to trick players into paying to pass certain levels. I think that's how it started and with the introduction of CEO's, who sole philosophy is to find ways to cut corners and generate money (like getting blood out of a stone like the vampire's they are). This is when we started to see the dynamic shift games being just games to games being a live service. Games started to appear less and less frequent and flagship brands were being bled out every year with less and less content in them or just to meet the deadline then sold later as DLC (Borderlines 2 had a stupid amount of DLC) or in an incomplete state and playerbase that is understanding of the concept (Minecraft made its reputation while being very playable and had a fair amount of work to do also was work in progress or early access). These 2 games alone were animolies to the normal ways of things. The internet is both a gift and a curse because it provided a way out ofr developers to just put a game out the door without being tested or even checked of bugs. Arcades were played for hours by people that built them, while the concepts were simple, they were also finished products. Unlike today, where a finished product is a broken buggy piece of crap that is glitched to all hell (see fallout '76 for this) I am technically scared to buy full priced games today. I may make one risk each year for a full rpiced triple A product. Normally by skills of picking them pays off but there are times where I live to regret that decision (Aliens: Colonial Marines) Games in general should be fun, Not grindy, boring chores which in order for you to enjoy, you need to pay extra after dropping an large amount of money to start with ($60 or £45 to £50 on the uk side). It worked in the arcades because we saw it as a challenge and we knew we were limited by the pile of coins in our hands which was eaten by the machines of the time one that said pile of coins was gone, we walked away. Nowaday, its either a credit card or digital currency (digital store currency). That limit is a little more obfuscated than before, blurring the lines and that's after you spend a stupic amount of money upfront. The problem with today's gaming industry is that it gone corporate which in turn has creativity out and now is driven by focus groups which consists of about a 100 random people which doesn't reflect much of anything. When the industry headed down this path, sooner or later the industry will implode and the publishers who only see the money will find that the bllod will be harder to suck out of the wallets of their player base. So they will go back to acyually creating more games or become extinct. (unicronic arts I am not sure there is a matrix of leadership big enough to stop that company from destroying anymore developers). These major publishers need to stop milking said cashcows to death and create more games. I really don't know what the future holds anymore for gaming. That being said, who said retro doesn't sell. Just look at the nintendo classic and its various counterparts. While simply a way to engage with the uber nerds among us. It show, while cynical in their approach. There is a market for it and don't tell me they do not use emulation because they do. Perhaps I am becoming jaded when it comes to gaming in generalbut I know one thing. Emulation has shown hte beginnings of gaming and how how it has evoloved from the simple Pong all the way up to the remake Doom which was are make done right. All I want in life is a good fun experience, something that pleases me, gives me genuine emotion and most of all something I trul;y enjoy. it seems games companies and consumers have differences of opinion here. So, I go back to emulation and enjoy games from a bygone era that were more complete than the crap we see today. This is jackhammersalm, finishing his article or rant and more than likely returning to an emulated game or going sleep in a corner. Either would help me right now.
  2. Finally I return to writing and this one is a doozy. Something has been bothering me for a while now and here I finally lay down my point of view with the state of gaming and retrogaming in general, grab your popcorn because I feel like a rant because I am in one of those moods. Flashback Challenge! First off, I play most of my retrogames on emulation Because Collecting old consoles, carts and CD can be impractical due to space and Practicality of the tech breaking down over time and abuse. While old arcade machines find new life in specialised places which respect their heritage *cough* Arcade Club *cough*. Even the traveling circus of the replay events show us old arcade games have a part in the history of gaming. Even some of todays practices are based on the old nickel and diming of hard arcade games which ramped up the difficulty in order to get you to part with your money. Back then, it wasn't considered egregious for you to continue your games or simply play one more games. Recently, however, Lady Decade asked in one of her recent videos, Is emulation ethical. <iframe width="560" height="315" src="https://www.youtube.com/embed/bcLeKIEIz9c" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe> That simple question has been a very grey area for years. Nintendo being one of the biggest culprits for copyright trolling. Nintendo has been trying for years to control the narrative in terms of their gaming history for years. But why, have they no interest in celebrating their history from the humble beginings, starting with their game and watch series followed with the first stab at the home console market with the Nes and the Collection of games that do with it followed by their foray into the 16 bit market with the SNES Then every console that followed it. Nintendo didn't always make good decisions, Well without Nintendo ditching the CD add on that sony was developing we wouldn't have the Sony Playstation. Without these mistakes we wouldn't have had the innovations we got during the 90's. But let's get back to the arcade, Nintendo have had a few but not as many as you think, But companies like Atari, Namco Konami, Taito, Data East, Irem, SNK and Technos ruled the roost during this time. (Jack, What are you on about, get to the point rather than just prattling around). I loved the arcades during my childhood and whenever I went to one, it was an experience than just sitting in front of a screen with a controller. As I got older and Technology got better for the home console market, Arcades became more redundant over time because it was difficult to compete with with something that looked just as got as the arcade. In the late 90's (late '96 early '97. I was at university at the time) I learned about emulation in which I could play old arcade games on a PC. My first foray into arcade emulation was Nemesis. MAME was just a Make Trax/ Crush Roller emulator at this time and slowly turned into a multi-pac emulator (This is before MAME was a thing). Multi emulators were few and far between (emulation really started to kick off around '99 to '00). An early multi emulator was Sparcade. This provided the building blocks towards an actual working frontend emulator. Finding Roms back then wasn't difficult but were limited, due to sporadic Rom dumps to bland and basic websites (no real effort, it was a simple link to files and that was it geocities was the most common site used for the early Rom dump days) but times were simpler as emulation was in its infancy. It got me thing about all the games I used to play during my youth. Finding Roms and the emulator to play them grew more interesting as MAME became more powerful with more Roms were supported. I played on a console even owning and original Playstation and a Playstation 2 during a period of 5 years while slowly transitioning to PC during my first year of working full time during 2003. My taste returned to old arcade classics. I asked questions over the years, with the bonus of unlimited credits by simply pressing a number on the keyboard helped me complete a lot of old games I loved during my youth but I also found the controls on these old games when using a keyboard, a lot more floaty than I remember. It was the old analogue vs the digital factor because there were certain games that required sensitive movements (like driving games with use of a steering wheel). Later version of MAME (or more to the point MAMEUI back then it was mame32 included a cross-hair for shooting games and mouse support to cover the trackball games. One of those shooting games which required the cross-hair which I loved during my youth was 1987's operation wolf. This particular game was truly hard during my youth with the unique controls. While playing it through emulation, while still fun but a lot easier to complete. it didn't feel like the experience I remember. While I did have this game on the spectrum and there was a cross-hair on that, you expected the trade off on a home computer. vs But then again, The experience of operation wolf to me was actually quite, given the controller for this particular arcade was an Uzi 9mm with limited swivel and simple up and down motion a trigger and a small red button on the side that fired the rocket and it was a challenge to play. That experience stays with you as well, being a fan of both Rambo and Commando which were 2 staples of 80's entertainment I consumed when this game hit arcades. While this game help produce 2 sequels (one being operation Thunderbolt which added a second player and operation wolf 3 which changed the semi realistic uzi to a more generic gun controller, ironically the same gun controller was used for the arcade classic Space Gun but I always go back to operation wolf, but why. 6 levels, an single energy bar and a limited ammunition on a single credit. The challenge is seeing how far you could get on said credit with the kicker being the second level and the massive difficulty spike which many people put more credits in to get past it (Japanese version has a different view in which you do the first 4 missions in any order but