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Homemade Arcade Cabinet by Crusso on September 23, 2010
Home Sign Up! Browse Community Submit All Art Craft Food Games Green Home Kids Life Music Offbeat Outdoors Pets Photo Ride Science Tech Homemade Arcade Cabinet by crusso on September 23, 2010 Table of Contents Homemade Arcade Cabinet . 1 Intro: Homemade Arcade Cabinet . 2 Step 1: Cabinet construction . 2 Step 2: Control panel . 6 Step 3: Keyboard drawer . 7 Step 4: Keyboard hack . 9 Step 5: Speakers . 12 Step 6: Video . 12 Step 7: Painting . 15 Step 8: Bezel . 19 Step 9: Backlight . 21 Step 10: Marquee . 23 Step 11: Coin door . 24 Step 12: Computer . 25 Step 13: Frontend . 26 Step 14: Artwork . 27 Related Instructables . 27 Comments . 28 http://www.instructables.com/id/Homemade-Arcade-Cabinet/ Intro: Homemade Arcade Cabinet Welcome! this is my first attempt to create a MAME arcade cabinet from scratch. I built this thing some years ago and just decided to upload it to instructables.com I tried to take as many pictures I could to show the step-by-step creation process. This project has many interesting topics in which I worked: woodworking, design, electronics, painting, programming. If you like this project please comment! Step 1: Cabinet construction I think a good blueprint is a must as a good starting point for this project. I wish I could created a 3d design but I only know a little bit about 3d tools. If you take this approach a good -and free- software to play with is Sketchup from Google. I chose the way of hand drawing designs. Since I wanted to build an old-fashioned cabinet I looked up to the Taito cabinets designs (Alpine Ski or Jungle King for example) Since I couldn't find any full sized blueprint of the cabinet I liked to build, I had to create it by my own. -
The-Magpi-104-En-202104.Pdf
BUY IN PRINT WORLDWIDE MAGPI.CC/STORE Issue 104 April 2021 magpi.cc The official Raspberry Pi magazine HOME OF THE FUTURE Automate your home with Raspberry Pi Upcycle iPod Classic with Spotify Build an arcade magpi.cc/store machine 48 PAGES OF PROJECTS & TUTORIALS 210212_M2M_MAGPI_UK.indd 1 2/10/21 11:46 AM WELCOME WELCOME to The MagPi 104 elcome to the future. 2021 is a sci-fi year and science promised us hoverboards, jet packs, and robot butlers. We can’t do much about the first two (although we’re Wkeeping an eye out). But help around the home is definitely our domain. In this issue we asked resident home automation expert PJ Evans to design our home of the future with Raspberry Pi (page 34). The result is a fabulous collection of widgets, projects, and gizmos to Lucy Hattersley help around the house. I’ve already talked Rosie into installing some EDITOR Lucy is editor of The NeoPixel steps at home. MagPi magazine and continues to bash Meanwhile Rob has been looking how to take a Raspberry Pi her south London project and turn it into a Pico project (page 72). KG has started to home into shape. @LucyHattersley build an arcade machine (page 42). Nicola has been looking at an autonomous home robot (page 20). Me? I’ve been playing around with ARM assembly like the nerd I am (page 84). This issue has been a huge amount of fun! And we particularly like the illustration adorning this month’s cover. Thanks to Sam Alder GET A for incredible drawing skills (and Sam Ribbits for laying it out). -
Game Interface Design for the Elderly
Game Interface Design for the Elderly Jens Cherukad MASTERARBEIT eingereicht am Fachhochschul-Masterstudiengang Universal Computing in Hagenberg im Januar 2018 © Copyright 2018 Jens Cherukad This work is published under the conditions of the Creative Commons License Attribution- NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0)—see https:// creativecommons.org/licenses/by-nc-nd/4.0/. ii Declaration I hereby declare and confirm that this thesis is entirely the result of my own original work. Where other sources of information have been used, they have been indicated as such and properly acknowledged. I further declare that this or similar work has not been submitted for credit elsewhere. Hagenberg, January 25, 2018 Jens Cherukad iii Contents Declaration iii Abstract vi Kurzfassung vii 1 Introduction 1 1.1 Defining the Elderly and their Needs . .1 1.2 Structure . 2 2 Concepts of Interface Design 4 2.1 Feedback . 4 2.2 Control . 6 2.2.1 Computers . 8 2.2.2 Consoles . 8 2.2.3 Mobile . 9 2.2.4 Virtual Reality . 9 2.3 Supporting Gameplay . 10 2.3.1 Classification of Elements . 10 2.3.2 Gameplay Genres . 13 3 Interface Design for Elderly People 18 3.1 Heuristics and Studies for Interface Design for Elderly . 18 3.1.1 The ALTAC-Project . 18 3.1.2 Touch based User Interfaces . 19 3.1.3 Tangible Interfaces . 19 3.2 Analysis of Game-Interfaces for Elderly . 21 3.2.1 Tangible Gaming . 21 3.3 Outcome of the Research . 22 3.3.1 Output . 22 3.3.2 Input . -
VORTEK™ V3 Multi-Game System System Manual 040-1001-01 Rev C
VORTEK™ V3 Multi-Game System System Manual 040-1001-01 Rev C ! Read this manual before use. ! Keep this manual with the machine at all times. www.globalvr.com http://service.globalvr.com [email protected] Phone: 408.597.3435 Fax: 408.597.3437 © 2006 Global VR, Inc. All Rights Reserved. Operation Blockade, Infogrames, and the Infogrames logo are trademarks of Infogrames Entertainment. S.A. Beach Head 2000, Beach Head 2002, and Beach Head 2003: Desert War are trademarks of Digital Fusion Inc. and are used under license by Infogrames. VORTEK, GLOBAL VR, and the GLOBAL VR logo are trademarks or registered trademarks of Global VR, Inc. All other trademarks are the property of their respective owners. Preface Table of Contents Preface .......................................................................................................................................................................3 Safety..................................................................................................................................................................3 Precautions for Game Operation.........................................................................................................................3 Warnings.............................................................................................................................................................4 Environmental Conditions ..................................................................................................................................4 -
