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Author Topic: Top 10 Mame design tricks that we don't see enough of.  (Read 10797 times)

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paigeoliver

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Top 10 Mame design tricks that we don't see enough of.
« on: March 13, 2007, 11:39:49 pm »
Ok, after the success of the Top 10 Mistakes thread I thought we might do something positive as well. So here we go with the Top 10 design tricks that we don't see enough of. And this time instead of just coming up with all of them myself I am going to present one that I like and then let other posters present ones they like.

I will be editing worthy submissions into the top 10 as I receive them, and it is certainly possible for a new suggestion to bump an old one.


The List

#1. 4-way, 8-way side by side. I almost never see this but it is incredibly functional and much more comfortable to use than sticking a dedicated 4-way off in some strange place on the panel. You see you can install a 4-way stick and an 8-way stick with the bases touching each other, both using the same button bank. The sticks don't get in the way of each other as long as the 8-way is taller and the 4-way is located to the left of the 8-Way.

Here is a diagram of what I am talking about. I have tested this setup extensively and found it to be more comfortable in gameplay to the 4-way off in wonderland approach.


#2. Putting your arcade computer into standby mode instead of shutting down.

Who needs to disguise windows when you can just leave your frontend running all the time. My setup with mamewah works great. When I am done playing I hit what is normally the pause button when I am in mame, but it's the standby button when in Mamewah, my computer instantly goes to sleep, my monitor turns off thanks to a smartstrip, the harddrive stops spinning, the CPU fan stops, the power supply fan stops, the computer is completely silent, only using enough power to keep the contents of RAM intact. When I want to play again I hit the power button and bam, the computer springs back to life and I am instantly back in my frontend. No shutting down, no booting. Initially when I had mamewah itself handling the standby process I had some trouble with my joysticks not responding when the computer woke back up but I just made a autoHotKey script that initiates the standby and bound a button in mamewah to run the script and now it wakes up with no problems. Greatest thing ever.

#3. Quality instruction graphics built into the theme of the cabinet

Knievel uses them well
Psychotech has some nice cards too

Whether we want to believe it or not, these MAME machines we build can be very confusing to the rookies out there.
« Last Edit: March 14, 2007, 12:31:21 am by paigeoliver »
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Re: Top 10 Mame design tricks that we don't see enough of.
« Reply #1 on: March 13, 2007, 11:42:08 pm »
That is pretty damn spiffy if I do say so myself...I never thought of that!  So simple...yet so elegant!  Bravo! 
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Re: Top 10 Mame design tricks that we don't see enough of.
« Reply #2 on: March 13, 2007, 11:50:06 pm »
I always thought that was a good idea too.  I first saw it here (well I assumed that the stick on the left is 4 way anyway):
http://www.wickedretarded.com/~crapmame/14.html
"You'll notice that these inbred freaks apparenly have 2 left hands, as they have 2 sticks on the left side of the box."
 :laugh2:


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Re: Top 10 Mame design tricks that we don't see enough of.
« Reply #3 on: March 13, 2007, 11:55:12 pm »
I'd HAVE to do it with an 8-way bat handle and a TRUE 4-way ball handle...

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Re: Top 10 Mame design tricks that we don't see enough of.
« Reply #4 on: March 13, 2007, 11:57:10 pm »
I usually did it with an 8-way Wico and a 4-way Reunion joystick myself.

I'd HAVE to do it with an 8-way bat handle and a TRUE 4-way ball handle...


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Re: Top 10 Mame design tricks that we don't see enough of.
« Reply #5 on: March 14, 2007, 12:02:18 am »
Well .... I would like to throw in here one of my ideas that's in process at the moment.

WiFi network card with VNC installed = no keyboard needed.

 the entire system is completely accessible ... as a networked accessible drive and you can just do system maintenance and updates from your other computer.

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Re: Top 10 Mame design tricks that we don't see enough of.
« Reply #6 on: March 14, 2007, 12:23:42 am »
Putting your arcade computer into standby mode instead of shutting down.

