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Author Topic: Vector Love  (Read 18443 times)

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FrizzleFried

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Vector Love
« on: September 06, 2011, 06:38:37 pm »






....and thanks to VectorLabs the SW also does...



I only have 6 more vectors to add to make the whole "small side" of the garagecade dedicated to the lovely vector...

Visit my arcade blog at: www.idahogaragecade.com (Updated 10-28-21)

opt2not

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Re: Vector Love
« Reply #1 on: September 06, 2011, 06:45:43 pm »
Beautiful!  :applaud:

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Re: Vector Love
« Reply #2 on: September 06, 2011, 06:57:21 pm »
Nice vector porn there.
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Re: Vector Love
« Reply #3 on: September 06, 2011, 07:49:06 pm »
Star Castle RAWKS!

Black Widow....don't see that around much.
Yer missing a regular Asteroids tho...

SammyWI

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Re: Vector Love
« Reply #4 on: September 06, 2011, 09:09:25 pm »
Nice.  So many vectors, so little time.

FrizzleFried

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Re: Vector Love
« Reply #5 on: September 07, 2011, 01:37:48 am »
Star Castle RAWKS!

Black Widow....don't see that around much.
Yer missing a regular Asteroids tho...

I've had more Asteroids than any other cabinet (4).  I sold my last one knowing I would be getting the Asteroids Multigame kit when it came out.  I'm still waiting. :)

I'd love to add:

Armor Attack
Gravitar
Red Baron
Major Havoc
Space Fury
Zektor

;)
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Re: Vector Love
« Reply #6 on: September 07, 2011, 03:19:59 am »
Lovely. I'm coming over.

I would trade the Star Castle for Space Duel. Except for Quantum, that would make the set complete.
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Re: Vector Love
« Reply #7 on: September 07, 2011, 03:27:31 pm »
Lovely. I'm coming over.

I would trade the Star Castle for Space Duel. Except for Quantum, that would make the set complete.

I'd trade the Star Castle for a Space Duel... when are you comin' over?

:D

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Re: Vector Love
« Reply #8 on: September 08, 2011, 10:34:47 pm »
With all due respect you suck.   ;D

Looks like a freakin' arcade.  Wow.

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Re: Vector Love
« Reply #9 on: September 09, 2011, 09:58:39 am »

I've been fighting my Red Baron to stay working all summer.  Starting to get personal.  I'll fix it, it'll die again, and so on...

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Re: Vector Love
« Reply #10 on: September 09, 2011, 10:07:31 am »
This motivates me to get my BZ up and running...

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Re: Vector Love
« Reply #11 on: September 09, 2011, 10:08:56 am »
This motivates me to get my BZ up and running...

I have one of those I've been fighting too.  I have a habit of pulling nasty cabinets out of filthy warehouses that haven't been working in 20 years.   :banghead:

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Re: Vector Love
« Reply #12 on: September 09, 2011, 11:38:06 am »
It can be done....but it ain't always what I'd call easy. I once repaired a Ms Pacman board that looked like it was buried in the ground for 20 yrs.....

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Re: Vector Love
« Reply #13 on: September 09, 2011, 11:44:05 am »
Star Castle RAWKS!

Thats another game that desperately needs a spinner. I like star castle, but the games controls really need to be a spinner. I'd like to talk to the developers to find out if they went with the buttons for cost reasons.

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Re: Vector Love
« Reply #14 on: September 09, 2011, 12:53:44 pm »
They did it that way 'cause thats the way it was done back then. Tempest was the first spinner game IIRC. Space Invaders, Asteroids, Phoenix, etc were all done with the L/R button setup. 2 buttons and the associated switches were far cheaper than either developing a custom sipnner control and mfgr'ing it. Atari had deep pockets, so they could do whatever they wanted. Cinematronics was barely scraping by at the time SC was done. I'm sure a pot could've been used, but then again they wear with heavy use. Buttons were the best option at the time.

FWIW, I would think you could adapt SC to spinner control fairly easy via using an actual spinner with added circuitry to mimic a switch closure.

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Re: Vector Love
« Reply #15 on: September 09, 2011, 02:17:59 pm »
Tempest was the first spinner game IIRC.


There were spinner games way before Tempest.  The Breakout series instantly comes to mind.

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Re: Vector Love
« Reply #16 on: September 09, 2011, 02:30:00 pm »
Tempest was the first spinner game IIRC.

How 'bout pong? ;D

Personally I have no desire to "load up" on vector games. I'm not that interested in theme "rows" in general. I'm pretty agnostic about technology/platform; I just get the games I enjoy the most. However, I have to admit that a vector row is a beautiful thing! Lookin' good, Jon!
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Re: Vector Love
« Reply #17 on: September 09, 2011, 02:31:30 pm »
Tempest was the first spinner game IIRC.