the chances of being spotted increased until you took out the communications setup but the western version of the game has the spotted sequence as a random event). This is before consoles and computers gave a rivaling experience to the arcade. When I was a child, games were a fun thing to play for a while and you loaded the next one you you had, compared to today where games are just another commodity to bet on, Games companies today, have lost sight of what got them there. They try justifying every decision they make not to the consumer but to the investors, which seems silly. The problem with such an endeavor is the lack of risk companies are willing to take because the primary focus of an investor is the expect growth on their investment. Here, in my honest opinion, lies the problem. The home market is not the same as the old arcade counterpart in which people put stupid amounts money into wooden boxes which played the favourite games and there were a lot of them. (looks back at his hyperspin list) Seeing the history,Being subject to the whims of investors makes you wonder why games companies are subjecting many end users to stupid pay to win scams to the unskilled or the can't be arsed player in order to get them to be badass. The term 'get gud' comes to mind . I love gaming but I don't have the time to grind like I used to but I rarely have the time to grind like i used to but I rarely buy said power ups because it takes away half the fun of playing. Another component that annoys players today is the always online playm which is subject to another form of DRM which has been proven to be completely pointless. (Jack, you are going off track again). OK, OK I will get to the point, playing old games via emulation sparks a question, not is it ethical to emulate games but is there a point to play something that takes a speed runner something like 20 minutes to complete (meaning no stops and finishing it in the shortest time possible so no detours). Emulation is a nice thing because now I can play everything from pinball machines (digital versions of classic pinball machines, while not the same does provide a wealth of entertainment because without it you have to find the tables, most of which are difficult to find in today's arcades or if you wanted to own said pinball machine, you need to find it maintain it and trust me those things are heavy) to the simple game and watch LCD machines which in some aspect are even harder to find in good condition. But still with all the modern games I have (my last steam library is 295 and I have not played about 3 quarters of the list) but I still go back to games like operation wolf, robocop, shinobi and Atari's star wars. technically you can get away with robocop and shinobi because you can stick the PCB for these games into a generic arcade cabinet and they will function just fine. 4 famous games of the 80's But the other 2 however not so much I have already mentioned the particular feature of operation wolf with the controller being shaped in the form of an UZI 9mm sub machine gun. Atari's star wars arcade main feature was which was different compared to the generic arcade was the fact it used a yoke controller shaped like a futuristic steering wheel with fire buttons and the up and down axis were reversed, on emulation you simply used the keyboard or for a better experience, use the mouse. When you emulate something, you may preserve the game but you don't preserve the experience you had during your youth. Hence why we have events where people started to bring original hardware to these places. Having been to NERG back in 2014 and PLAY EXPO last year with a friend. I understood what gaming was again. Something big business seems to have forgotten nowadays. I think the only game that marries the old school feel with today's capabilities would be Studio MDHR's cuphead. This game simply puts old school animation from the 30's and 40's then adds the classic mechanics of side on shoot em ups like contra and sidearms. This could be simply put in an arcade and money would just hit home. while the home version is simply a boss rush game with unlimited lives. but even putting it in a cabinet would work question would be if you were to monetize this in an arcade, how would go about playing with one credit (either a time limit per level or the simple 3 lives factor). This would attract a lot of people. Remember you could play all your favorite arcade games back in the 90's it was called the Sega Saturn. Here lies the second problem and Sega biggest failing. Sega back in the 80's and 90's were a solid arcade developer but were slow on the uptake of the home console market, While the Master system, Megadrive (genesis in the US due to legal reasons) and the gamegear were more of a response to Nintendo at the time. This is a secondary market for Sega as they raked in all their cash from arcades. But as the consoles became more powerful, their arcade division became less important. Sega had some of the most legendary developers under their banner like Yu Suzuki (creator of Outrun, afterburner and shenmue). The Sega Saturn was a marvel of a machine with a lot of arcade ports but it had one major problem, The Sony Playstation, the upstart console as result of Nintendo's major screw up by getting cold feet with its CD add-on when the Sega Mega CD failed, (well I would call it a failure because it had some iconic games) so that alone doesn't make it a complete failure or the fact their games get remastered (night trap). you would not have got the Sony Playstation if it was for Nintendo. It was the right console sold at the right place at the right time. Boasting a 20 game launch line up including the iconic wipeout (granted it was out on the Saturn but it was better on the Playstation) being a launch title. This system hit the ground running while Nintendo were working on their ultra64 setups with one game already using the hardware in the arcade (crusin' USA) followed by Killer Instinct. The mid 90's was an interesting for me (I used to hang around a game shops) as I saw games on consoles that were sublime and the tat that could rivals Ashen's tat (I swear Ashen's looks for such useless crap, just to gloat to simply say I have more tat than you). Back in mid to late 90's, we had it really good when it came to content. Finished games that were brilliant, if not they were slammed HARD! Back when games review meant something. Not like nowadays when you see a game with a high rating then you discover you have been duped by a review copy which tends to feature stuff to get better rating (as proven in Black op 4 recently with a patch). This article is turning more into a rant than just an article about games but the honest answer is this question has been eating up for a while now and Lady Decade finally brought out something, I have meaning to ask myself but in a different way because experiences are different. If may not be ethical in terms of copyright law but in terms preserving the past, I say within reason. There are unwritten rules within the emulation scene which many people break because they can. What these idiots don't realize they shine shine a light on the rest of us and that doesn't help. Right now, for me, experiences are everything nothing changes that with a traditional joystick and hard buttons vs playing with a hand controller which digital controls which doesn't translate well in some games, for instance driving games on an old controller was really a challenge because when you pressed left on a controller, you would careened said left into the nearest barrier rather than simply lightly going left. Another gerne that has been sort of rectified with the invention of the twin stick controller are said games with twin sticks (Games like Yie Ar Kung FU, Smash TV and Karate Champ). During these times, Controls varied from game to game whereas now, there is uniformity towards game controls. It's interesting how certain games win a generation of gaming with their scheme (perfect example, case in point in point street fighter 2) perfected the simple game control of light, medium and heavy attacks from punches and kicks. While that control scheme dominated for a couple of years, another arcade simplified that control to just light and heavy attacks but added a block button as opposed to pressing back (like in street fighter), that game was the ESRB creating Mortal Kombat. This is when everyone started to prefect the art of joystick juggling (even me with scorpion I was semi unbeatable with the cheap combo of a roundhouse kick and a leg sweep but the infamous onw of the harpoon, upppercut, teleport combo which was a bastard to counter if you were on the receiving end of it. The fighting game had hit a new high because one on one combat was a solid win and you could play with a friend (I would normally lose because 9 times out 10 they were clearly better than me). But then you would have controllers that were more obscure like the tron controls. This was a dual control system because you have a full joystick with a fire button along with a spinner as well (to turn either your arm or the turret of the tank to take aim at enemies or pieces of the MCP). If you are a MAME completionist, next time you look at the extras, look at your control panel folder then see how many different controls methods. that is the experience you have playing a full arcade vs playing on a good computer. Is it good to play these games still on an emulator, yes and no, yes because it brings back nostalgia of games played in a bygone age and no, because the experience is diminished by the experience of not playing it on original hardware? Console you can technically get away with because the control system is similar to that of a control pads while the arcades are more difficult to replicate. This brings me to another control method that was dumbed down for the PSP other consoles because it's control method was very obscure being the only had an up and down joystick, a button for thrust, a button for reverse, one for fire