Game Design & Concept Document Template

Total Page:16

File Type:pdf, Size:1020Kb

Game Design & Concept Document Template Action Design Principles 3 Design Document Docent: Micah Hrehovcsik Door: Marijke Steinmann GAR 2D Document Contents 2 CONCEPT DOCUMENT 4 2.1 TITLE PAGE 4 2.2 CREDIT PAGE 4 2.3 SIGN-OFF 4 2.4 INTRODUCTION 5 2.5 GAME ANALYSIS 5 2.6 GAME ATMOSPHERE 6 2.7 GAME PLAY 11 2.8 KEY FEATURES 12 2.9 SELLING FEATURES 13 3 DESIGN DOCUMENT 14 3.1 DESIGN VERSION 14 3.2 DESIGN GUIDELINES 14 3.3 GAME DESIGN DEFINITIONS 14 3.4 GAME MATRIX 15 3.5 GAME FLOW CHART 16 3.6 PLAYER ELEMENTS 17 3.6.1 PLAYER DEFINITION 18 3.6.2 PLAYER PROPERTIES 18 3.6.3 PLAYER REWARDS (POWER-UPS & PICK-UPS) 19 3.6.4 USER INTERFACE (UI) 19 3.6.5 HEADS UP DISPLAY (HUD) 21 3.6.6 PLAYER VIEW 21 3.7 ANTAGONISTIC ELEMENTS 22 3.7.1 ANTAGONISTIC DEFINITIONS 23 3.7.2 ANTAGONISTIC PROPERTIES 23 3.7.3 ANTAGONISTIC LIST 23 3.7.4 ARTIFICIAL INTELLIGENCE (AI) 23 3.8 GLOBAL GAME ELEMENTS 24 3.9 THE STORY 3.9.1 THE STORY COPY 3.10 CONCEPT ART 3.11 LEVEL DESIGN 24 3.12 AUDIO & SOUND F/X 26 3.13 GAME ARCHITECTURE 28 3.13.1 GAME ARCHITECTURE OVERVIEW 29 3.13.2 ARCHITECTURE COPY 32 2 4 TECHNICAL DOCUMENT ______________________________________________________33 4.1 SYSTEM REQUIREMENTS 33 4.2 VISUAL CONTENT 33 4.3 AUDIO CONTENT 33 4.4 PROGRAMMING CONTENT 34 4.5 CODE STRUCTURE 4.6 CONCERNS AND ALTERNATIVES 35 4.7 RESOURCES 35 4.8 TECHNICAL MATRIX 3 2 Concept Document The concept document serves the purpose as a way to present a game concept. A general overview of the game, with the idea anyone can read and understand what the game is like. This part of the document is one that will change very little once the concept is accepted. 2.1 Title Page Game: Light the Way “Explore the world and the joy of mixing colors” Concept Document; version: 1 Template by: Micah Hrehovcsik 2.2 Credit Page Document Purpose: To get the whole team on the same page. That team members know what the game is. Document Version: v1 Working Title: Light the Way Game Concept & Game Document Author: Marijke Steinmann 2.3 Sign-Off This section is here to confirm that each team leader has read through the design and agrees with the current game design. Game Design Sign-off CEO: Joanna Siccama: Kyra Willekes: 4 2.4 Introduction In this firstperson shooter on the WiiU for children and teens, you play as a young guy named Isaac. With his lightgun he shoots to defend himself and explore the world. Defeat enemies, defeat bosses and power-up your weapon as you gain more skills. During the puzzles and fights, the players will learn how to mix digital colors. The whole game is wrapped in a colorful steampunk world with fantasy creatures and fun scenery. 2.5 Game Analysis This is a general overview of the game. Game Description Genre: • First Person Shooter • Adventure • Strategy • Puzzle • Action Game Elements: • Shooting • Dodging • Puzzles • Mixing colors • Learning about colors Game Content: • Action • Humor Theme: • Steampunk • Science Style: • Cartoony Game Sequence: • Linear- Storylines Player: • Single Player Game Reference Game Taxonomy: • Narrative Game / Skill Based / Fictional. Player Immersion: • Tactical • Narrative • Mental • Adventure Reference: • Metroid gameplay style. Walking around, seeing areas where you can't enter yet. You'll have to obtain certain skills (in this case colorwheel) to be able to unlock new ways to enter those areas. • Style is colorful and simple. A bit as cellshading, like Red Steel 2. But a bit more dirty looking to fit the Steampunk theme more. 5 Game Technical Technical From: • 3D graphics View: • TV-Screen: First-Person • WiiU GamePad: User Interface/Top down during playing the game Platform: • C#, in Unity Device: • WiiU Game Sales Consumer Group: • Children and teens. Payment: • Retail , or buying in the WiiU eShop. Estimated Price: • €40,- Device Support List • WiiU 2.6 Game Atmosphere Moodboard atmosphere: 6 Isaac, The main character of the game. He's very courageous and tough. He has a lightgun on one arm, which has colorwheels to determine the color which it will shoot. He has a utility belt with spare lightbulbs for his gun. In his boots he has tiny little lights. To keep his lightgun running, he has a backpack with a battery in it, to charge the lightgun with energy. 