There were spinner games way before Tempest.  The Breakout series instantly comes to mind.

No doubt. Not to mention all the tons of home consoles & driving games that were out before star castle. If anything, spinners were all over the place.

FWIW, I would think you could adapt SC to spinner control fairly easy via using an actual spinner with added circuitry to mimic a switch closure.

Spinning to control an object on screen which spins at a fixed rate would be awful. It needs to be modded so the faster you spin, the faster the ship spins and the game difficulty should ramp up accordingly. I mean, it's fine how it is, it just always seemed to me that the game should've used a spinner.

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Re: Vector Love
« Reply #18 on: September 09, 2011, 07:10:30 pm »
Kids....those weren't spinners as in optical encoders. They were just pots....and I already mentioned that option. Go fish....

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Re: Vector Love
« Reply #19 on: September 09, 2011, 08:56:21 pm »
Kids....those weren't spinners as in optical encoders. They were just pots....and I already mentioned that option. Go fish....

A pot would've worked better than those crappy 2 buttons. The driving games did use optical encoders. Heres some reading for you:

http://www.arcade-history.com/?n=sprint-2&page=detail&id=2596
Quote
The control panel featured two steering wheels that had 360 degree movement (and worked off optical encoders), and a gas pedal and a four position shifter for each player. All of the game circuits are built into a single large PCB, which also has an integrated power supply.
1976! I bet most of the games used optical encoders. I had a 1976 Lemans which had an optical encoder.

Point is, Cinemetronics CHOSE to make that game with buttons and not "Cause thats the way they did it back then"

Looks like I caught a big fish!

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Re: Vector Love
« Reply #20 on: September 09, 2011, 11:38:55 pm »
A steering control isn't exactly a "spinner" in the sense we were referring to is it. I'm well aware of such driving controls. We were talking about spinners, not steering wheels.

My main point was.....in the financial state C-tronics was in, they sure as hell weren't gonna spend money on a spinner control when 2 buttons could, would, and did work just fine.

A buck 2-98 looks a lot better on a BOM to the bean counters than $40 does.

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Re: Vector Love
« Reply #21 on: September 10, 2011, 12:22:13 am »
My main point was.....in the financial state C-tronics was in, they sure as hell weren't gonna spend money on a spinner control when 2 buttons could, would, and did work just fine.

My main point was 2 buttons didn't work fine and is part of the reason the game wasn't as successful as it could have been. Your recollection of Tempest being the first spinner game was wrong as several people pointed out spinner games which use spinners and electronic encoders had existed for several years. The truth is Star Castle is built using the Space Wars hardware which probably doesn't support a spinner... it probably wasn't as much a financial decision as working within the confines of the existing hardware. (My assumption after reading some interesting articles and looking at the Cinematronics video game line up)

I hope this concludes our nerd fight.  :)



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Re: Vector Love
« Reply #22 on: September 10, 2011, 02:19:10 am »
The ship in Star Castle thrusted, and turned, too quickly for any control to be great for the average player.  Flush.
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Re: Vector Love
« Reply #23 on: September 10, 2011, 07:25:26 am »
The ship in Star Castle thrusted, and turned, too quickly for any control to be great for the average player.  Flush.

So you're saying that I'm above average. Thanks.

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Re: Vector Love
« Reply #24 on: September 10, 2011, 09:38:10 am »
My main point was.....in the financial state C-tronics was in, they sure as hell weren't gonna spend money on a spinner control when 2 buttons could, would, and did work just fine.

My main point was 2 buttons didn't work fine and is part of the reason the game wasn't as successful as it could have been. Your recollection of Tempest being the first spinner game was wrong as several people pointed out spinner games which use spinners and electronic encoders had existed for several years. The truth is Star Castle is built using the Space Wars hardware which probably doesn't support a spinner... it probably wasn't as much a financial decision as working within the confines of the existing hardware. (My assumption after reading some interesting articles and looking at the Cinematronics video game line up)

I hope this concludes our nerd fight.  :)




Dude....a spinner is a spinner. A steering wheel is not a spinner (although works on the same principal if optical), a trackball is not a spinner (same operating mode), and a pot is not a spinner. Tempest introduced the concept of the spinner control as we know it in arcade games. Just FYI, the Atari 2600 "driving" controller was essentially an optical spinner, so this predates Tempest by a couple years. But that is a home game, not an arcade game.

And yes the Vectorbeam/Cinematronics hardware supports optical encoder inputs. How do you think Speed Freak worked?