and another for bomb. I played an earlier version of MAME and the 4-way directional controller was implemented but as later versions of MAME pushed for a more faithful version of same game and that game was Defender, you found the controls were not what expected and was difficult to acclimate to on emulator. But these are the differences you don't notice on an emulator compared to a pull arcade cabinet. I'll be honest, |I have been in the scene over the past 20 years slowly commenting on the from retrogaming stand point which shows how old I am. Maybe i was spoilt for choice compared to today's gamers who more emphasis on graphics, style over substance. While the indie scene is booming, the big companies have sort of swindled because they be something they are not. A massive movie studio which provides interactive content. They forgot what games are. Perfect example is Electronic Arts (or unicronic arts if you use that phrase from the Jim Sterling which I actually agree with) back in the 90's they had licenses for everything movie, sport and had some good gaming development houses under their belts, But from 2005 onwards they have gone from reasonable publisher to one of the worst companies in America or the world by this point because they have consistently made mistake after mistake resulting in pissing off the fanbase (is this the gaming world or politics, right now I cannot tell the difference because they are more or less the same thing). Their loot box fiasco with battlefront 2 which I warned against from the mement EA for the license from Lucasarts. EA has proven they have lost their way because they subject to the almighty investor which is not really a good sign, seeing they did have a huge back catalogue of games (including the god awful dark castle). But EA has gone from from being a company that produces games to a company that produces experiences and they manged to even get wrong because just by looking at battlefield V and the optics it created caused problems because it inserted Identity politics into a historically based game and that was forced onto the gaming industry but the SJW's who claim they are not represented. (Jack, go back on topic please, you are ranting about politics again :/). EA has had a couple of good ideas with indie developers over the past couple of years like A way out, which is an interesting concept and brilliant storytelling. Ideas like that are few and faw between. But it makes the problem with the gaming industry more prevalent. It's about the investors trying to find a get rich quick scheme from an unsuspecting player base which hasn't the time but the money just to skip certain aspects of the game. That particluar player is not really a player but someone that's bored of just watching TV and just wants to kill a few minutes living a power fantasy (this exact case was the point behind the whole battlefront II debacle when a player got a super overpowered character like darth maul the buying of loot boxes rather than just playing the game). Purists (to a degree like myself)believe in the philosophy of progressing through a game to its natural conclusion in the process getting better at actually playing, unlocking content along the way. That was how we used to do it, Which leaves the question when did games companies get so greedy. Straight answer, When mobile phones started to become as powerful as computers and started to produce trashy games while simple to play had an inflated sense of difficulty in order to trick players into paying to pass certain levels. I think that's how it started and with the introduction of CEO's, who sole philosophy is to find ways to cut corners and generate money (like getting blood out of a stone like the vampire's they are). This is when we started to see the dynamic shift games being just games to games being a live service. Games started to appear less and less frequent and flagship brands were being bled out every year with less and less content in them or just to meet the deadline then sold later as DLC (Borderlines 2 had a stupid amount of DLC) or in an incomplete state and playerbase that is understanding of the concept (Minecraft made its reputation while being very playable and had a fair amount of work to do also was work in progress or early access). These 2 games alone were animolies to the normal ways of things. The internet is both a gift and a curse because it provided a way out ofr developers to just put a game out the door without being tested or even checked of bugs. Arcades were played for hours by people that built them, while the concepts were simple, they were also finished products. Unlike today, where a finished product is a broken buggy piece of crap that is glitched to all hell (see fallout '76 for this) I am technically scared to buy full priced games today. I may make one risk each year for a full rpiced triple A product. Normally by skills of picking them pays off but there are times where I live to regret that decision (Aliens: Colonial Marines) Games in general should be fun, Not grindy, boring chores which in order for you to enjoy, you need to pay extra after dropping an large amount of money to start with ($60 or £45 to £50 on the uk side). It worked in the arcades because we saw it as a challenge and we knew we were limited by the pile of coins in our hands which was eaten by the machines of the time one that said pile of coins was gone, we walked away. Nowaday, its either a credit card or digital currency (digital store currency). That limit is a little more obfuscated than before, blurring the lines and that's after you spend a stupic amount of money upfront. The problem with today's gaming industry is that it gone corporate which in turn has creativity out and now is driven by focus groups which consists of about a 100 random people which doesn't reflect much of anything. When the industry headed down this path, sooner or later the industry will implode and the publishers who only see the money will find that the bllod will be harder to suck out of the wallets of their player base. So they will go back to acyually creating more games or become extinct. (unicronic arts I am not sure there is a matrix of leadership big enough to stop that company from destroying anymore developers). These major publishers need to stop milking said cashcows to death and create more games. I really don't know what the future holds anymore for gaming. That being said, who said retro doesn't sell. Just look at the nintendo classic and its various counterparts. While simply a way to engage with the uber nerds among us. It show, while cynical in their approach. There is a market for it and don't tell me they do not use emulation because they do. Perhaps I am becoming jaded when it comes to gaming in generalbut I know one thing. Emulation has shown hte beginnings of gaming and how how it has evoloved from the simple Pong all the way up to the remake Doom which was are make done right. All I want in life is a good fun experience, something that pleases me, gives me genuine emotion and most of all something I trul;y enjoy. it seems games companies and consumers have differences of opinion here. So, I go back to emulation and enjoy games from a bygone era that were more complete than the crap we see today. This is jackhammersalm, finishing his article or rant and more than likely returning to an emulated game or going sleep in a corner. Either would help me right now. View full article
  3. try now the files should be updated

  4. https://thehyperspinreport.blogspot.co.uk/ I have added an update to my blog explaining what is going on with me.
  5. The Return Of A legend I've seen a lot of things within this scene so a little history lesson is in order here before I get to my point of the article. When you think of Nintendo recently, you think of Copyright claims on YouTube videos, half arse production of retrogaming goodness and outstanding first party games. But back in the early 1980's they only had arcades machines and playing cards in Japan and really wanted to expand but after a few setbacks in the 60's trying to make toys. But with the advent of Liquid Crystal Displays (LCD) being used in digital watches and calculators and Gunpei Yokai, who watched someone playing with a calculator on a train because he was bored. In effect he created mobile gaming with this series of games called the game and watch series. The first one being Ball, which was released April 20 1980 ( I was 4 at the time when this came out). It was quite successful and over a period of 10 years they released 47 in total spread out to 1 every 6 months. While some sold more than a million creating the wave of the future there were some that sold less than 10,000. There were some absolute gems here. Some of the designs of the dual screen Game and Watch series inspired the design of the Nintendo DS but they were not the only one that were going it Tomytronics, Mattel, Vtech and grandstand even radio shack (Tandy in the UK) had LCD pocket games. These were considered expensive at the time compared to today when it considered pocket money. I have had a game and watch system (Donkey Kong JR) and Tomytronics Tron and PacMan. I loved being 8 years old at this point. These were before I got a Sega Master System. Gaming has always been part of my DNA so these little trips down memory lane are a real treat. Right fast forward to 2004 I have my first real computer which I built myself (thanks from a load I got off of a gameshop owner I had at the time). One of the sites I usually frequented at was Retrogames.com, A site I'm sorry to say hasn't been updated in about a year because everybody changed (hell even me because back in 2011 I started writing for the facebook page which at the time rgm2000 and I started but now its the official page. Slowly it became the Hyperspin report which most Hyperspinners will remember before I moved on the the 3rd level.net (which was both a blessing and a curse because I realised how hard it was to maintain a site this well and regularly)) back