Who needs to disguise windows when you can just leave your frontend running all the time. My setup with mamewah works great. When I am done playing I hit what is normaly the pause button when I am in mame, but it's the standby button when in Mamewah, my computer instantly goes to sleep, my monitor turns off thanks to a smartstrip, the harddrive stops spinning, the CPU fan stops, the powersupply fan stops, the computer is completely silent, only using enough power to keep the contents of RAM intact. When I want to play again I hit the power button and bam, the computer springs back to life and I am instantly back in my frontend. No shutting down, no booting. Initially when I had mamewah itself handling the standby process I had some trouble with my joysticks not responding when the computer woke back up but I just made a autoHotKey script that initiates the standby and bound a button in mamewah to run the script and now it wakes up with no problems. Greatest thing ever.

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Re: Top 10 Mame design tricks that we don't see enough of.
« Reply #7 on: March 14, 2007, 12:30:04 am »
Quality instruction graphics built into the theme of the cabinet

Knievel uses them well
Psychotech has some nice cards too

Whether we want to believe it or not, these MAME machines we build can be very confusing to the rookies out there.

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Re: Top 10 Mame design tricks that we don't see enough of.
« Reply #8 on: March 14, 2007, 01:30:29 am »
Whether we want to believe it or not, these MAME machines we build can be very confusing to the rookies out there.

Never mind the rookies, I even confuse MYSELF every time I play the thing!

NO MORE!!

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Re: Top 10 Mame design tricks that we don't see enough of.
« Reply #9 on: March 14, 2007, 10:01:45 am »
I don't know if it's a trick or not but anyone who has a joystick or trackball on their control panel should be recessing the mounting plate.  It is one of my top pet peeves - there's nothing uglier than the giant 5" black square that surrounds a trackball, IMO.

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Re: Top 10 Mame design tricks that we don't see enough of.
« Reply #10 on: March 14, 2007, 10:06:57 am »

Those sticks may need to be reversed for us lefties.

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Re: Top 10 Mame design tricks that we don't see enough of.
« Reply #11 on: March 14, 2007, 10:50:07 am »
Placing a functioning coin door in the cabinet. These things don't pay for themselves!
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Re: Top 10 Mame design tricks that we don't see enough of.
« Reply #12 on: March 14, 2007, 10:52:37 am »
I like the side by side joystick suggestion. Keeps you from having to reach out or play more off centered that you should. I've seen some joysticks tucked in the weirdest spots.
You'd end up with a bad back from prolonged play.

Sleep mode is a more obvious decision. So is boot up right into your game launcher so that it doesn't look PC'ish.

Speaking of number 3, I've already starting adding built in help into my application. I'm almost done with the joys/keys to use per game with action labels and will add admin controller functionality later on. I prefer that over having stickers because you have very limited real estate and there 's just too much info that you can reveal to the person. A picture with labels can say a 1000 words.

Here's a sample. Bear with me though since it is still in development so it isn't perfect yet.








« Last Edit: March 14, 2007, 10:55:48 am by (+_+) »
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Re: Top 10 Mame design tricks that we don't see enough of.
« Reply #13 on: March 14, 2007, 03:21:32 pm »
Lighting up the controls/buttons used for a game definitely makes life easy for newbies.  Very expensive though. 

Wiring up the credits to the coin reject button (alone or in addition to the coin drop).


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Re: Top 10 Mame design tricks that we don't see enough of.
« Reply #14 on: March 14, 2007, 03:30:23 pm »
Quality instruction graphics built into the theme of the cabinet

Knievel uses them well
Psychotech has some nice cards too

Whether we want to believe it or not, these MAME machines we build can be very confusing to the rookies out there.


 :laugh2: :laugh2: :laugh2:


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Re: Top 10 Mame design tricks that we don't see enough of.
« Reply #15 on: March 14, 2007, 03:30:55 pm »
4-way, 8-way side by side. I almost never see this but it is incredibly functional and much more comfortable to use than sticking a dedicated 4-way off in some strange place on the panel. You see you can install a 4-way stick and an 8-way stick with the bases touching each other, both using the same button bank. The sticks don't get in the way of each other as long as the 8-way is taller and the 4-way is located to the left of the 8-Way.