7 Newton, Isaac's brother. He is very smart, much more than Isaac. But contrary to him, Newton isn't as tough. He's quickly afraid of things. Before he was kidnapped, he often was busy doing new experiments with light and making new objects, such as the lightgun. Wall Camera – Wall Spies These sneaky camera's hang on the walls all over the world. Sometimes they are obvious and you immediately spot them when you walk around. However, most of the time they attack when you won't expect them. Because you didn't know they where there at all. 8 Enemies – The Shades You can encounter these enemies pretty much everywhere. Eventhough they do look quite alike, you can't beat them all in the same way. Every Shade has three targets. You have to hit those targets with the right color. First you hit his shoulders, after that, it's rib cage will openup and you can shoot at its heart. The Shades don't have guns. Because they use their own eyes to shoot lasers at you. Mini-Boss #1 – Vermello This evil bird like robot creature is the first mini-boss in the game. He has a box with buttons which he uses as a weapon. The box can shoot lasers. You defeat Vermello by first shooting at his eyes. After hitting his eyes, he will grab his head with one of his hands, revealing three yellow targets under his robe. When you defeated Vermello, he will drop a new colorwheel, the red one. Mini-Boss #2 – Azul This creature wasn't evil at all actualy. But he got evil when Optica imprissoned Azul and put chains around him. The chains are the targets you need to hit with your lightgun. The targets differ in color. So you have to be sure you use the right color. Eventhough Azul doesn't have a gun to shoot with, he has massive claws. So he will keep trying to hit you with those. He also dashes towards you. When you defeated Azul, he will drop a new colorwheel, the blue one. Now the player has every colorwheel. 9 Mini-Boss #3 – Alcalino A quick robotic creature with three guns attached to his head. He liked to spin around and bump into you. He can stretch his arms if needed, for example: to gain balance when he's not spinning. You defeat Alcalino by destroying all his targets. These targets are all a different color. The dark brown parts with the targets, can also spin around. When you defeated Alcalino, he will drop a new generator for you backpack. With this, you can store more energy. Final Boss – Optica An evil dark creature that wants the whole world to be without light. Ironically he uses lightguns himself to destroy everyone and every light. He kidnapped Newton, to make sure no one would make more light inventions that make the world even brighter. He attacks by using his guns. With his claws he protects a target on the necklace. When you brake the target, he will replace it with another one. He can replace it 3 times. After you broke one target, he will first comes after you to hit you with his claws. After a while he will go back to his normal form. He also uses defending shields to protect himself. The shields also have unique colors. He will also change the color of the shield if it takes you too long. If he wants to do more damage, he will sometimes charge his attack before really attacking you, doing more damage this was. You defeat him when you break his necklace 3 times. 10 World Map A topview of the worldmap. The area's are numbered where you should go first and where you need to go next. You are free to walk around where you want. You can't however, enter an area where you shouldn't be yet. Because those area's have color targets on their doors. If you don't have the right colorwheels yet, you can't enter. You can always enter the base. Here you can recharge your battery and/or health. The white spots are the doors and gates where you can enter an area. The Boss in the right corner on the bottom is the final boss. Audio The music in this game should be appealing to children. It doesn't have to be too dark and ominous to create an adventurous or intense feeling. By making most of the songs a bit up-beat, it will make the players feel excited. It should encourage the player to go on an adventure and to explore every inch of the world. 2.7 Game Play • Opening the game application First you see the developers/publishers names. After that, a spectacular and maybe funny opening scene will play, to quickly show what the game is about. You can skip this scene ofcourse. After that you will go to the home menu of the game. Here you can open a save file, calibrate the Gamepad, or you can close the game.