to the story, I noticed MADrigals name on the link page above the .TZX vault page. I thought nothing of it at the time until 2007 I was finally curious to see what the link was about. What I found was a cave of wonders. I had never in my wildest dream would expect to see these emulated. While possibly in the S3 phase these were detailed and very playable back then in windows XP but you could see the world you never thought existed other than arcade and console ROMS. Someone had taken the time and care to restore classic old tech like the black and white LCD displays of old into a computer like a desktop app. I saw all my favorites with the exception with the widescreen LCD Donkey Kong junior. But from what was there, it was impressive. (sorry for the sound differential I'm still learning and I also ramble because this is off the cuff, I should really write what I am going to say) Fast forward to recently I noticed MADrigal had surfaced on the Hyperspin forums in the 3rd party app section. and what he put there made my jaw drop. MADrigal has started to make his LCD simulators with backgrounds, making them cabinet friendly, even stream friendly. He made a reasonable config file so you can edit the fullscreen and windowed mode (windowed mode is the same as S3 and 4 which is just an app on you background. They run on windows 10 very well (they worked on my netbook/tablet combination). He has put the latest Betas on the Hyperspin forums. He has released 17 so far and that has only been the beginning and only got 42 more to go. But what we got so far with the betas are outstanding. This man is a Legend because he has made these on his own, flying solo here up until recently when MAME finally added these to their every growing collection. But MADrigal sir, you are a legend and you truly have my respect with these classics and hurry up with TRON dude (JOKE!) If you want to have a look at these look HERE! well this is Jackhammersalm signing off
  6. The Return Of A legend I've seen a lot of things within this scene so a little history lesson is in order here before I get to my point of the article. When you think of Nintendo recently, you think of Copyright claims on YouTube videos, half arse production of retrogaming goodness and outstanding first party games. But back in the early 1980's they only had arcades machines and playing cards in Japan and really wanted to expand but after a few setbacks in the 60's trying to make toys. But with the advent of Liquid Crystal Displays (LCD) being used in digital watches and calculators and Gunpei Yokai, who watched someone playing with a calculator on a train because he was bored. In effect he created mobile gaming with this series of games called the game and watch series. The first one being Ball, which was released April 20 1980 ( I was 4 at the time when this came out). It was quite successful and over a period of 10 years they released 47 in total spread out to 1 every 6 months. While some sold more than a million creating the wave of the future there were some that sold less than 10,000. There were some absolute gems here. Some of the designs of the dual screen Game and Watch series inspired the design of the Nintendo DS but they were not the only one that were going it Tomytronics, Mattel, Vtech and grandstand even radio shack (Tandy in the UK) had LCD pocket games. These were considered expensive at the time compared to today when it considered pocket money. I have had a game and watch system (Donkey Kong JR) and Tomytronics Tron and PacMan. I loved being 8 years old at this point. These were before I got a Sega Master System. Gaming has always been part of my DNA so these little trips down memory lane are a real treat. Right fast forward to 2004 I have my first real computer which I built myself (thanks from a load I got off of a gameshop owner I had at the time). One of the sites I usually frequented at was Retrogames.com, A site I'm sorry to say hasn't been updated in about a year because everybody changed (hell even me because back in 2011 I started writing for the facebook page which at the time rgm2000 and I started but now its the official page. Slowly it became the Hyperspin report which most Hyperspinners will remember before I moved on the the 3rd level.net (which was both a blessing and a curse because I realised how hard it was to maintain a site this well and regularly)) back to the story, I noticed MADrigals name on the link page above the .TZX vault page. I thought nothing of it at the time until 2007 I was finally curious to see what the link was about. What I found was a cave of wonders. I had never in my wildest dream would expect to see these emulated. While possibly in the S3 phase these were detailed and very playable back then in windows XP but you could see the world you never thought existed other than arcade and console ROMS. Someone had taken the time and care to restore classic old tech like the black and white LCD displays of old into a computer like a desktop app. I saw all my favorites with the exception with the widescreen LCD Donkey Kong junior. But from what was there, it was impressive. (sorry for the sound differential I'm still learning and I also ramble because this is off the cuff, I should really write what I am going to say) Fast forward to recently I noticed MADrigal had surfaced on the Hyperspin forums in the 3rd party app section. and what he put there made my jaw drop. MADrigal has started to make his LCD simulators with backgrounds, making them cabinet friendly, even stream friendly. He made a reasonable config file so you can edit the fullscreen and windowed mode (windowed mode is the same as S3 and 4 which is just an app on you background. They run on windows 10 very well (they worked on my netbook/tablet combination). He has put the latest Betas on the Hyperspin forums. He has released 17 so far and that has only been the beginning and only got 42 more to go. But what we got so far with the betas are outstanding. This man is a Legend because he has made these on his own, flying solo here up until recently when MAME finally added these to their every growing collection. But MADrigal sir, you are a legend and you truly have my respect with these classics and hurry up with TRON dude (JOKE!) If you want to have a look at these look HERE! well this is Jackhammersalm signing off View full article
  7. Nice concept. I like the idea with cassette tapes being used as wheelart
  8. seeing this in an earlier version, Its comes leaps and bounds from the what I saw previously
  9. GAMES For 3 years, I wrote a section called random game, where I would normally point out a random game I played from my past or even on emulator in recent years on my old site call the 3rd level. While I had fun with it. It was quite draining to do because I covered a lot of systems with great effect. So while we collect these games and add them to our collective setup's, whether its arcade, computer, console, hell even pinball and various other forms of gaming goodness. I will try to bring it home. Yes, I will hopefully include board games and card games also. but I will cover mainly Video games but you may get the oddball other game review. well without further adieu, lets start off this new home of Random game with this little classic out of 1988 First off, I played this on a Sinclair ZX Spectrum and it showed how good of a game it could be. Designed by the legendary Oliver twins of Code masters heyday back when it was a start up company. The Oliver Twins were a pair of 17 years that created this little game and sold it to Code Masters at the time when bedroom coders were a thing. While the graphic are nothing special, the main draw of this game is the fact each room you enter is a puzzle. The object of the game is to defeat the evil wizard Zak and save Daisy. Each room you need to either need to be carrying an item to stop an enemy or just simply move something. This is one of them games you can play but you really need to know what you are doing. if you knew nothing about this game. you could get very confused to getting the spell ingredients (example is using a bag of gold on a bucket near a shack to raise said bucket then jumping offscreen to get the silver lining). It's interesting because each challenge is very different from the others. As an 11 year old this was a challenge and the amount of lives you could find as well was a good thing because you needed them. I played this a few years ago and it held up surprisingly well considering the games we have. While following Dizzy games had more inventory spaces the first game presented you with the unique challenge of actually timing what you needed for that moment as dropping it could actually destroy the item if it had multiple use (bird seed, Raincoat, Insecticide and the miner hard hat). The first screen you see of the game normally sets the tone of the whole game, Lets see if it works here! Screenshot taken from the Amstrad 464 The first screen reveals nothing, just a cauldron, a well and a tree with a spider dangling. To me, it revealed nothing except your character was an egg with red gloves and boots and smiles a lot. The main character is cute but the hazards are no joke at all. Virtually everything is trying to kill you hence the lives in plentiful supply. While there are youtube video with the whole game to completion (in the case of RZX archive it took them 43:14). Playing this now without the solution, This game would provide a challenge, as you need to remember what to use and where to use it. Dizzy has appeared on virtually every system But I will never forget my first time. If this isn't in any of you game list on any system I suggest you should at least have a look at it because it won't disappoint. Ok, did you think I didn't play this game guess again. oh one last thing, the map to this was actually quite large for the time, hence why it took about 43 minutes to complete with the solution. This is JHS signing off for my first emumovies Random Game. Give me a comment positive or negative.