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Re: Vector Love
« Reply #25 on: September 10, 2011, 12:14:07 pm »
Tempest introduced the concept of the spinner control as we know it in arcade games.

 :banghead:

Whatever dude. Twist things up however you like. My opinion is that Star Castle would have been better with a spinner. Your opinion is that Star Castle was done that way to save money and that spinners were such a radical concept no one ever though of until Tempest.

FWIW, I tried to get the same guy who did Time Pilot/Gyruss with a spinner to add Star Castle to the list so I could put it on my Mame cabinet, but no luck. I may give it a go myself.

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Re: Vector Love
« Reply #26 on: September 10, 2011, 02:14:32 pm »
Kids....those weren't spinners as in optical encoders. They were just pots....and I already mentioned that option. Go fish....

True. You got me there.
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Re: Vector Love
« Reply #27 on: September 11, 2011, 01:47:43 pm »
Quote
It needs to be modded so the faster you spin, the faster the ship spins and the game difficulty should ramp up accordingly


 This again, is a stupid discussion.

 Ships dont accelerate instantly spinning at mach 5  "in-place".   Its unrealistic, and stupid.

 Thrusters are used to turn things in space.  Thrusters take time and acceleration to accomplish their goal.  Thrusters take skill to use well..  which is why you can even make a game like Lunar Lander.

 You want the game to be Easier for your lackings.
 The developers wanted these games to  control/be  realistically, and be challenging.

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Re: Vector Love
« Reply #28 on: September 11, 2011, 10:23:01 pm »
My high score is about 19K... it's one ---smurfette--- of a game... but a blast IMHO.

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Re: Vector Love
« Reply #29 on: September 12, 2011, 08:38:05 am »
Amazing collection Frizz, I'm jealous.
If you're replying to a troll you are part of the problem.
I also need to follow this advice. Ignore or report, don't reply.

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Re: Vector Love
« Reply #30 on: September 12, 2011, 09:54:29 am »
Quote
It needs to be modded so the faster you spin, the faster the ship spins and the game difficulty should ramp up accordingly


 This again, is a stupid discussion.

 Ships dont accelerate instantly spinning at mach 5  "in-place".   Its unrealistic, and stupid.


 You want the game to be Easier for your lackings.
 The developers wanted these games to  control/be  realistically, and be challenging.


That one quote you pulled was out of context. It was an answer to using the spinner to simulate buttons to which my reply is appropriate. If you are going to use a spinner, it makes perfect sense that as you spin faster, your sprite moves faster, does it not?

You want the game to be Easier for your lackings.

Again, you've taken part of what I was saying and responded to it. I suggested that after adding a spinner they would need to ramp up the difficulty. The fact that using a spinner would make the game easier suggests that the controls currently used are not optimized. Therefore, based on your own argument, you are agreeing with me and that a spinner should be used. Thanks. 

Thrusters are used to turn things in space.  Thrusters take time and acceleration to accomplish their goal.  Thrusters take skill to use well..  which is why you can even make a game like Lunar Lander.
I suppose you think Arkanoid should be with 2 buttons or does a spinner make sense? Afterall, Arkanoid is a spaceship and spinning it faster moves you instantly fast. Not to mention Blasteroids, Star Trek, Zektor, etc  So... according to your logic SOME developer were doing it wrong, aren't they?

Lastly, I don't know how concerned the creator of Star Castle is concerned with realism. In fact, I'd suggest most of the games of the 80's created games on the exact opposite of realism.

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Re: Vector Love
« Reply #31 on: September 12, 2011, 11:42:12 pm »
I'm sure the creators of various games through those years used buttons instead of sticks and spinners because buttons were the cheapest/most cost-effective control. Some of the designers might've even preferred the...control....of buttons.

The Atari controller was a pot I thought, which is why it turns close to but not quite 360.

Incidentally, Zektor is essentially the same kind of game, and does use a spinner. It's only marginally better.
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Re: Vector Love
« Reply #32 on: September 13, 2011, 09:15:57 am »

I don't think it had anything to do with the cost of the control.  I think it had to do with the reuse of existing PCB designs and it being too expensive/time consuming to retool for making a set of boards that had a spinner circuit instead of buttons.  It just wasn't worth doing compared to using buttons and maybe having a game that wasn't quite as fun.

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Re: Vector Love
« Reply #33 on: September 13, 2011, 11:25:23 am »
Well in the case of Star Castle, its the same boardset that the rest of the early Cinematronics games used. So there were inputs for digital switches, analog pots, and optocoupler based controls. So they could have used some sort of spinner if they wanted to. But they didn't exist yet, and when L/R buttons were the norm there was no real need to invent a new controller. I/O functions are handled on the sound board, so they just used different revisions of that for different games. The rest was universal.