Recommended publications
  • Video Games: 3Duis for the Masses Joseph J
    Video Games: 3DUIs for the Masses Joseph J. LaViola Jr. Ivan Poupyrev Welcome, Introduction, & Roadmap 3DUIs 101 3DUIs 201 User Studies and 3DUIs Guidelines for Developing 3DUIs Video Games: 3DUIs for the Masses The Wii Remote and You 3DUI and the Physical Environment Beyond Visual: Shape, Haptics and Actuation in 3DUI Conclusion CHI 2009 Course Notes - LaViola | Kruijff | Bowman | Poupyrev | Stuerzlinger 163 !3DUI and Video Games – Why? ! Video games ! multi-billion dollar industry: $18.8 billion in 2007 ! major driving force in home entertainment: average gamer today is 33 years old ! advanced 3D graphics in HOME rather then universities or movies studios ! Driving force in technological innovation ! graphics algorithms and hardware, sound, AI, etc. ! technological transfer to healthcare, biomedical research defence, education (example: Folding@Home) ! Recent innovations in 3D user interfaces ! graphics is not enough anymore ! complex spatial, 3D user interfaces are coming to home (example: Nintendo Wii) ! Why 3D user interfaces for games? ! natural motion and gestures ! reduce complexity ! more immersive and engaging ! Research in 3D UI for games is exiting ! will transfer 3DUI to other practical applications, e.g. education and medicine LaViola | Kruijff | Bowman | Poupyrev | Stuerzlinger 164 - Video game industry $10.5 billions in US in 2005, $25.4 billions worldwide; -Not for kids anymore: average player is 33 years old, the most frequent game buyer is 40 years old; -Technological transfer and strong impact on other areas of technology: The poster on this slide (www.allposters.com) demonstrates a very common misconception. In fact its completely opposite, the rapid innovation in games software and hardware allows for economical and practical applications of 3D computers graphics in healthcare, biomedical research, education and other critical areas.
    [Show full text]
  • Arcade Guns User Manual
    User Manual (v2.5) Table of Contents Recommended Links ..................................................................................................................................... 2 Supported Operating Systems ...................................................................................................................... 3 Quick Start Guide .......................................................................................................................................... 3 Default Light Gun Settings ............................................................................................................................ 4 Positioning the IR Sensor Bar ........................................................................................................................ 5 Light Gun Calibration .................................................................................................................................... 6 MAME (Multiple Arcade Machine Emulator) Setup ..................................................................................... 7 PlayStation 2 Console Games Setup ............................................................................................................. 9 Congratulations on your new Arcade Guns™ light guns purchase! We know you will enjoy them as much as we do! Recommended Links 2 Arcade Guns™ User Manual © Copyright 2019. Harbo Entertainment LLC. All rights reserved. Arcade Guns Home Page http://www.arcadeguns.com Arcade Guns Pro Utility Software (Windows XP, Vista,
    [Show full text]
  • Nintendo Entertainment System Now You’Re Playing with Power!