  10. GAMES For 3 years, I wrote a section called random game, where I would normally point out a random game I played from my past or even on emulator in recent years on my old site call the 3rd level. While I had fun with it. It was quite draining to do because I covered a lot of systems with great effect. So while we collect these games and add them to our collective setup's, whether its arcade, computer, console, hell even pinball and various other forms of gaming goodness. I will try to bring it home. Yes, I will hopefully include board games and card games also. but I will cover mainly Video games but you may get the oddball other game review. well without further adieu, lets start off this new home of Random game with this little classic out of 1988 First off, I played this on a Sinclair ZX Spectrum and it showed how good of a game it could be. Designed by the legendary Oliver twins of Code masters heyday back when it was a start up company. The Oliver Twins were a pair of 17 years that created this little game and sold it to Code Masters at the time when bedroom coders were a thing. While the graphic are nothing special, the main draw of this game is the fact each room you enter is a puzzle. The object of the game is to defeat the evil wizard Zak and save Daisy. Each room you need to either need to be carrying an item to stop an enemy or just simply move something. This is one of them games you can play but you really need to know what you are doing. if you knew nothing about this game. you could get very confused to getting the spell ingredients (example is using a bag of gold on a bucket near a shack to raise said bucket then jumping offscreen to get the silver lining). It's interesting because each challenge is very different from the others. As an 11 year old this was a challenge and the amount of lives you could find as well was a good thing because you needed them. I played this a few years ago and it held up surprisingly well considering the games we have. While following Dizzy games had more inventory spaces the first game presented you with the unique challenge of actually timing what you needed for that moment as dropping it could actually destroy the item if it had multiple use (bird seed, Raincoat, Insecticide and the miner hard hat). The first screen you see of the game normally sets the tone of the whole game, Lets see if it works here! Screenshot taken from the Amstrad 464 The first screen reveals nothing, just a cauldron, a well and a tree with a spider dangling. To me, it revealed nothing except your character was an egg with red gloves and boots and smiles a lot. The main character is cute but the hazards are no joke at all. Virtually everything is trying to kill you hence the lives in plentiful supply. While there are youtube video with the whole game to completion (in the case of RZX archive it took them 43:14). Playing this now without the solution, This game would provide a challenge, as you need to remember what to use and where to use it. Dizzy has appeared on virtually every system But I will never forget my first time. If this isn't in any of you game list on any system I suggest you should at least have a look at it because it won't disappoint. Ok, did you think I didn't play this game guess again. oh one last thing, the map to this was actually quite large for the time, hence why it took about 43 minutes to complete with the solution. This is JHS signing off for my first emumovies Random Game. Give me a comment positive or negative. View full article
  11. Number #4 This weekend was my long weekend and my friends decided to come down from Newcastle and ironically it happened to be on the weekend of this event. This is my third event now and I brought friend to their first. This day proved to be a lot more interesting compared the the previous 2 times I came. This event was the most crowded event I've been too. If you don't believe me just look at my first video. The first part is just a simple introduction to the event and me shilling the event as I always do ( I make no apologies about this). While I introduced the main man Zee (the organizer of the event with the use of a gamers pub (yes they exist and it got my friends thinking as well why there wasn't a place like this up north). Anyways I did play a few games this time including double dash which I never played before. I plan on doing a podcast soon with Zee about retrogames and modern games and how the love and hate of video games define us. but going back on subject. We came to this event and boy was it fun ( as proof of this next video) I give another tour of the venue. Why I do not know I do this but unlike last time the pub got a fully working Tekken 3 machine which is an awesome machine in itself. I admit the emulated system they use for the projector is actually quite good but I forgot how much I hate Atomic FE as a front-end. it looks terrible and isn't all that interesting to look at but it's functional. But really getting back on subject The event was an exciting mix of older gamers and younger being introduced to older systems. this 3rd video starts me looking at a Megadrive which was Streets of rage 3 (which I thought was the weakest of the 3). I loved the first one, was ok on the second one and the third one was the same as 2 which didn't please me because sequels are supposed to add something new to the series and with 3 they didn't do that. However I got talking to a pinball machine repair person while there and we got talking about old machines including pinball machines. I was talking to him for about 20 minutes before I had to leave. I hope to talk to this gentleman again sometime. I got his website address and looked at it. its for reconditioned and new pinball machines hire and maintenance site which I would like to look at because When I get money I will buy a a dataeast star wars Pinball Machine because its a decent cab in my eyes. Anyways I plan coming onto this subject again another time I plan on doing a podcast with this pinball engineer. for you pinball heads out there in the UK this is the guys website http://pinballmachines.co.uk/ Anyways, that's enough from me today. I hope you give me a shout out and most of all stay frosty and play those classics as they never DIE!
  12. Number #4 This weekend was my long weekend and my friends decided to come down from Newcastle and ironically it happened to be on the weekend of this event. This is my third event now and I brought friend to their first. This day proved to be a lot more interesting compared the the previous 2 times I came. This event was the most crowded event I've been too. If you don't believe me just look at my first video. The first part is just a simple introduction to the event and me shilling the event as I always do ( I make no apologies about this). While I introduced the main man Zee (the organizer of the event with the use of a gamers pub (yes they exist and it got my friends thinking as well why there wasn't a place like this up north). Anyways I did play a few games this time including double dash which I never played before. I plan on doing a podcast soon with Zee about retrogames and modern games and how the love and hate of video games define us. but going back on subject. We came to this event and boy was it fun ( as proof of this next video) I give another tour of the venue. Why I do not know I do this but unlike last time the pub got a fully working Tekken 3 machine which is an awesome machine in itself. I admit the emulated system they use for the projector is actually quite good but I forgot how much I hate Atomic FE as a front-end. it looks terrible and isn't all that interesting to look at but it's functional. But really getting back on subject The event was an exciting mix of older gamers and younger being introduced to older systems. this 3rd video starts me looking at a Megadrive which was Streets of rage 3 (which I thought was the weakest of the 3). I loved the first one, was ok on the second one and the third one was the same as 2 which didn't please me because sequels are supposed to add something new to the series and with 3 they didn't do that. However I got talking to a pinball machine repair person while there and we got talking about old machines including pinball machines. I was talking to him for about 20 minutes before I had to leave. I hope to talk to this gentleman again sometime. I got his website address and looked at it. its for reconditioned and new pinball machines hire and maintenance site which I would like to look at because When I get money I will buy a a dataeast star wars Pinball Machine because its a decent cab in my eyes. Anyways I plan coming onto this subject again another time I plan on doing a podcast with this pinball engineer. for you pinball heads out there in the UK this is the guys website http://pinballmachines.co.uk/ Anyways, that's enough from me today. I hope you give me a shout out and most of all stay frosty and play those classics as they never DIE! View full article
  13. Today's entry into my rough guide is a relative newcomer in terms of front-ends. So without further adieu, its time to introduce you all to LAUNCHBOX I've been following this project for a year since I got a registered license for this to see everything and my first impressions of this wasn't the best because certain features wasn't in it yet I made a video which I handed to the developer who in turn ACTUALLY listened to me. The issues I had with 5.2 (that was when I first looked at it). First off, there was no tool tips. which is annoying another thing was its MAME naming conventions (it made 2 mistakes and major ones at that). When I did that last december, I gave a first impressions video to the developer. He used it and worked out the kinks out of it. Right now we are at version 6.11 and boy it has come a long way in a year. First off Jason (the developer) has gone out of his way to fix the glitches from the older version like naming conventions of MAME (which was one of my pet peeves with the project). Made in visual studio and has both ScummVM and DosBOX pre-installed with its configuration tools (I used this for my looking back at sparcade). First thing I noticed when I first fired up LaunchBox its welcome message was quite encouraging. Add dos games, add steam and other platform games (like origin and uplay and considering you get free games off them just jump on them for freebies ir if you game games on their platforms as well). Add ROM files which is pretty self explanatory. finally adding window games themselves. With a introduction like that, There isn't so much stuff you can't do. The use of DOSbox and ScummVM are what makes this front-end different compared to normal front-ends because its a simple point and click or a click and drag. Everything else is self explanatory or automatically found via the game databases the system uses (this includes GamesDB which I have no end of complaints about). But this is only part of the story. If you purchase a license for LaunchBox, you get another mode and this baby is call BIGBOX. BIGBOX is what you really use once you have finished screwing around with everything tinkering with setting and making sure you can play it comfortably. it looks nice and actually is well thought out. While not as flashy as something like Hyperspin or other off the wall Front-ends. LaunchBox's BIGBOX mode was designed for ease of use and true functionality. don't get me wrong, you can launch everything from Launchbox itself but its more designed to actually edit your settings and configure you setup. It still has issues but they are few and far between and you can actively see LaunchBox being developed by Jason on twitch.tv. He does a stream every so often when he can and he interacts towards his followers and users of LaunchBox here. You can actually approach him compared to most developers. I have talked to him as well. I have emailed the man myself during the 5.2 issues. The developer is a good person trying to deliver a solid product and but to me it still needs work but given time this is going in the right direction. Ok so here are the pros and cons of LaunchBox. OK the pros Quite detailed in giving information auto finds the inforamtion to the game you have inserted into the system. DOSBOX and ScummVM Native. Quite feature rich in terms of adding games. constantly updated BIGBOX MODE (on with paid registation) Not the cons pay for product that unlocks all features (BIGBOX) The menu can be a bit intimidating if you are not used to it LaunchBox has issues with certain games While it has issues with this front-end and its a paid application but I'll be honest it actually worth the money considering the amount of work put into this. and I saw from version 5.2 to now and I see this project going places but it needs to fall into the trap of adding too much too quickly without compromising the core system. While though it has issue it's still has soo much potential as well and with the developer being so transparent as well help this product immeasurably. This is a rough look at it considering I'm a hyperspin-phile and I don't disagree this project is going places. Anyways that it for another part to my rough guide and my next up on the bat is Thats right I will be covering this in my next part of my rough guide.