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Re: Top 10 Mame design tricks that we don't see enough of.
« Reply #16 on: March 14, 2007, 03:31:25 pm »
If I go into standby my u360s don't work upon rewake--having to relaunch UltraMap again--and sometimes my Happ trackball doesn't work. I have to restart to get it to work again or go into control panels or plug/unplug the device which is a pain since wiring is inside the cab.

Sure wish I could make standby work. I agree it's cool to hide Windows away if you can.


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Re: Top 10 Mame design tricks that we don't see enough of.
« Reply #17 on: March 14, 2007, 03:52:31 pm »
4-way, 8-way side by side. I almost never see this but it is incredibly functional and much more comfortable to use than sticking a dedicated 4-way off in some strange place on the panel. You see you can install a 4-way stick and an 8-way stick with the bases touching each other, both using the same button bank. The sticks don't get in the way of each other as long as the 8-way is taller and the 4-way is located to the left of the 8-Way.

Or simply use the ultrastick, the Mag-Stik Plus or any other with similar offerings and reduce the joystick clutter. It may be a trade off between an authentic feel and clutter, but then again that is entirely up to personal preference.
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Re: Top 10 Mame design tricks that we don't see enough of.
« Reply #18 on: March 14, 2007, 04:00:46 pm »
Speaking of number 3, I've already starting adding built in help into my application. I'm almost done with the joys/keys to use per game with action labels and will add admin controller functionality later on. I prefer that over having stickers because you have very limited real estate and there 's just too much info that you can reveal to the person. A picture with labels can say a 1000 words.

Here's a sample. Bear with me though since it is still in development so it isn't perfect yet.
A related suggestion is doing the above with Johnny5 and Controls.ini - like this: http://www.mameworld.net/tigerheli/johnny/
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Re: Top 10 Mame design tricks that we don't see enough of.
« Reply #19 on: March 14, 2007, 04:01:46 pm »
How about ....... using the correct thickness of T-molding on the control panel trim so the sides of the control panel top (including the plexiglass) are covered to give the control panel a much more finished look.

Gotta be in the Top10 .....  right Paige?


Tiger-Heli
I have images of my control panel mappings for all of my 30+ non-mame emulators.  I am just waiting for some frontend (MALA hopefully) to offer the ability to display an image when the emulator is paused .  I do not know of any front end which does this yet.   Since I am mainly interested in being able to view the control panel mapping image when the game is paused, I have not looked into Johnny5 or CPViewer .... I simply show the players the image manually now (ie: get it out and place it on the table next to the cabinet).
« Last Edit: March 14, 2007, 04:10:21 pm by unclet »

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Re: Top 10 Mame design tricks that we don't see enough of.
« Reply #20 on: March 14, 2007, 05:08:01 pm »

My number 1 thing I would like to see more of, is people building classic cabs.

I know its probably boring for you guys but I dont' think there is enough classics being built.

I hate big ass cabinets with a million buttons, 10 trackballs, 50 joysticks and enough lights to drain the national power grid.

I'm all for the classics. You can still tweak them with some fancy products to make 'em look nice.

Knievels machines are cool. So is Bellas Pink one, Psychotechs Bombjack, and VRFs little bartop. And there are many others very nice original designed machines.

But STOP building those super-duper huge cabs.
You wonder why you arent allowed a machine in your house?
THAT is why!

John160 with Tempest.
Hoopstar with Galaga.
Audiomidimans  DK Jr.
The Defender upright and cocktail restorations.

Thats where my heart is.

These guys get stuff all recognition on here because they aren't building something different.
But yet put in as much hard work as anyone else.

Not sure I agree with that at all.

Rant over.