    Nintendo Entertainment System Now you’re playing with power! Seth Hendrick, Alex Sarra Agenda 1. What is video gaming? 2. History 3. Console Specifications 4. CPU (2A03) 5. Picture Processing Unit (PPU) 6. Cartridges 7. Memory Management 8. Conclusion What is video gaming? ● Popular pastime of today’s youth, and other’s not so youthful ● Video gamers ○ Excited about gaming ○ Want to see continual progress ● Market ○ Several competing companies ○ Satisfy gamer’s needs ○ Nintendo, Sony, Microsoft, etc. ○ Strategy is different based on company ● Nintendo ○ Hardware is traditionally less expensive ○ Cost is generally lower per console unit with higher market longevity History ● Nintendo released the FAMICOM (FAMily COMputer) in Japan in 1984 [2] ● Despite the video game crash in the US, Nintendo released the N.E.S. in 1986. ○ $250 version came with R.O.B., Gyromite, Super Mario Bros, 2 controllers, Duck Hunt, and a light gun ○ $200 version came with Super Mario Bros, and 2 controllers. ● Nintendo designed the N.E.S. to look like a VCR instead of a Video Game System due to the crash. History ● 1993: Nintendo released the N.E.S. 2 ● 1995: Nintendo discontinued the N.E.S. ● The N.E.S. sold 62 million systems and over 500 million games ○ One of the most popular game systems of all time. NES External Design NES 2 - 1993 Release Console Specifications ● 8-bit CPU ● 1.79 MHz ● PPU ● 64 Value Color Palette ● System Memory - 2KB ● VRAM - 2KB ● Program ROM - 32+ KB ● Character ROM - 8+ KB ● Sprite RAM - 256 Bytes ● Temporary Sprite RAM - 24 bytes ● Color palette RAM - 32 bytes [4] CPU - 2A03 Overview [2 ,p.9]: ● Ricoh - 2A03 ● NMOS ● Little Endian ● 8-bit data bus ● MMC ● 8-bit control ● 16-bit address Processor Diagram CPU - 2A03 Memory Access [2 ,pp.
    [Show full text]
  • Operation Manual
    9 WEBSITE: WWW.EXTREMEHOMEARCADES.COM; EMAIL: [email protected] OPERATION MANUAL Last Updated: 9/12/2021 Extreme Home Arcades – Operation Manual - 1 | Page EXTREME HOME ARCADES OPERATION MANUAL QUICK START GUIDE This Quick Start Guide is for fast learners, and customers who do not like user’s manuals and just want to dive in)! To receive your machine from the shipping company, unpack it, and move it into your residence, please see those sections later in this manual. This Quick Start Guide presumes you have your machine in a safe location, have plugged it in and the machine has electrical power. 1. Turning On Your Machine: • Uprights (MegaCade, Classic, Stealth) – The power button is located on top of the machine (upper left or right top of machine). It is a standard arcade push button (typically black). Push it, and it will turn on your machine. • Tabletops – The power button is located on the back center portion of the cabinet. • Pedestals – The power button is located on the back of the machine, near the center of the pedestal cabinet, opposite the HDMI port. 2. Loading a Game: • After you turn on your machine, an introduction video will automatically load. To skip the introduction video, push any button or push any position on any joystick on the machine. You will be at the Main Hyperspin Wheel. a. You can move down the HyperSpin wheel by pressing the Player 1 or Player 2 Joystick down (towards your body). Alternatively, you can move up the HyperSpin wheel by pressing the Player 1 or Player 2 Joystick up (away from your body).
    [Show full text]
  • Duckhunter 6.111 Final Project Report
    Duckhunter 6.111 Final Project Report Taylor Barton and Andrew Lisy December 14, 2005 Abstract Duck Hunt is a classic first-person shooter game for the Nintendo Entertainment System, in which the player uses a special light gun to “shoot” images of either one or two ducks or clay pigeons, depending on the game mode. Our Duckhunter project focused on the third mode of this game: clay shooting. In this mode, two clay pigeons are launched from the bottom of the screen into the distance, and the player is given three shots to hit them both before they are too far away. In an attempt to beat this game, we have built a servomechanism to automatically track and shoot down the clay pigeons. The labkit’s FPGA was programmed to “look” at the video output of the Nintendo System by receiving its video outputs, find the moving targets, and calculate the angle at which to aim the light gun. It outputs the appropriate signals to two servomechanisms to control up-down and left- right aiming, and fire the light gun. In addition, Duckhunter has a calibration mode to improve the accuracy of aim. 1 duckhunter.tex 2572 2005-12-14 21:54:43Z alisy 2 Contents 1 Overview (alisy) 4 2 Description of Duckhunter 4 2.1 Input System and Disc Tracking DSP (alisy) ............................ 4 2.1.1 detection toplevel . 4 2.1.2 NTSC decode, adv7185init, i2c . 6 2.1.3 YCrCb2RGB . 6 2.1.4 NTSC to ram......................................... 6 2.1.5 vga to ram .......................................... 7 2.1.6 trajectory .
