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JAMMA Video Standard

mistys-internet.website

21–27 of 27 posts

Re: JAMMA Video Standard

#21

Noooo HN, don't get me started again : ) I've got a vintage arcade cab at home, with its old CRT, since a few years now: originally it wasn't a JAMMA cab then someone modified it to be JAMMA because at some point JAMMA "won" in the arcade world. Everything is still working, including the money slots (they're still using old 20 "Francs", belgian coins that is and I still have 4 of these coins). But I wired a button to…

Are you running the latest version of mame on your pi? I’ve always used amd64 on my arcade cab so I can not run 20 year old mame builds.

I should know better (I've got lots of RPis I installed myself) but in this case I really don't know: a friend of mine just dd'ed his working setup on to a memory card.

Re: JAMMA Video Standard

#22

Noooo HN, don't get me started again : ) I've got a vintage arcade cab at home, with its old CRT, since a few years now: originally it wasn't a JAMMA cab then someone modified it to be JAMMA because at some point JAMMA "won" in the arcade world. Everything is still working, including the money slots (they're still using old 20 "Francs", belgian coins that is and I still have 4 of these coins). But I wired a button to…

> If you played these games a bit, you could get good at it and finish the game on one credit, playing for 30 minutes or even 45 minutes on one coin.

This varies a bit depending on the game, but it’s safe to say that the average play on an average arcade game is much less than 30 minutes per credit. For example, one game of Dance Dance Revolution typically consists of three 90 second songs with the option of earning a fourth bonus song as a reward for skill. Factoring in sixty seconds for menus between songs a player will play between 7-10 minutes a credit. This number is much closer to what the average game targets. You’ll see similar numbers in pinball and racing games.

Re: JAMMA Video Standard

#23
Some of the terminology used in the arcade world is a bit confusing, so just to clarify:

'JAMMA' is the original arcade standard developed in the 1980s. It specified a standardized edge connector pinout to interface an arcade PCB with the rest of the arcade cabinet (i.e the power, video, sound, and controls).

'JAMMA 2' aka 'JAMMA Video Standard' aka 'JVS' was/is a successor standard that made things a bit easier by using separate connectors for video, I/O, etc. instead of putting everything on one giant edge connector. That standard is what this article is about.

https://en.wikipedia.org/wiki/Japan_Amusement_Machine_and_Ma...

Re: JAMMA Video Standard

#24
post #22

Noooo HN, don't get me started again : ) I've got a vintage arcade cab at home, with its old CRT, since a few years now: originally it wasn't a JAMMA cab then someone modified it to be JAMMA because at some point JAMMA "won" in the arcade world. Everything is still working, including the money slots (they're still using old 20 "Francs", belgian coins that is and I still have 4 of these coins). But I wired a button to…

> If you played these games a bit, you could get good at it and finish the game on one credit, playing for 30 minutes or even 45 minutes on one coin. This varies a bit depending on the game, but it’s safe to say that the average play on an average arcade game is much less than 30 minutes per credit. For example, one game of Dance Dance Revolution typically consists of three 90 second songs with the option of earning…

For the aforementioned robotron and games of that era, you're mostly limited by your skill. You won't get a game over until you die. Look up a record breaking score run. It'll last hours. Of course, you can't get that good until you sink a ton of credits into the game...

It was mostly in the 90s when they figured out they should probably limit game length per credit, like a restaurant trying to turn over a table as many times as possible. Stuff like NBA Jam and Street Fighter II set the stage for that even before DDR.

Re: JAMMA Video Standard

#25
post #13

Earlier quoted context omitted.

It's generally called 'Attract mode', and at least from what I recall from the golden era arcade games (from the mid '80s up until the mid '90s) it's never an intro video, rather something done completely in-engine. Unless you're thinking lasergames, but that's ... all video.

You must mean https://en.wikipedia.org/wiki/American_Laser_Games , which uses the random-access capabilities of a laserdisc player.

I believe its the general term for games which were pre rendered/animated as opposed to being sprite based or rendered during game play. The most common wxample I recall is probably https://en.m.wikipedia.org/wiki/Dragon%27s_Lair_(1983_video_...

Re: JAMMA Video Standard

#26

Earlier quoted context omitted.

You must mean https://en.wikipedia.org/wiki/American_Laser_Games , which uses the random-access capabilities of a laserdisc player.

I believe its the general term for games which were pre rendered/animated as opposed to being sprite based or rendered during game play. The most common wxample I recall is probably https://en.m.wikipedia.org/wiki/Dragon%27s_Lair_(1983_video_...

Thanks. I should have linked to https://en.wikipedia.org/wiki/Interactive_film#Laserdisc_gam...

Re: JAMMA Video Standard

#27
post #18

RS-485 over USB connectors... AAAAHHHH! (Presumably to reuse common connectors and cheaply available cables over more custom things, but still a bit surprising for something as simple as RS-485 - seeing this more nowadays with devices using HDMI and USB3 cables, because they are cheaply available cables with somewhat defined performance for highspeed signals)

Nowadays it's very common to run RS-232 over RJ-45 connectors. The weirdest I have seen was one cheap NAS that ran the SATA data and power cables over a PCIe connector.
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