So Tempest started it all, and after that it was a case of "hey, thats a good idea....lets do that too".

Anyone who wants a spinner for SC can figure out how to do it on their own. Its not that hard. And if yer crafty you can use a threaded bushing mount to install it in place of a button without altering the control panel.

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Re: Vector Love
« Reply #34 on: September 13, 2011, 11:48:23 am »
So Tempest started it all, and after that it was a case of "hey, thats a good idea....lets do that too".

Someone needs to tell me where all these spinner games are that Tempest inspired. I mean, Omega Race is ok but it originally used a POT so I guess by your definition it doesn't count. It's a massive overstatement to say that Tempest started the spinner games. To average Joe video gamer, he doesn't care if breakout\pong uses a pot or an encoder. It's the same thing.

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Re: Vector Love
« Reply #35 on: September 13, 2011, 12:01:25 pm »
Thats just wrong. A pot does not rotate continuously in circles. A spinner does. **Thats what makes it a spinner.**

Consult Wikipedia if you don't wanna take my word for it.....

Here....I'll do the work for you:
http://en.wikipedia.org/wiki/Paddle_(game_controller)

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Re: Vector Love
« Reply #36 on: September 13, 2011, 12:08:32 pm »
And...theres a ton of spinner games that Tempest inspired (control wise). Mad Planets, Tron, Blasteroids, Aztarac, Kozmik Kroozr, Arkanoid, Star Trek, Tac Scan.....etc etc.

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Re: Vector Love
« Reply #37 on: September 13, 2011, 12:48:30 pm »

Honestly, I see an optical wheel as the same thing as a spinner.  So does the hardware.  The only difference is what is tacked onto the encoder wheel.  There were driving games with "spinners" before Tempest.

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Re: Vector Love
« Reply #38 on: September 13, 2011, 01:21:46 pm »
We've been over that already. My point is, a "spinner" is a unique controller. Not in operation, but in physical manifestation. If you order a spinner from an online parts vendor and they send you an optical interface steering wheel, you gonna be OK with that?

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Re: Vector Love
« Reply #39 on: September 13, 2011, 01:23:30 pm »
We've been over that already. My point is, a "spinner" is a unique controller. Not in operation, but in physical manifestation. If you order a spinner from an online parts vendor and they send you an optical interface steering wheel, you gonna be OK with that?


You've made your feelings clear.  Your opinion is not universally shared.  Deal with it.   :laugh2:

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Re: Vector Love
« Reply #40 on: September 13, 2011, 02:26:59 pm »
Its not opinion, its fact as per the references I've cited.

Man....somma you guys just like to argue. Since this is a MAME oriented site, part of the object of MAME is to document and preserve the hardware/software the games used. People coming here looking for information should have access to accurate information. Defining a spinner as compared to other rotary controls is about as basic as it gets.

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Re: Vector Love
« Reply #41 on: September 13, 2011, 02:30:35 pm »

Man....somma you guys just like to argue.


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Re: Vector Love
« Reply #42 on: September 13, 2011, 02:48:55 pm »
Saaa-LUTE!

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Re: Vector Love
« Reply #43 on: September 13, 2011, 03:22:58 pm »
Its not opinion, its fact as per the references I've cited.

Man....somma you guys just like to argue. Since this is a MAME oriented site, part of the object of MAME is to document and preserve the hardware/software the games used. People coming here looking for information should have access to accurate information. Defining a spinner as compared to other rotary controls is about as basic as it gets.

Yes. You like to argue.

So Tempest was the first game to use a dial like interface. No? Hmmm... They were the first game to use an optical encoder. Oh, thats not right either? Hmmm...  They were the first to use a dial like interface that had an optical encoder and used a knob as the interface. Thats it! That's what you're getting all bent up over?! a knob. I guess it takes a knob to know one.

My point is still valid. I think a spinner\pot or whatever would've made for a better game. You say they did it to save money, fine. Whatever, obviously you used to work at Cinematronics. Functionally the difference between a pot and spinner is very very slim. It's like saying a joystick isn't a joystick because it doesn't use leafs.

Come to think about it. We do argue about joystick leafs.

Carry on.

 

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Re: Vector Love
« Reply #44 on: September 13, 2011, 03:25:45 pm »

Wait, I thought a joystick was only a joystick once it brought enough joy?


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Re: Vector Love
« Reply #45 on: September 13, 2011, 04:00:00 pm »

Wait, I thought a joystick was only a joystick once it brought enough joy?