    [Show full text]
  • Input Devices
    CS-525V: Building Effective Virtual Worlds Input Devices Robert W. Lindeman Worcester Polytechnic Institute Department of Computer Science [email protected] Motivation The mouse and keyboard are good for general desktop UI tasks Text entry, selection, drag and drop, scrolling, rubber banding, … Fixed computing environment 2D mouse for 2D windows How can we design effective techniques for 3D? Use a 2D device? Use multiple n-D devices? Use new devices? Use 2D interface widgets? Need new interaction techniques! R.W. Lindeman - WPI Dept. of Computer Science 2 Motivation (cont.) Gaming and Virtual Reality Tight coupling between action and reaction Need for precision VR can give real first-person experiences, not just views Head-mounted Display In order to look behind you, turn your head! Selecting/manipulating an object Reach your hand out and grab it! Travel Just walk (well, not quite)! Doing things that have no physical analog is more problematic R.W. Lindeman - WPI Dept. of Computer Science 3 Common Desktop Input Devices Mouse++ Keyboard Joystick TrackBall TrackPoint TouchPad Tablet MightyMouse R.W. Lindeman - WPI Dept. of Computer Science 4 Game Controllers PlayStation2 (2000) Wii Remote+ Nunchuk Atari 2600 (2006) (1977) Intellivision (1980) Xbox 360 (2005) Source: http://www.axess.com/twilight/console/ R.W. Lindeman - WPI Dept. of Computer Science 5 Prototypes of Controllers R.W. Lindeman - WPI Dept. of Computer Science 6 Prototypes of Controllers (cont.) R.W. Lindeman - WPI Dept. of Computer Science 7 Classification Schemes Relative vs. Absolute movement Integrated vs. Separable degrees of freedom Digital vs. Analog devices Isometric vs. Isotonic devices Rate control vs.
    [Show full text]
  • Controlling VR Games: Control Schemes and the Player Experience
    Controlling VR Games: Control Schemes and the Player Experience by Erin Martel A thesis submitted to the Faculty of Graduate and Postdoctoral Affairs in partial fulfillment of the requirements for the degree of Master of Arts in Human-Computer Interaction Carleton University Ottawa, Ontario © 2020, Erin Martel Abstract Control schemes are central to the user experience in video games as they determine the quality of a user’s interaction with the game world. Since the 1990’s, desktop 3D games have adopted the “mouselook” scheme, in which the mouse simultaneously rotates the camera view, aims and steers the avatar. However, virtual reality games do not yet have a standard control scheme and require a different approach in order to integrate input from the head-mounted display, an additional input device not present in desktop 3D games. To address this gap, we conducted two mixed-methods studies to evaluate the usability of control schemes for controller-based VR games in the FPS genre. The first study used keyboard and mouse and the second used Oculus Touch motion controllers as input devices. User study 1 showed that “coupled” control schemes in which the camera view and steering the avatar were controlled by both the mouse and head-mounted display were most usable. Study 2 showed that both the coupled and “decoupled” schemes were usable, although some users found the decoupled scheme disorienting. ii Acknowledgements First, I would like to thank my thesis supervisors, Dr. Kasia Muldner and Dr. Robert Teather for their patience and help during this process. To Dr. Muldner, I am grateful for your expert guidance and generosity in my time at Carleton.