  14. Today's entry into my rough guide is a relative newcomer in terms of front-ends. So without further adieu, its time to introduce you all to LAUNCHBOX I've been following this project for a year since I got a registered license for this to see everything and my first impressions of this wasn't the best because certain features wasn't in it yet I made a video which I handed to the developer who in turn ACTUALLY listened to me. The issues I had with 5.2 (that was when I first looked at it). First off, there was no tool tips. which is annoying another thing was its MAME naming conventions (it made 2 mistakes and major ones at that). When I did that last december, I gave a first impressions video to the developer. He used it and worked out the kinks out of it. Right now we are at version 6.11 and boy it has come a long way in a year. First off Jason (the developer) has gone out of his way to fix the glitches from the older version like naming conventions of MAME (which was one of my pet peeves with the project). Made in visual studio and has both ScummVM and DosBOX pre-installed with its configuration tools (I used this for my looking back at sparcade). First thing I noticed when I first fired up LaunchBox its welcome message was quite encouraging. Add dos games, add steam and other platform games (like origin and uplay and considering you get free games off them just jump on them for freebies ir if you game games on their platforms as well). Add ROM files which is pretty self explanatory. finally adding window games themselves. With a introduction like that, There isn't so much stuff you can't do. The use of DOSbox and ScummVM are what makes this front-end different compared to normal front-ends because its a simple point and click or a click and drag. Everything else is self explanatory or automatically found via the game databases the system uses (this includes GamesDB which I have no end of complaints about). But this is only part of the story. If you purchase a license for LaunchBox, you get another mode and this baby is call BIGBOX. BIGBOX is what you really use once you have finished screwing around with everything tinkering with setting and making sure you can play it comfortably. it looks nice and actually is well thought out. While not as flashy as something like Hyperspin or other off the wall Front-ends. LaunchBox's BIGBOX mode was designed for ease of use and true functionality. don't get me wrong, you can launch everything from Launchbox itself but its more designed to actually edit your settings and configure you setup. It still has issues but they are few and far between and you can actively see LaunchBox being developed by Jason on twitch.tv. He does a stream every so often when he can and he interacts towards his followers and users of LaunchBox here. You can actually approach him compared to most developers. I have talked to him as well. I have emailed the man myself during the 5.2 issues. The developer is a good person trying to deliver a solid product and but to me it still needs work but given time this is going in the right direction. Ok so here are the pros and cons of LaunchBox. OK the pros Quite detailed in giving information auto finds the inforamtion to the game you have inserted into the system. DOSBOX and ScummVM Native. Quite feature rich in terms of adding games. constantly updated BIGBOX MODE (on with paid registation) Not the cons pay for product that unlocks all features (BIGBOX) The menu can be a bit intimidating if you are not used to it LaunchBox has issues with certain games While it has issues with this front-end and its a paid application but I'll be honest it actually worth the money considering the amount of work put into this. and I saw from version 5.2 to now and I see this project going places but it needs to fall into the trap of adding too much too quickly without compromising the core system. While though it has issue it's still has soo much potential as well and with the developer being so transparent as well help this product immeasurably. This is a rough look at it considering I'm a hyperspin-phile and I don't disagree this project is going places. Anyways that it for another part to my rough guide and my next up on the bat is Thats right I will be covering this in my next part of my rough guide. View full article
  15. My Rough Guide To Front-ends I had a big article which covers all the front-ends out but due to a page error it all got wiped. So rather than give up. I will do it in pieces, giving you my opinion. I will cover everything front-end with pros and cons for everything about said front-end. I have used a fair few over the years and so without further adieu, I'm going to re-review my first excursion into proper immersion and I've already written about this in another article. But I may as well cover this in more detail so lets start with First of 3d arcade between 2004 to 2009 was actually quite an experience because this community was quite vibrant with content creators and users alike. The engine was designed in Adobe Director (which is ancient now) by )p( who for the most part created it a Galaxian like front-end in which you shot the game you want to play however it evolved into 3D Arcade. )p( created a simple map of a circular room in which you put arcade in. The first official version of this front-end was released on an i-modernist website host on 24/4/2002 with version 0.6 its first arcade model released by Zakk (with a real media RM video file) in the w3d format (which ended up being the format to the arcade models for future releases), By this point there are a template of the base arcade model in which you could add a marquee and picture snaps. Its interesting how the early going on contributor was Zakk. But as the following versions, )p( went out of his way by adding a first person walking simulator (not FPS which is stated). but it wasn't until this 0.65 when this was implemented and )p( also added this point to everything is skinnable, let me rephrase that the first person part of the front-end had the ability to be skinned with anything you wanted (objects within the system) and this was still 2002. Personally I didn't join the community until 2003 when I built my first computer and a few months in i started looking for a front-end (with the advice of Jennatek) I found I liked this first because it represented something visual which wasn't a list format but I saw this as a screenshot So with my 512k broadband modem (yes we have come a long way since those days). Then I discovered the major flaw in the plan. Configuration is different kettle of fish. While it looks good with the content, its' major let down is a serious learning curve in which you have to navigate the selset menu's which are not very well explained or well thought out. This is before youtube guides and the written guide is confusing at best (when you read for adding music is a playlist of playlists). While the learning the system takes a lot of time (in my case about 2 years when I came back to it). While the system has it flaws, The positives are (as the front-end is still available and works on windows 7) quite extensive with voodooscientist little cinema arcade which is a beautiful location ( I believe this was inspiration for NewRetroArcade:NEON). This is a good map because its' shows multiple different applications to use within a single map. While limited technology made it simple and cumbersome with things like delays between picture and sound, you got the gist of the experience. Another Map that was spacious and quite detailed was the exhibition hall. which showed a multi-level setup with some beautiful touches Pictures from VoodooScientist lounge. It features a home theater, A karaoke lounge, A bowling alley (non functional). I believe this was the inspiration for NewRetroArcade:Neon The second arcade location The Exhibition Hall These 2 locations are what sold me, but this is where my first experiences were bad as configuring this thing is a challenge and during that time I wasn't a patient person during 2003/2004. I have gone back to this a few years later. I learned to put music within this thing (I thought that was a victory back then). But my second time returning to this was interesting because I learned a few things. By 2007 there was a DVD release which featured The front-end, artwork, maquee and arcade models and emulators (no roms, emulation general rule) the only problem with it is that the configuration is actually still an issue even with the DVD edition. Since I changed over the Hyperspin in 2009. There are video tutorials out there. This one is most promient Ok may as well go with the pros and cons of this front-end PROS Has multiple modes its 3D environment was the first of its kind with front-ends Has quite a repository of models and locations the DVD edition come packaged with emulators of the times CONS The main project has lost its main developer ()p( is gone onto bigger things) A pain in the ass to configure from scratch Has not aged well considering this could be better in the long run The community is dying out (there is a hardcore contingent there) In closing with front-ends like NewRetroArcade:Neon and Anarchy Arcade, 3D Arcade has turned into a child of its time, while graphically it still has the art assets to make it different conpared to NewRetroArcade and is still is a tad easier to configure than Anarchy Arcade. I personally think this deserves a remake with the maps intact because seeing this in something like the unreal 4 engine would be amazing. The question is who would be crazy enough to remake this system and at least tweak the configuration UI because that was 3D arcades biggest downfall. Next Front-end guide for is LaunchBox