No no... you're thinking of the mythical sadstick. Sold but not shipped from Ram controls.

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Re: Vector Love
« Reply #46 on: September 13, 2011, 04:02:19 pm »

So Tempest was the first game to use a dial like interface. No? Hmmm... They were the first game to use an optical encoder. Oh, thats not right either?

Show me where I said any of that. Really. Waiting..........<crickets>

This is a spinner:
http://www.ram-controls.com/images/TempestSpinnerOEM.jpg

Atari invented it.

Prove me wrong.

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Re: Vector Love
« Reply #47 on: September 13, 2011, 04:03:34 pm »
No no... you're thinking of the mythical sadstick. Sold but not shipped from Ram controls.


I thought that was packed and handled by Ram Controls but actually not delivered by someone else.

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Re: Vector Love
« Reply #48 on: September 13, 2011, 04:46:44 pm »
Atari invented it.
If you want to talk about accurate information, for the record, optical encoding disks and infrared sensor technology existed before Atari. Just because they threw a wheel onto a shaft, connected to a encoding disk, doesn't mean they "invented" it. 

Carry on.

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Re: Vector Love
« Reply #49 on: September 13, 2011, 05:02:24 pm »
Prove me wrong.

You might be the only one left to convince.

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Re: Vector Love
« Reply #50 on: September 13, 2011, 05:15:26 pm »
I didn't say Atari invented the slotted opto or optocoupler technology. That goes back to the 50s. But, in relation to arcade games, they did invent the spinner. The assembly as shown in the Tempest manual....not some steering wheel or anything else even if the operating mode is the same.

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Re: Vector Love
« Reply #51 on: September 13, 2011, 06:15:56 pm »
This is about as dumb of an argument as I've seen in a while, not to mention one of the biggest thread hijacks. ::)
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Re: Vector Love
« Reply #52 on: September 13, 2011, 08:29:52 pm »
Email straight from Tim Skelly (programmer at Cinematronics):


Hi, Travis!


Everything about Cinematronics was made to be as inexpensive as possible. This was especially true of the company's controllers. You probably know that the original Star Hawk joysticks were just two heavy pieces of iron and pipe soldered together. So, I am sure that you will not be surprised when I tell you that turning the player's ship in Star Castle, depending on the direction that was desired, the left button rotated the player left and the right, right. The speed of the rotation was fixed. We found that that combined with thrust (also fixed) we had all we needed. Later, for the game Tailgunner, we used proportional sticks, but that decision was made by Larry Rosenthal at his own company, Vectorbeam, which Cinematronics soon purchased. Tailgunner did use proportional joysticks, but it was the only Cinematronics game to use them. There was also a sit down version sold of Tailgunner, licensed by Cinematronics, that also used proportional sticks.


I hope that helps,
Tim






On Tue, Sep 13, 2011 at 5:54 PM, Travis Shire wrote:

Hi,
 
I just have a quick question about the Star Castle game. Was there another control scheme in mind (like some sort of rotary control) for player ship rotation before the std L/R button setup was settled on?
 
I ask because we've been discussing this on a forum, and my take on it is this: that's just the way it was done at the time, and since C-tronics was a small company as compared to Atari the bean counters would like 2 buttons/switches better than some pricey custom controller.
 
 


So it appears they were satisfied with what they were given to work with and knew that it was pointless to lobby for fancy controllers since it wouldn't happen anyway. I'll give you partial credit.....

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Re: Vector Love
« Reply #53 on: September 23, 2011, 07:47:54 am »
Check and mate?
But wasn't it fun to think you won the lottery, just for a second there???

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Re: Vector Love
« Reply #54 on: September 23, 2011, 10:39:49 pm »
Check and mate?

Thanks Ed. I'm a winner!

I think it's pretty cool Tim responded.
« Last Edit: September 23, 2011, 10:41:37 pm by leapinlew »

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Re: Vector Love
« Reply #55 on: September 24, 2011, 03:24:59 am »

Quote
If you are going to use a spinner, it makes perfect sense that as you spin faster, your sprite moves faster, does it not?

 It does, however.... when flying a plane such as Time Pilot, being able to spin in place is ridiculous.

Quote
Again, you've taken part of what I was saying and responded to it. I suggested that after adding a spinner they would need to ramp up the difficulty. The fact that using a spinner would make the game easier suggests that the controls currently used are not optimized. Therefore, based on your own argument, you are agreeing with me and that a spinner should be used. Thanks.

 How does that change the physics of flight and effect of thrusters?