    [Show full text]
  • Training (Oct 96)\Controller
    PlayStationPlayStation ControllersControllers Taking advantage of specialized controllers and multi-player adapters CONFIDENTIAL PlayStation Developer Seminar / Fall ‘96 / Controllers UsingUsing PlayStationPlayStation ControllersControllers Types of Controllers Reading Controller Data Detecting Various Controller Types Detecting & Using Multi-Player Adapters CONFIDENTIAL PlayStation Developer Seminar / Fall ‘96 / Controllers DigitalDigital ControllersControllers Sony Controller Pad Various 3rd-Party Pad Controllers Sony Mouse CONFIDENTIAL PlayStation Developer Seminar / Fall ‘96 / Controllers SonySony ControllerController PadPad Shipped with every PlayStation 8 action buttons L1, L2, R1, & R2 , , , & “Select” and “Start” buttons 4 button (8 direction) D-pad CONFIDENTIAL PlayStation Developer Seminar / Fall ‘96 / Controllers VariousVarious 3rd3rd PartyParty Pad/DigitalPad/Digital JoystickJoystick ControllersControllers Examples Alps Interactive Stingray ASCII Entertainment ASCII Pad PS ASCII Entertainment ASCII Stick PS Interact Accessories PS Arcade Interact Accessories PS ProPad Optec Commander Pro CONFIDENTIAL PlayStation Developer Seminar / Fall ‘96 / Controllers VariousVarious 3rd3rd PartyParty Pad/DigitalPad/Digital JoystickJoystick ControllersControllers No special support required in games Often have special buttons “Turbo” variable-speed auto-fire “Programmable” sequence buttons Allows programming of special combo moves CONFIDENTIAL PlayStation Developer Seminar / Fall ‘96 / Controllers SonySony MouseMouse Two Button Mouse Returns
    [Show full text]
  • Operation Manual
    OPERATION MANUAL 1 | Page 2 | Page Quick Start Guide A cheat sheet for fast learners (and customers who don’t like to read user manuals and just DIVE in! ) Turn Your Machine ON: Uprights: Power Button is located on Top of Machine (upper left or right top of machine) Arcade Pushbutton Table Tops: Power Button is located on back center portion of cabinet Arcade Pushbutton Pedestals: Power Button is located on back of machine near the center of the pedestal opposite the HDMI Port. 1. Load up any Arcade Game in ARCADE CLASSICS (first icon on the Main Wheel) by pressing Player 1’s START Button (white or black man icon on button) 2. Wait for Game To Load… When Attract Screen is visible then… 3. Credit the game – Press your Credit Button or Push and HOLD Player 1’s START button and then Push Player 1’s FIRST BUTTON (upper left closest to joystick) 4. Press 1 or 2 (or 3 or 4) Player Start Button to start a 1 or 2 Player Game (or 3 or 4 player) NOTE: You can also credit any coin op game by pressing and holding PLAYER 2’s START Button and then pressing Player 2’s First Button (or player 3 or player 4 for 4 player machines) Exit Any Game and System By Pushing and HOLDING Player 1’s START BUTTON THEN push player 2’s START BUTTON, this will return you to the main wheel… 3 | Page New Windows 10 x64 Operating System (Ships out in all Machines starting Dec 2019) NEW FEATURES: New Search Feature “HyperSearch” Added New Desktop created and easier backend navigation New Games and Systems Added Easy Auto Drive Registration Added Easy Access to “Rocketlauncher” and Hyper HQ on Start Bar New Shortcut Button/Joystick Function Added: To Get into the Backend (Win 10 x64 operating system): Press and HOLD Player 1’s START Button and then Press Player 2’s Joystick UP, this is like pushing the “Windows” key on a Keyboard and it will bring up the “START Bar Menu” at the bottom of the screen.
    [Show full text]
  • MAME Controller Mapping Utility (Draft Version 1.0)
    MAME Controller Mapping Utility (Draft Version 1.0) MAME supports using custom controller files (ctrlr files). Our MAME Controller Mapping Utility uses this MAME feature to map your light guns and other controls to up to six players in MAME. We have a User Interface (UI) that allows you to easily setup all of your Light Guns, Trackballs, Spinners, Joysticks and Keyboard in MAME. Our MAME Controller Mapping Utility is part of our Arcade Guns Pro Utility software package. With our MAME Controller Mapping Utility, as seen in the lower part of the image above, you can map your controllers to a specific player. That player will always be mapped to the controllers you specify, no matter what. Controllers can be added/removed/moved/restarted and your player -> controller mapping will not change. There is also a separate utility called MAME Auto Detect, as seen in upper part of the image above. This utility detects when a MAME games is launched and automatically locates where your MAME executable and mame.ini config files are located on your PC. The mame.ini file path is used by the MAME Controller Mapping Utility. When you enable the MAME Controller Mapping Utility it will update your mame.ini file with settings that are required for the mapping to work. Look near the end of this manual for the complete list of changes to your mame.ini file that this utility makes. There is no denying that MAME is a great Emulator with just about every possible input option for any type of controller you would possibly want to use.