  16. My Rough Guide To Front-ends I had a big article which covers all the front-ends out but due to a page error it all got wiped. So rather than give up. I will do it in pieces, giving you my opinion. I will cover everything front-end with pros and cons for everything about said front-end. I have used a fair few over the years and so without further adieu, I'm going to re-review my first excursion into proper immersion and I've already written about this in another article. But I may as well cover this in more detail so lets start with First of 3d arcade between 2004 to 2009 was actually quite an experience because this community was quite vibrant with content creators and users alike. The engine was designed in Adobe Director (which is ancient now) by )p( who for the most part created it a Galaxian like front-end in which you shot the game you want to play however it evolved into 3D Arcade. )p( created a simple map of a circular room in which you put arcade in. The first official version of this front-end was released on an i-modernist website host on 24/4/2002 with version 0.6 its first arcade model released by Zakk (with a real media RM video file) in the w3d format (which ended up being the format to the arcade models for future releases), By this point there are a template of the base arcade model in which you could add a marquee and picture snaps. Its interesting how the early going on contributor was Zakk. But as the following versions, )p( went out of his way by adding a first person walking simulator (not FPS which is stated). but it wasn't until this 0.65 when this was implemented and )p( also added this point to everything is skinnable, let me rephrase that the first person part of the front-end had the ability to be skinned with anything you wanted (objects within the system) and this was still 2002. Personally I didn't join the community until 2003 when I built my first computer and a few months in i started looking for a front-end (with the advice of Jennatek) I found I liked this first because it represented something visual which wasn't a list format but I saw this as a screenshot So with my 512k broadband modem (yes we have come a long way since those days). Then I discovered the major flaw in the plan. Configuration is different kettle of fish. While it looks good with the content, its' major let down is a serious learning curve in which you have to navigate the selset menu's which are not very well explained or well thought out. This is before youtube guides and the written guide is confusing at best (when you read for adding music is a playlist of playlists). While the learning the system takes a lot of time (in my case about 2 years when I came back to it). While the system has it flaws, The positives are (as the front-end is still available and works on windows 7) quite extensive with voodooscientist little cinema arcade which is a beautiful location ( I believe this was inspiration for NewRetroArcade:NEON). This is a good map because its' shows multiple different applications to use within a single map. While limited technology made it simple and cumbersome with things like delays between picture and sound, you got the gist of the experience. Another Map that was spacious and quite detailed was the exhibition hall. which showed a multi-level setup with some beautiful touches Pictures from VoodooScientist lounge. It features a home theater, A karaoke lounge, A bowling alley (non functional). I believe this was the inspiration for NewRetroArcade:Neon The second arcade location The Exhibition Hall These 2 locations are what sold me, but this is where my first experiences were bad as configuring this thing is a challenge and during that time I wasn't a patient person during 2003/2004. I have gone back to this a few years later. I learned to put music within this thing (I thought that was a victory back then). But my second time returning to this was interesting because I learned a few things. By 2007 there was a DVD release which featured The front-end, artwork, maquee and arcade models and emulators (no roms, emulation general rule) the only problem with it is that the configuration is actually still an issue even with the DVD edition. Since I changed over the Hyperspin in 2009. There are video tutorials out there. This one is most promient Ok may as well go with the pros and cons of this front-end PROS Has multiple modes its 3D environment was the first of its kind with front-ends Has quite a repository of models and locations the DVD edition come packaged with emulators of the times CONS The main project has lost its main developer ()p( is gone onto bigger things) A pain in the ass to configure from scratch Has not aged well considering this could be better in the long run The community is dying out (there is a hardcore contingent there) In closing with front-ends like NewRetroArcade:Neon and Anarchy Arcade, 3D Arcade has turned into a child of its time, while graphically it still has the art assets to make it different conpared to NewRetroArcade and is still is a tad easier to configure than Anarchy Arcade. I personally think this deserves a remake with the maps intact because seeing this in something like the unreal 4 engine would be amazing. The question is who would be crazy enough to remake this system and at least tweak the configuration UI because that was 3D arcades biggest downfall. Next Front-end guide for is LaunchBox View full article
  17. I spammed and banned the user its taken care of
  18. it shows you how old I am considering MAME is hitting the 20 year mark next year
  19. yes here is the video from the show and trust me if I have more time, I would at least play crazy taxi (which I was terrible at) But again limited time to play anything because real life interferes with everything. There is not much more I can say really other it is entertaining. I really need more time to sort everything but that's never going to happen unless its on a weekday and most of all my wife can sort out the kids. But time I got was interesting and I couldn't wait to just jump in hence why I played crazy taxi. I'll try and do a better one next month. Anyways I will try and workout a plan for you guys during my next article and yes I will transfer RANDOM GAME! from the 3rdlevel.net to here now. But if you are in the London area during this time when the next one is showing I'll put a heads up for those of us in the UK. thats it for now but if you want a closer look look at their website http://www.superretrogamer.com they also are on google and facebook. They have a discord as well but you will be able to find it on your own.
  20. yes here is the video from the show and trust me if I have more time, I would at least play crazy taxi (which I was terrible at) But again limited time to play anything because real life interferes with everything. There is not much more I can say really other it is entertaining. I really need more time to sort everything but that's never going to happen unless its on a weekday and most of all my wife can sort out the kids. But time I got was interesting and I couldn't wait to just jump in hence why I played crazy taxi. I'll try and do a better one next month. Anyways I will try and workout a plan for you guys during my next article and yes I will transfer RANDOM GAME! from the 3rdlevel.net to here now. But if you are in the London area during this time when the next one is showing I'll put a heads up for those of us in the UK. thats it for now but if you want a closer look look at their website http://www.superretrogamer.com they also are on google and facebook. They have a discord as well but you will be able to find it on your own. View full article
  21. Welcome aboard, What information you may pick up from here. don't be afraid to ask any question
  22. I don't know Leathal Enforcers gave the virtua cop and house of the dead a run for their money
  23. I call your double Dragon Dragon and call you with Operation Wolf, I just love the way this arcade looked and played... despite it was hard, I put coins into this machine... and it would be a machine I would love to own.