Quote
I suppose you think Arkanoid should be with 2 buttons or does a spinner make sense? Afterall, Arkanoid is a spaceship and spinning it faster moves you instantly fast.

 Is Arkanoid based on Reality?  Its some sort of pill that moves without any thrust exaust, and carries a large ball that kills blocks.  Sounds realistic to me..  :dizzy:   heh.   Lets say for sake of bridging the gap, the craft uses UFO technology + some sort of quantum string movement.  Why hes locked into the block world however...    Uhh, anyways, its a very poor example IMO.

Quote
Not to mention Blasteroids,

 FYI, Blasteroids does not use 1 to 1 spinner control.  It has a limited top-speed of rotation.  Its also a sucky game, infinitely far inferior to the masterpiece that is Asteroids Deluxe.   You might think a spinner was a good idea for AD, but after playing Blasteroids, you realize how good the game is AS-IS with buttons.  The spinner does not really add anything to the game. 

Quote
Star Trek
,

 Star Trek is your best argument.  The game is flawed.. in that the space ship has zero momentum. The thing is, I Love the game, as is, even with its flawed representation.

 I do have a feeling it might be a much more balanced game if there were momentum effects in it.  As it stands, the enemies can just as easily turn and face you.. as you can face them. With momentum, you could juke them, and counter..  where as now its merely done via making the computer AI 'stupid'.

 A spinner controller in this game, and others like it, would probably be much better off as a center-sprung paddle (mini steering wheel).  Turn the paddle a tiny bit left, and thrusters fire up lightly and start to rotate the player. Turn the paddle full, and thruster power maxes out to give a faster rotation.  This difference is that one cant just turn in place instantly at mach 10. Its taking time for the thrusters to turn you that swiftly, even on max..  and it will take equal thrust time to stop that rotation... and then more time to ramp up to go the other direction.  Again... physics based reactions.

 One Could simulate a similar effect, by reading a POT, and using an intercepting program or encoder... that presses virtual keys at a variable press-rate. (needs a mild dead-zone to avoid motion in the center off position)

 Fact is.. a real Asteroids style ship would probably control with dual analog style slider controls or similar analog sticks (like assault).

 (a real Star Trek style ship would probably turn gun turrets, and not merely try to turn the ship in-place quickly)

Quote
Zektor, etc  So... according to your logic SOME developer were doing it wrong, aren't they?

 Zektor plays very much like StarTrek.  Super fast acceleration.  No space-momentum. I think the real factor here is that there so much going on, from all different directions.

 In StarCastle, you have only a few bullets to shoot down.  With pinpoint accuracy that a spinner provides it would probably be too easy.  The games hardware may have been incapable of the style of speed and polygon count needed to provide additional difficulty needed to combat the extra control a spinner would have provided.

 The biggest flaw with Starcastle, IMO, is the lack of space momentum drift.  If you had it, you could tap your thrusters for a sec, let go, lay down fire and steer while floating by. The RC-Car-like drive is just too static and poor for the kind of challenge you are saddled with.  However, again, this would make the game easier... and as said, the game was probably pushing its technological limitations to the max as it was. 

 Most games in the 80s were so limited in ram memory and processing speed, that extreme coding measures, optimizations, cheating, and raw genius... were needed to get things to function at all.  Everything was written in Assembly ( zeros and ones ), hand typed in with punch-card ribbon tape. Many of the early games spent months creating the perfect gameplay balance and difficulty ramping.  They didnt have fancy graphics to woo people.  They had to rely on rock solid gameplay.


 Believe me, I   L O V E  spinner games.  I just think that games made especially back then, were well designed as they were intended.   As said, it took a lot of time to balance them.  And, many of these games were tested in busy arcades well before being released. They were adjusted accordingly.  If games didnt do well, even after tweaks.. they scrapped them.

 I believe there are few exceptions where controllers were 'limited'.  Heck, Atari was going to make the trackball in Marble Madness motorized.  Unfortunately, the prototype just didnt work out mechanically. 

 There are 360 degree steering wheel games going back past 1976, Trackball games in 1978, and in the 60s to 70s, the mechanical games were seriously complicated, sparing little expense.

 Im not saying its Impossible that some creations were denied.. but that it was probably much more of a rarity back then, than in later years, such as today, where creativity is pretty much squashed out of existence by budget and profit concern. (remake everything. nothing original. no risks)


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Re: Vector Love
« Reply #56 on: September 30, 2011, 10:36:39 pm »
**BACK ON TOPIC**

I added #7 today... one of the nicer looking cabinets out there...

