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Modular CP...is it worth it?
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telengard:

--- Quote from: pcolson on February 19, 2005, 06:25:45 pm ---Maybe I'm just old, but CP artwork just doesn't seem all that important to me.  When I was a kid, if a machine had artwork, it was usually for the wrong game.  Machines were swapped and hacked so often, nothing looked right.

As far as the lines on the modular CPs.  I dont think it would stand out as much in real life as it does in the pictures.  The flash really highlights it.  Besides, if you are going for true arcade authenticity, it would be to dark in the room to notice at all.

It sounds like some of the people here are talking about swapping controls a lot.  I would think for the most part, one or two setups would get you through an evening.  I am thinking about making mine lockable so I am the only one who can swap.  My guests don't need full access to every panel every time.

I also think some of you are overestimating the general publics awareness of arcade machines.  Most people wouldn't even know that some games had 4 ways and some had 8 ways.  Most people just don't think about things like that. 

I guess my decision comes down to function over form.  I have been using a CP with the standard fighter layout and trackball/spinner for about a year now, and I have felt limited since day one.  Swappable panels would still have too many compromises on controller configurations (you could overcome this with a bunch of panels, but that would be cost prohibitive).

Just sharing my thoughts on this, sorry ::)

Paul

--- End quote ---

I went through almost the same sequence although I started out with a swappable panel first.  I quickly became frustrated when I wanted to play a game that didn't fit with the 8 or so panels I had made.  Plus the panels were pretty large.  My modules are all relatively small and I bought a small storage container to keep them in.  Works for me.   :)

And yes, I am not swapping modules like a mad man.  Usually I pick a particular style I want and play those games, or I tend to get hooked on a game for a while and leave that setup (i.e. Tron or Defender).
Samstag:

--- Quote from: tetsujin on February 19, 2005, 05:54:41 pm ---Modular CP's have great advantages, but in terms of presentation they leave a lot to be desired.

--- End quote ---

Actually, I'm looking forward to my modular system being part of the presentation.
NoOne=NBA=:
None of my friends even CARE about anything except "will it play THIS?".
Nobody cares that I don't have art on my CP at the moment, as long as it plays "THIS".

To me, the big embarrassment is to have this "plays everything" cabinet I built, and then someone asks "Can it play Vindicators?"....uh, No..........I only have one trigger stick.
"Can it play Marble Madness?".....Yeah, ONE player....cause I only have one trackball.
"Can it play Blasteroids?"......Yeah, by yourself.........I didn't have anywhere to put the second spinner/buttons for it.
SirPoonga:
I also think a modular design can have artwork.  You just have to make it modular artwork, meaning repeating paterns and such.
NoOne=NBA=:
My original design was going to be puzzle pieces with different characters on them, that would interlock from one module to the next.

I have since opted for a design similar to the Nintendo vs. panels, where each set of controls will be surrounded by a design with a border.
I haven't actually produced any of them yet because I'm waiting to see how interchangable I can make the panels between my current cab, and the next one I build.

I'm planning to convert my current cab to vertical only, and make the new cab horizontal.
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