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Re: Top 10 Mame design tricks that we don't see enough of.
« Reply #21 on: March 14, 2007, 05:52:36 pm »
A lot of people don't like the feel of the various top switch joysticks. I have used most of them and they are generally fine joysticks but they don't really have the feel that I prefer. That is why I am a fan of 4-way/8-way side by side. Plus that has the added advantage of being able to switch control types mid game. And yes there are some games and times you might actually want to do this, particularly for multistage games that have some 4-way type stages, or when things get really heated up in modern puzzle games.

I'll update the top 10 list later tonight.
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Re: Top 10 Mame design tricks that we don't see enough of.
« Reply #22 on: March 14, 2007, 08:17:49 pm »

My number 1 thing I would like to see more of, is people building classic cabs.

I know its probably boring for you guys but I dont' think there is enough classics being built.

I hate big ass cabinets with a million buttons, 10 trackballs, 50 joysticks and enough lights to drain the national power grid.

I'm all for the classics. You can still tweak them with some fancy products to make 'em look nice.

Knievels machines are cool. So is Bellas Pink one, Psychotechs Bombjack, and VRFs little bartop. And there are many others very nice original designed machines.

But STOP building those super-duper huge cabs.
You wonder why you arent allowed a machine in your house?
THAT is why!

John160 with Tempest.
Hoopstar with Galaga.
Audiomidimans  DK Jr.
The Defender upright and cocktail restorations.

Thats where my heart is.

These guys get stuff all recognition on here because they aren't building something different.
But yet put in as much hard work as anyone else.

Not sure I agree with that at all.

Rant over.


Nice rant! I completely agree....I started building those monsters....the Lusid clones, 35" deep by 30" wide...friggin monsters. Don't get me wrong...Lusid made mimself a great looking cab....but imagine 2 or 3 of those beasts in a room! Now I prefer the classics. I am in the process of painting a Centipede clone (paint is drying as I type this...stinking the room up) and getting ready to build an Assault clone. Granted, I do enjoy having a multi-game capable machine, so I alter them a tad to accomodate some different controls, but for the most part they are clones of the originals. I love the way the old cabs looked, pre "Shelf" style control panels....with the CP part of the cab itself...

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Re: Top 10 Mame design tricks that we don't see enough of.
« Reply #23 on: March 14, 2007, 10:22:46 pm »

My number 1 thing I would like to see more of, is people building classic cabs.

I know its probably boring for you guys but I dont' think there is enough classics being built.

I'll have pics soon of my hot-rodded Galaga (scratch built). I'm not real big on in-progess pics and logs, so I haven't showed it off any yet. Hopefully I'll be able to spray the paint in the next few weeks then I'll put something in Projects. So there's at least one more fan of building classics out there. ;)

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Re: Top 10 Mame design tricks that we don't see enough of.
« Reply #24 on: March 15, 2007, 08:14:42 am »
Quote
Tiger-Heli
I have images of my control panel mappings for all of my 30+ non-mame emulators.  I am just waiting for some frontend (MALA hopefully) to offer the ability to display an image when the emulator is paused.  I do not know of any front end which does this yet.   Since I am mainly interested in being able to view the control panel mapping image when the game is paused, I have not looked into Johnny5 or CPViewer .... I simply show the players the image manually now (ie: get it out and place it on the table next to the cabinet).
What you want can be done fairly easily, but not through a frontend, AFAIK, and since different emulators support different methods for pause, I doubt it will be incorporated anytime soon.

My page will tell you basically how to do it, though.  Here are some hints:

First off - Emuloader (and I'm fairly sure Mala) will allow you to display the image before you launch the game.  In EL you scroll through what image is displayed - I have Titles, Snaps, Marquees, CP's, Instruction Cards, and finally CP Hints, which is my Johnny5 images.  In MameWah (or I think Mala), you would have to design this into your layout bezel, but it can be easily done.  I'm attaching a quick Photochop based on shock_'s excellent mala layouts just to give you an idea of the concept.

As far as displaying your image when a game is paused, you just need to combine several of the concepts on my page.