Ladies and gentlemen... let me introduce... OMEGA RACE:













NOTE:  After I moved it in to it's new home I replaced the much too bright standard lamp in the control panel marquee with a white-blacklight lamp and this is the result:





I have room for 5-6 more vectors in the room... Red Baron,  Armor Attack, Space Fury, Star Trek, Gravitar, Space Duel...
« Last Edit: September 30, 2011, 10:41:17 pm by FrizzleFried »
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Re: Vector Love
« Reply #57 on: September 30, 2011, 11:45:27 pm »
That's a sweet ass cab, and it looks mint! Good find!
***Build what you dig, bro. Build what you dig.***

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Re: Vector Love
« Reply #58 on: October 01, 2011, 03:56:24 am »
Ok, how in the holy hell do you keep scoring these awesome cabs?!?!


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Re: Vector Love
« Reply #59 on: October 01, 2011, 08:38:46 am »
Very VERY nice.

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Re: Vector Love
« Reply #60 on: October 01, 2011, 11:26:26 am »
I picked this one up non-working.... in pieces... and dirty as hell with mouse crap and piss across the bottom.

The local seller (I've dealt with him a few times prior) assured me the PCB and monitor worked though.  He said he'd fired it up and got nothing on the cab... so he took the monitor out and tested on his working Omega Race... it worked.  He took the PCB and tested it...it worked but no sound.  He took a 2nd PCB set and tested and it didn't work at all.  He took the sound board off it and put it on the working PCB and ... ta-daaa a working PCB set.  I got the non-working set as well in the deal along with not one but two populated control panels (both with original controllers not the crappy POT). 
'
Here is what the cab looked like originally:













So I clean her up... vacuumed out the mouse crap...cleaned/painted the mouse piss areas (not terribly saturated... but there)... then figured I'd check out to see "what worked"... so I plugged her in and powered her on to... nothing.  Of course!  The interlock.  I push the interlock and I note the following (keep in mind,  there is no monitor in the cab at this time):  The lamp in the control panel came on... none of the 7 lamps in the marquee came on... the blacklight lamp didn't come on... and a little red LED on the AUX board of the PCB set came on!  Huh?  I thought there was no power to the PCB?  I drag the monitor over and plug her in...click on the interlock and... the monitor fires up!  After a few seconds of warm up time... THE IMAGE COMES ON.  W000t!  Thus far i've not heard a single sound though...not even a click... I worry there may be a sound issue... so I grab the control panel,  plug it in... fire up the cab... give it credit and push the flashing button on the control panel to hear... SOUND!  The game is fully working!

I continue with my cleanup... touching up spots, etc... I clean up the cardboard inserts... etc.  I replace the blacklight lamp,  the 7 14v lamps in the marquee... the 2 14v  lamps in the coin door... and I'm left with what you see above!

- WIN!
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Re: Vector Love
« Reply #61 on: October 01, 2011, 11:33:23 am »
Nice. Has the battery been removed from the board? I would hope so. With a slight mod you can use a 3.6v lithium instead of the ni-cd time bomb.

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Re: Vector Love
« Reply #62 on: October 01, 2011, 11:43:38 am »
It was always weird to me that this game was played with a spinner. It should've used buttons to turn left and right.


ha!


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Re: Vector Love
« Reply #63 on: October 01, 2011, 01:53:20 pm »
Very nice addition :D

+1 leapinlew

 :cheers:

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Re: Vector Love
« Reply #64 on: October 01, 2011, 02:29:22 pm »
It was always weird to me that this game was played with a spinner. It should've used buttons to turn left and right.


ha!



Queue X in 3...2...1...


Battery has been removed (of course) a long time ago.  I'm getting a NVRAM mod from Mspaeth for it.



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Re: Vector Love
« Reply #65 on: October 24, 2011, 01:22:13 pm »
NICE!
"George Bush doesn't care about arcade people"

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Re: Vector Love
« Reply #66 on: October 25, 2011, 09:17:12 am »
Frizz,

Now that we've all seen the gameroom, show us the parts room. You must have a ton of boards, marquees, CP's, parts, etc living somewhere.

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Re: Vector Love
« Reply #67 on: October 26, 2011, 02:24:23 pm »
Bad news... Omega Race took a dump.  I blew a CAP (BANG!) in the 18vac line (vector generation end)... ended up finding 2 bad diodes, 2 bad voltage regulators,  a bad cap (it exploded like a friggin' M80!)... and I've been working on this damn board for 3 weeks now and still can't get it going.  It plays "blind"... well,  I get a little vector line in the corner... that's it. 

After much consideration I've decided to mail it out to a guy in England who works on them.

Bummer...

...but to keep me busy until it gets back I managed to find...