  24. 1996 I was at university studying something I was not going to use in later life (simply because I lost interest and for your information I was studying craft baking at University). Interesting, so how did this craft baker become the writer to the hyperspin report and the3rdlevel dot net. Easy my friends were computer science students and most were into the computer scene. My first emulator I was ever introduced to was a spectrum one, not an arcade. I had a talk to these friends and my first taste of emulation was a Nemesis Emulator (while not perfect yet it was very playable and I remember playing this in the computer labs at the time. I was also hanging out of a games shop during this time also (Turbo Games). So during my late teens early 20's I loved games and gaming. But I didn't have a PC to play any games on. I basically lived round my friends (jennatek) and my uncles place during these years. Emulation during the early Windows / MS-DOS days were confined to a bunch of single game emulators and a couple of multi-game Emulators(please bare in mind MAME wasn't as big as it is now back then it was just a PAC-MAN emulator and only really played a handful of games. My first taste was Sparcade on MS-DOS, it played something like 30 games at the time, which was quite a feat ( we are talking 1996 here) and they played classics like space invaders, slapfight, phoenix and airwolf. This was my first taste of emulation and it was good. I played this at jen's most of the time. it wasn't until I left Uni when I really put myself into the scene as a gamer. Sparcade had served me for a year but it didn't emulate the one game I really wanted at the time, Yes, that's right, the vector game version of Star Wars (and yes I would love to own a cabinet, Do not care what size either). Why this game you may ask, Being a huge Star Wars nerd, this still held up (even with the release of X-Wing and Tie Fighter). I loved the pace of this game as it was fast, solid gameplay and there was also something about shooting tie fighters. By 1998 the first of the Vector games were starting to be introduced and That meant Star wars had hit home computers and windows 95. By 1990, I was living out of my uncles place my boring 4 walls and Jens at the time. But over time Mame had over a 1000 arcade classics but not the 1988-1995 yet. Games like Wrestlefest, WWF SuperStar and the like, Another Emulator Beat MAME to that punch as it cover most of Taito and thechnos and that emulator was Raine. it was the first emulator to do and garnered quite a follow. during the next year a lot of people developed for MAME and games were coming at an alarming rate. They had taken to releasing Beta versions rather than the what you get today. You realise when you play random games on mame without knowing what you are playing. sometimes you remember I have played this. Here's the problem I have, I have a hell of a memory when it comes to games. But with Emulation you didn't have things we take for granted today. First of Zip Support, for those of us that were in the 90's we had to unzip the game into it's own folder in which you dumped the roms folder into. Those early years were a pain in the backside. If you wanted the play NeoGeo games the emulator at that point was NEO-rage before MAME covered that in the 2000's. Most of us during our youth remember playing arcades games. One game I played on another emulator before MAME was Image Fight and that first game out on the M72 Emulator. What is Image Fight (what is that, well, Image Fight is a vertical shump which had to me an interesting feature, you fighter transformed into 3 different modes which had different rates of file and maneuverability). While my personal taste in games in games is best described ecliptic. But my tastes are like a lot of people's and MAME has provided a lot of games in which I adore in my life. While MAME has provided a lot of games in the past 10 years and Mame is nearly 20 years old now. it's amazing when MAME first came out, it only played 6 games and the first was Pac-Man. This is for the fallen who pathed the way from the beginning till now. NEO-Rage (covered by MAME 35B11) Retrocade M72 Raine (Yes I know it's still around but its not as popular) System16 Sparcade Callus These emulators are the forefathers to MAME has become today. There are alternatives to MAME that play games MAME still can't yet. But the future is always bright when it comes to preserving our history with the internet. I look to the future and I see less variety in terms of emulators, as older emulators are no longer supported or have reached the pinnacle of their particular emulation choice (meka for the master systems being one). We have a wide selection of multiple system Emulators (including MAME and Retroarch) which makes single systems obsolete which is a little disappointing because you knew what you could get with each emulators (there are certain exceptions like supermodel which is a model 3 emulator which specialises in Star Wars Trilogy). Looking back and even if you look in rocketlauncher the amount of emulators there are out there and some still in development (retroarch being core based and covering all systems including mame with it's core system. When you look at games today with their brilliant graphics get sometimes their gameplay is what kills a game dead. But when you back even to computers like the spectrum there were a lot more challenges in terms of actually creating an actual game with minimal graphics but solid gameplay. Game ports back then were interesting because nothing until something like 1985 were officially licensed until those times. There were some licensed games like movie tie-in or some arcade port around that point. I'm going off point, here but I bringing the point the people that game retrogames now are people, who have played game during at this period never forgot what we played and why we love them as well. But if you look back toward what emulators came before you maybe surprised because there many people with the same goals, just different ways of doing things. If I missed anything then correct me and I'll edit and credit you for the correction. but please this is my opinion, so don't shoot the messenger (IE me)
  25. 1996 I was at university studying something I was not going to use in later life (simply because I lost interest and for your information I was studying craft baking at University). Interesting, so how did this craft baker become the writer to the hyperspin report and the3rdlevel dot net. Easy my friends were computer science students and most were into the computer scene. My first emulator I was ever introduced to was a spectrum one, not an arcade. I had a talk to these friends and my first taste of emulation was a Nemesis Emulator (while not perfect yet it was very playable and I remember playing this in the computer labs at the time. I was also hanging out of a games shop during this time also (Turbo Games). So during my late teens early 20's I loved games and gaming. But I didn't have a PC to play any games on. I basically lived round my friends (jennatek) and my uncles place during these years. Emulation during the early Windows / MS-DOS days were confined to a bunch of single game emulators and a couple of multi-game Emulators(please bare in mind MAME wasn't as big as it is now back then it was just a PAC-MAN emulator and only really played a handful of games. My first taste was Sparcade on MS-DOS, it played something like 30 games at the time, which was quite a feat ( we are talking 1996 here) and they played classics like space invaders, slapfight, phoenix and airwolf. This was my first taste of emulation and it was good. I played this at jen's most of the time. it wasn't until I left Uni when I really put myself into the scene as a gamer. Sparcade had served me for a year but it didn't emulate the one game I really wanted at the time, Yes, that's right, the vector game version of Star Wars (and yes I would love to own a cabinet, Do not care what size either). Why this game you may ask, Being a huge Star Wars nerd, this still held up (even with the release of X-Wing and Tie Fighter). I loved the pace of this game as it was fast, solid gameplay and there was also something about shooting tie fighters. By 1998 the first of the Vector games were starting to be introduced and That meant Star wars had hit home computers and windows 95. By 1990, I was living out of my uncles place my boring 4 walls and Jens at the time. But over time Mame had over a 1000 arcade classics but not the 1988-1995 yet. Games like Wrestlefest, WWF SuperStar and the like, Another Emulator Beat MAME to that punch as it cover most of Taito and thechnos and that emulator was Raine. it was the first emulator to do and garnered quite a follow. during the next year a lot of people developed for MAME and games were coming at an alarming rate. They had taken to releasing Beta versions rather than the what you get today. You realise when you play random games on mame without knowing what you are playing. sometimes you remember I have played this. Here's the problem I have, I have a hell of a memory when it comes to games. But with Emulation you didn't have things we take for granted today. First of Zip Support, for those of us that were in the 90's we had to unzip the game into it's own folder in which you dumped the roms folder into. Those early years were a pain in the backside. If you wanted the play NeoGeo games the emulator at that point was NEO-rage before MAME covered that in the 2000's. Most of us during our youth remember playing arcades games. One game I played on another emulator before MAME was Image Fight and that first game out on the M72 Emulator. What is Image Fight (what is that, well, Image Fight is a vertical shump which had to me an interesting feature, you fighter transformed into 3 different modes which had different rates of file and maneuverability). While my personal taste in games in games is best described ecliptic. But my tastes are like a lot of people's and MAME has provided a lot of games in which I adore in my life. While MAME has provided a lot of games in the past 10 years and Mame is nearly 20 years old now. it's amazing when MAME first came out, it only played 6 games and the first was Pac-Man. This is for the fallen who pathed the way from the beginning till now. NEO-Rage (covered by MAME 35B11) Retrocade M72 Raine (Yes I know it's still around but its not as popular) System16 Sparcade Callus These emulators are the forefathers to MAME has become today. There are alternatives to MAME that play games MAME still can't yet. But the future is always bright when it comes to preserving our history with the internet. I look to the future and I see less variety in terms of emulators, as older emulators are no longer supported or have reached the pinnacle of their particular emulation choice (meka for the master systems being one). We have a wide selection of multiple system Emulators (including MAME and Retroarch) which makes single systems obsolete which is a little disappointing because you knew what you could get with each emulators (there are certain exceptions like supermodel which is a model 3 emulator which specialises in Star Wars Trilogy). Looking back and even if you look in rocketlauncher the amount of emulators there are out there and some still in development (retroarch being core based and covering all systems including mame with it's core system. When you look at games today with their brilliant graphics get sometimes their gameplay is what kills a game dead. But when you back even to computers like the spectrum there were a lot more challenges in terms of actually creating an actual game with minimal graphics but solid gameplay. Game ports back then were interesting because nothing until something like 1985 were officially licensed until those times. There were some licensed games like movie tie-in or some arcade port around that point. I'm going off point, here but I bringing the point the people that game retrogames now are people, who have played game during at this period never forgot what we played and why we love them as well. But if you look back toward what emulators came before you maybe surprised because there many people with the same goals, just different ways of doing things. If I missed anything then correct me and I'll edit and credit you for the correction. but please this is my opinion, so don't shoot the messenger (IE me) View full article
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