For MAME, you can use BuddaMAME (not sure what the latest version is), but the image is scrunched for vertical games.  I cover that on the bottom of the main page.  http://www.mameworld.net/tigerheli/johnny/static.htm

Howard Casto wrote an AHK script to lauch Johnny 5 when MAME was paused and then go back to MAME, but I don't think we ever resolved timing issues with it.  (Sometimes MAME would not pause when Johnny5 was displayed, sometimes Johnny5 would come up and exit, but MAME would remain paused).  I explain that here: http://www.mameworld.net/tigerheli/johnny/ahk_hc.htm  (I don't think I mention it on the page, but this script will work with any full-screen emulator that uses P to pause, not just MAME.  You could easily change the places where P is called out to some other key to make it work with Emu's that use a different pause key.)  (I don't know if other emulators will have the same timing issues as MAME did (does?) or not.  Howard Casto could likely tell you.  IMS, it was pretty much specific to MAME.

An alternative that I came up with was to have MAME pause normally and then have a different hotkey to call Johnny5.  I cover that here:  http://www.mameworld.net/tigerheli/johnny/ahk_th.htm  This is just a modification of Howard's script, so it also could be used with any emulator.

The final piece is that you want to display static images rather than setting up Johnny5.  On this page, I explain how to use Irfanview to display a static image prior to launching MAME: http://www.mameworld.net/tigerheli/johnny/static.htm and further down, I even mention how to modify the above scripts to call Irfanview and display the images rather than launching Johnny5 (See AHK SCRIPT INTEGRATION on the page above).

Shoot me a PM if you didn't follow all of this, so we don't hijack the thread any more than already done.

 
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Re: Top 10 Mame design tricks that we don't see enough of.
« Reply #25 on: March 15, 2007, 08:47:41 am »
TigerHeli
I agree .... no more hijacking ..... I added my response to a new post .....

http://forum.arcadecontrols.com/index.php?topic=64349.new#new
« Last Edit: March 15, 2007, 08:53:21 am by unclet »

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Re: Top 10 Mame design tricks that we don't see enough of.
« Reply #26 on: March 15, 2007, 09:51:57 am »
Speaking of number 3, I've already starting adding built in help into my application. I'm almost done with the joys/keys to use per game with action labels and will add admin controller functionality later on. I prefer that over having stickers because you have very limited real estate and there 's just too much info that you can reveal to the person. A picture with labels can say a 1000 words.

Here's a sample. Bear with me though since it is still in development so it isn't perfect yet.
A related suggestion is doing the above with Johnny5 and Controls.ini - like this: http://www.mameworld.net/tigerheli/johnny/

Very Nice! Curious to know. Can you design your layout any way you want. I could have gone that route generating static shots for all games based on the controls.ini file, but chose not to. The reason being, users can set up profile based control usage and design any controller layout they want by dragging and dropping their controls based on there their cabs actual layout. ie. "I'd rather use this control and that button instead to move and jump with". I really like the possibilitys that this approach has to offer but do prefer the direct integration in the launcher itself instead of having to rely on other pieces.
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Re: Top 10 Mame design tricks that we don't see enough of.
« Reply #27 on: March 15, 2007, 11:04:04 am »
+_+

I didn't design any of this, both the script and the viewer were Howard Casto's brainchild -

But basically you create an image of your CP and tell it where to put the labels.  The viewer than scans MAME's controller files and knows that P1-Button1 is using L Ctrl, so that is the red button for this game, and then it scans controls.ini and finds that P1B1 is FIRE so it displays FIRE over the red button.

If you go into MAME and map P1B1 to L Alt, it will display FIRE over the yellow button.

It was designed for MAME, so getting it to do the same things with other emulators takes some trickery, but that is possible as well.
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Re: Top 10 Mame design tricks that we don't see enough of.
« Reply #28 on: March 15, 2007, 11:06:58 am »

Hrm... if you extend that out to some 1 row LCDs embedded in the CP... that would be hella slick.

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Re: Top 10 Mame design tricks that we don't see enough of.
« Reply #29 on: March 15, 2007, 11:34:52 am »
How about ....... using the correct thickness of T-molding on the control panel trim so the sides of the control panel top (including the plexiglass) are covered to give the control panel a much more finished look.