    [Show full text]
  • Arcade Parts Catalog Catalog No
    Arcade Parts Catalog www.HollandComputers.com Catalog No. 08-2020 Part Number: Price: Air Hockey RA-AIR-HOCKEY-PUCK $3.95 !RA-AIR-HOCKEY-PUCK! Arcade hockey table replacement Air Puck, white RA-AIR-HOCKEY-PUSHER $6.6 !RA-AIR-HOCKEY-PUSHER! Arcade Replacement Air Hockey Table Pusher, 63mm Puck Pusher mallet Arcade Accessories RA-STOOL-BLACK $39.95 !RA-STOOL-BLACK! Arcade stool adjustable roller chair seat for cocktail or sit down style arcade games, Black RA-STOOL-RED $39.95 !RA-STOOL-RED! Arcade stool adjustable roller chair seat for cocktail or sit down style arcade games, Red RA-STOOL-UPRIGHT $48 !RA-STOOL-UPRIGHT! Arcade stool adjustable chair seat for upright style arcade games like Pacman, Black RA-STOOL-WHEEL $4.95 !RA-STOOL-WHEEL! Arcade stool replacement wheel caster, black and white, for use with parts numbers RA-STOOL-RED and RA- RA-STOOL-WHEEL-SET $18.5 !RA-STOOL-WHEEL-SET! Arcade stool replacement wheel casters, black and white, for use with parts numbers RA-STOOL-RED and RA- Arcade Game Cabinets RA-CAB-CAMFIX-6-12PK $9.95 !RA-CAB-CAMFIX-6-12PK! Cabinet or wood 16mm cam lock system 6 for ¾ inch wood or wood working, Camfix system 6 12 pack with RA-CAB-CAMFIX-STUD $0.38 !RA-CAB-CAMFIX-STUD! Cabinet or wood cam lock system stud for ¾ inch wood or wood working, Quickfit Steel Dowel RA-CABINET $289.95 !RA-CABINET! ULTIMATE BARTOP Arcade game cabinet Ready to Assemble Cabinet Kit, Jamma and MAME Ready RA-CABINET-BAR-CTR $25 !RA-CABINET-BAR-CTR! Bartop Arcade game cabinet Replacement controller panel blank RA-CABINET-COCK-C3 $59.95 !RA-CABINET-COCK-C3! Cocktail Arcade game cabinet Replacement panel C for RA-CABINET-COCKTAIL to make three sided cocktail Holland Computers, Inc.
    [Show full text]
  • ACT LABS PC USB Light Gun Manual
    ACT LABS PC USB Light Gun Manual Introduction Congratulations on your choice of the ACT LABS PC Light Gun. The ACT LABS PC Light Gun is designed to enable a new level of reality for the PC shooting game experience. Providing pixel cluster accuracy, the ACT LABS PC Light Gun is the ultimate for on-target action on the PC. Components 1 - ACT LABS PC Light Gun 1 - Adaptor box (No CD-ROM is required) Controls and Features Adaptor Box The adaptor box is the heart of the system. It contains the "brain" of the unit and has the connections for both the USB and video interfaces to the computer. On one end of the main unit is the connector female 15-pin VGA connector for the monitor, a 9-pin mini-din female connector can be found on the other end for the light gun to plug in. The cables coming from the main unit have a 15-pin male VGA connector for the video card and a smaller USB connector for the USB port. Gun Unit The light gun has three buttons and one switch. Button 1 is the trigger while Button 2 is located at the back of the gun and is accessible with the thumb. Button 3 has the same function as Button 2 which can be found on the right side of the gun. The Mode switch located on the left side of the gun is to be used for calibration purposes (covered later in this manual). © 2005 ACT LABS Ltd. All rights reserved. ACT LABS is a trademark of ACT LABS Ltd.
    [Show full text]