Not a vector... but will still look real nice sitting next to Omega Race (same lighted control panel areas)...

Visit my arcade blog at: www.idahogaragecade.com (Updated 10-28-21)

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Re: Vector Love
« Reply #68 on: October 29, 2011, 02:51:43 am »
Did you make a deal with the devil!? 

Seriously, how do you keep scoring these great condition machines?

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Re: Vector Love
« Reply #69 on: October 31, 2011, 10:50:47 am »
The gameroom is pretty much full again at this point...

I bought this Armor Attack last month from a collector in Washington.  Unfortunately the delivery option I had at the time didn't work out as the person driving by the cabinet decided to take his Volvo rather than his truck.  That was OK as I had another option 3 weeks or so later and that ended up working out.

Unfortunately I didn't take any real "before" pictures of the whole cab.  Lets suffice it to say that it was quite dirty and the cab had some issues and still does.

The first thing I noticed upon delivery was the front 1"+ or so that protrudes from the front has been cut off.  It doesn't look terrible... but it's not "right".  It also currently has no channel for T-Molding where they cut it.



I also noted that the bottom was falling out on one side.  That also needed immediate repair:



There is also a nice little chunk missing from the bottom left of the machine.  Evidently someone tried cleaning it up with white spray paint:



The monitor was dim... REAL dim... is often the case with these Cinematronics monitors.  There are some who speculate that the tubes they used were sub-par... etc...  no worries though because a shot of the rejuvenator fixed that right up!  I did have to add an adjustment pot for the high-intensity beam level though because post rejuvenate the high-intensity beams had a HUGE delta vs the low intensity beams.  I added the pot,  adjusted the high intensity beams down a bit then increased the overall brightness to find a nice level.  It looks great now!  Another thing I was surprised by was the overlay.  I'd always assumed it was a standard "film" type overlay used on games like Asteroids Deluxe, Battlezone,  and even Cinematroncs own Star Castle... no... not at all!  This is a plastic "rigid" formed overlay that is stuck on at the edges.  It's very durable.  Frankly,  I am not sure why they didn't use this type overlay for other games...it's quite nice!



Anyway,  I've cleaned her up and put her in line.  This vector makes 8... unfortunately Omega Race is currently down for repair... but she'll be back up no doubt.



I then got a hair up ---my bottom--- and re-arranged a bit last night...



Visit my arcade blog at: www.idahogaragecade.com (Updated 10-28-21)

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Re: Vector Love
« Reply #70 on: October 31, 2011, 10:42:29 pm »
Arcade's looking great. As for Asteroids Deluxe, and Battlezone, they don't use overlays, but backgrounds on the backside of a mirror. Right?
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Re: Vector Love
« Reply #71 on: November 01, 2011, 12:04:02 pm »
Arcade's looking great. As for Asteroids Deluxe, and Battlezone, they don't use overlays, but backgrounds on the backside of a mirror. Right?

Yes and no.  They do use a background w/blacklight and a half silvered mirror... but they also use overlays to change the colors of the vectors.  Asteroids uses a blue "gel" overlay to change the vectors to blue whereas Battlezone uses a two gels... a green gel overlay to change the vectors to green in the main "field" of view and a red strip across the top to change the radar/score areas to red.

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stefano

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Re: Vector Love
« Reply #72 on: January 12, 2012, 07:55:47 pm »
Fantastic collection   :notworthy:

FrizzleFried

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Re: Vector Love
« Reply #73 on: January 16, 2012, 01:08:07 pm »
Thanks...

Omega Race is finally back up and running... so the "Vector Wing" now has:

Omega Race
Armor Attack
Star Castle
Battlezone
Black Widow
Star Wars / Empire Strikes Back
Asteroids Deluxe
Tempest

I also have an Asteroids PCB waiting for Scott Brazington to release the Multi-Asteroids kit (yeah sure) and I also have a Space Duel PCB and I am looking for a Gravitar PCB in anticipation of VectorLab's multi-Black Widow/Space Duel/Gravitar adapter which should be released shortly...





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Re: Vector Love
« Reply #74 on: January 16, 2012, 02:33:25 pm »
What kind of control panel are you going to make for Black Widow/Space Duel/Gravitar?
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FrizzleFried

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Re: Vector Love
« Reply #75 on: January 16, 2012, 07:11:45 pm »
What kind of control panel are you going to make for Black Widow/Space Duel/Gravitar?

Not 100% sure yet... I'm likely just going to use the Black Widow CP and add the buttons necessary for SD/Gravitar... then I'll likely design a CPO for it... there is a Multi CPO out there but it also has space for Major Havoc spinner, etc and I don't need that.

:)

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