Gotta be in the Top10 .....  right Paige?


[

I'm not so sure I agree on that one.  I think that is personal preference.  I don't really like the idea of the T-molding covering up the side of the plexi too. 

I would rather use 3/4" for the CP top and the sides of the cab and the same thinkness T-Molding on the entire cab.  It is a nice touch to round off the edges of the plexi with a roundover bit from the router (I wish I would have thought of doing that before assembling my CP, I ended up using a file on mine to smooth out the sharp edges, not the best move).

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Re: Top 10 Mame design tricks that we don't see enough of.
« Reply #30 on: March 15, 2007, 02:34:53 pm »

 You can also put two joysticks vertical in line with each other and  not
have any problems with either.

 

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Re: Top 10 Mame design tricks that we don't see enough of.
« Reply #31 on: March 15, 2007, 06:24:05 pm »
I'd HAVE to do it with an 8-way bat handle and a TRUE 4-way ball handle...



Yea i have to agree with you here, im getting ready to put together 2 cabinets myself. That is what i finally decided on. Sure you can go with a switchable joystick, but not only do you have to switch it, but you have to know what position its in. For the same price as 2 switchable sticks ( player 1 and 2 ) i felt i would just put in 2 bat top competetions, and 2 ball top j sticks in each cabinet and be done with it.

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Re: Top 10 Mame design tricks that we don't see enough of.
« Reply #32 on: March 15, 2007, 08:04:34 pm »
Are there 2 player 4-way games?

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Re: Top 10 Mame design tricks that we don't see enough of.
« Reply #33 on: March 15, 2007, 08:21:51 pm »
Here's my list off the top of my head:

- hiding the fact it's a PC (going as far as replacing the XP boot menu, changing the mouse cursor icon to not show, clearing the desktop, black background, etc).
- forcing the usage of coins (especially custom mame coins is really really awesome!)
- spending a god awful amount of timing customizing the launcher rather than use the default, or common themes
- spending a lot more time making a custom look/feel, rather than reuse the original arcade art/common mame art/copy other popular arcade machines.
- get custom stools made/purchased to fit the machine's style!

The bottom line for me is that anyone can take an arcade machine and convert it to a mame machine.  The thing that pushes one's machine to the top is customization, ingenuity, and overall care to details.


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Re: Top 10 Mame design tricks that we don't see enough of.
« Reply #34 on: March 15, 2007, 08:44:38 pm »

My number 1 thing I would like to see more of, is people building classic cabs.

I know its probably boring for you guys but I dont' think there is enough classics being built.

I hate big ass cabinets with a million buttons, 10 trackballs, 50 joysticks and enough lights to drain the national power grid.

I'm all for the classics. You can still tweak them with some fancy products to make 'em look nice.

Knievels machines are cool. So is Bellas Pink one, Psychotechs Bombjack, and VRFs little bartop. And there are many others very nice original designed machines.

But STOP building those super-duper huge cabs.
You wonder why you arent allowed a machine in your house?
THAT is why!

John160 with Tempest.
Hoopstar with Galaga.
Audiomidimans  DK Jr.
The Defender upright and cocktail restorations.

Thats where my heart is.

These guys get stuff all recognition on here because they aren't building something different.
But yet put in as much hard work as anyone else.

Not sure I agree with that at all.

Rant over.



I'm with you on that one. I wouldn't be able to stand looking at that 8/4 way combo right together. Its hideous. The panel on my fist cab is bugging me so much that its going to get redone again, and it's only got a trackball and two 8 ways with 6 buttons each.

I'm working on my 3rd cab now, and finding that what works for me is to focus on it playing the 20 or 30 games that see frequent use than trying to build for everything. My favorite type of cab now is the one that the typical person couldn't tell was a MAME cab if they walked up to it while the cab it was modeled after was loaded (dedicated art, etc).

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Re: Top 10 Mame design tricks that we don't see enough of.
« Reply #35 on: March 15, 2007, 11:03:47 pm »
How about ....... using the correct thickness of T-molding on the control panel trim so the sides of the control panel top (including the plexiglass) are covered to give the control panel a much more finished look.

Gotta be in the Top10 .....  right Paige?

Doubt you're gonna get agreement from Paige on that one- he hates plexi on control panels.  Hates it.

Are there 2 player 4-way games?

Wizard of Wor.  Xybots.  And Karate Champ has two players with two 4-ways each, for a total of 4 sticks. 
« Last Edit: March 15, 2007, 11:18:23 pm by Kremmit »

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Re: Top 10 Mame design tricks that we don't see enough of.
« Reply #36 on: March 15, 2007, 11:24:40 pm »
Wizard of Wor is actually a 9-way game. You can only go up, down, left or right, but there are two levels of up, two levels of down, etc. Fairly playable with a 4-way though. Xybots has sticks with other degrees of movement as well (they twist). Also, if I remember correctly Xybots is actually a game that supports 8-way sticks great, but just has 4-way sticks on it.

Quite a few puzzle games are simultaneous 2 players with 4-ways. Although most of them play fine with an 8-way.

Also, there is Puckman Pockimon, and quite a few pre 80 games, which can be up to 4 players with 4-way sticks.
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Re: Top 10 Mame design tricks that we don't see enough of.
« Reply #37 on: March 16, 2007, 11:22:47 am »

Those sticks may need to be reversed for us lefties.
yeah, thats how mine is set up
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Re: Top 10 Mame design tricks that we don't see enough of.
« Reply #38 on: March 16, 2007, 01:07:27 pm »

My number 1 thing I would like to see more of, is people building classic cabs.

I know its probably boring for you guys but I dont' think there is enough classics being built.

I hate big ass cabinets with a million buttons, 10 trackballs, 50 joysticks and enough lights to drain the national power grid.

I'm all for the classics. You can still tweak them with some fancy products to make 'em look nice.

Knievels machines are cool. So is Bellas Pink one, Psychotechs Bombjack, and VRFs little bartop. And there are many others very nice original designed machines.

But STOP building those super-duper huge cabs.
You wonder why you arent allowed a machine in your house?
THAT is why!

John160 with Tempest.
Hoopstar with Galaga.
Audiomidimans  DK Jr.
The Defender upright and cocktail restorations.

Thats where my heart is.

These guys get stuff all recognition on here because they aren't building something different.
But yet put in as much hard work as anyone else.

Not sure I agree with that at all.

Rant over.


Nice rant! I completely agree....I started building those monsters....the Lusid clones, 35" deep by 30" wide...friggin monsters. Don't get me wrong...Lusid made mimself a great looking cab....but imagine 2 or 3 of those beasts in a room! Now I prefer the classics. I am in the process of painting a Centipede clone (paint is drying as I type this...stinking the room up) and getting ready to build an Assault clone. Granted, I do enjoy having a multi-game capable machine, so I alter them a tad to accomodate some different controls, but for the most part they are clones of the originals. I love the way the old cabs looked, pre "Shelf" style control panels....with the CP part of the cab itself...

I'm on the fence on this one and it hurts.  ;)

A nicely done and properly organized non frankenpanel larger machine is far better for my health and welfare (my wife would kill me) than having 8 different machines cluttering up a couple of rooms or garage. Let's be realistic, most people don't have the money,  space or time for several smaller cabs and therefore opt for the larger "all in 1" solutions. As long as the control panel doesn't look like the "Skittles" one below, then all is good. It would be nice in theory to have every single game I've enjoyed playing in all it's glory with original controllers, artwork and feel, but it just isn't practical at all for the majority of us.

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Re: Top 10 Mame design tricks that we don't see enough of.
« Reply #39 on: March 16, 2007, 01:38:19 pm »
OMG! I think we just found a candidate for the "Top 10 Mistakes" thread....

That is the ugliest piece of ---steaming pile of meadow muffin--- I have ever seen (Next to that "cabinet" that dude was trying to sell on Ebay a while back)