CPR for the Arcade Culture a Case History on the Development of the Dance Dance Revolution Community
CPR for the Arcade Culture A Case History on the Development of the Dance Dance Revolution Community Alexander Chan SUID 5075504 STS 145: History of Computer Game Design Stanford University March 16, 2004 Introduction Upon entering an arcade, you come across an unusual spectacle. Loud Japanese techno and a flashing neon glow pour out of the giant speakers and multicolored lights of an arcade console at the center of the room. Stranger than the flashy arcade cabinet is the sweaty teenager stomping on a metal platform in front of this machine, using his feet to vigorously press oversized arrows as the screen in front of him displays arrows scrolling upward. A growing group of people crowd around to watch this unusual game-play, cheering the player on. In large letters, the words “Dance Dance Revolution 3rd Mix” glow above the arcade machine. Most people who stumble upon a scene similar to this one would rarely believe that such a conceptually simple arcade game could foster an enormous nation-wide game community, both online and offline. Yet the rules of the game are deceptively simple. The players (one or two) must press the arrows on the platform (either up, down, left, or right) when the corresponding arrows on the screen reach the top, usually on beat with the techno/pop song being played. If the player doesn’t press the arrows on time, the song will quickly come to an end, and the machine will Arrows scrolling up a DDR screen ask for more quarters to continue play. Yet despite its simplicity, Dance Dance Revolution, or DDR for short, has helped create a giant player community in the United States, manifesting itself though various forms. -
Exerlearn Bike: an Exergaming System for Children's Educational and Physical Well-Being by Rajwa Alharthi a Thesis Submitted T
EXERLEARN BIKE: AN EXERGAMING SYSTEM FOR CHILDREN’S EDUCATIONAL AND PHYSICAL WELL-BEING BY RAJWA ALHARTHI A THESIS SUBMITTED TO THE FACULTY OF GRADUATE AND POSTDOCTORAL STUDIES IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF MASTER IN COMPUTER SCIENCE OTTAWA-CARLETON INSTITUTE FOR COMPUTER SCIENCE SCHOOL OF ELECTRICAL ENGINEERING AND COMPUTER SCIENCE UNIVERSITY OF OTTAWA © RAJWA ALHARTHI, OTTAWA, CANADA 2012 Abstract Inactivity and sedentary behavioural patterns among children contribute greatly to a wide range of diseases including obesity, cancer, cardiovascular disease, and diabetes. It is also associated with other important health effects like mental health issues, anxiety, and depression. In order to reduce these trends, we need to focus on the highest contributing factor, which is lack of physical activity in children’s daily lives. 'Exergames' are believed to be a very good solution in promoting physical activity in children. Such games encourage children to engage in physical activity for long periods of time while enjoying their gaming experience. The purpose of this thesis is to provide means of directing child behaviour in a healthy direction by using gaming enhancements that encourage physical exertion. We believe that the combination of both exercising and learning modalities in an attractive gaming environment could be more beneficial for the child's well-being. In order to achieve this, we present an adaptive exergaming system, the "ExerLearn Bike", which combines physical, gaming, and educational features. The main idea of the system is to have children learn about new objects, new language, practice their math skills, and improve their cognitive ability through enticing games and effective exercise. -
Dance Dance Revolution on FPGA
ECE532 – Digital System Design Dance Dance Revolution on FPGA Name: Jeffrey Puk (992297518) Dharmendra Gupta (992370206) Kenny Chan (992462866) Date: April 2, 2007 Acknowledgements Special thanks to the following people for making this project a success. - Mark Jarvin - Patrick Akl - Professor Paul Chow And Xilinx for their generous donation of the Xilinx XUP Virtex II Pro board to the University of Toronto. ECE532 – Digital System Design Group Report Table of Content 1. Overview..................................................................................................................................... 1 1.1 Goals of the Project........................................................................................................... 1 1.2 Redefined Goals of the Project ......................................................................................... 1 1.3 System Diagram................................................................................................................ 2 1.4 High Level Description..................................................................................................... 3 2. Outcome...................................................................................................................................... 4 2.1 Future Improvements ........................................................................................................ 5 3. Detailed Description .................................................................................................................. -
The Authentic EGO Arcade Stick (GAPCCAINBL00)
The Authentic EGO Arcade Stick (GAPCCAINBL00) Reorder Number GAPCCAINBL00 Pack Size 1 ea Units Brand Mad Catz Bring the arcade to you with the Authentic EGO Arcade Stick. Featuring Sanwa Denshi components, this arcade stick is tournament ready, delivering reliable arcade grade timing and performance. The ball-top 8-way joystick makes fighting a breeze and can be easily configured to replicate the left or right thumbstick or D-pad on a traditional controller. And 8 customizable action buttons in a Vewlix layout makes this fight stick look and feel like a classic but with modern performance. This arcade stick features multiple additional buttons for even more customization and flexibility, including a home button, share view button, L3/R3 buttons for custom commands and a format switch to easily change button configurations. Designed to reduce fatigue, the Turbo function adds rapid fire to an action button, letting you press the button once and register 10 rapid-fire reactions. With a mod-friendly design, you can easily swap out the top panel decal, internal components and bottom to customize this fight stick to fit your needs. And with a strong metal base and non-slip foam, this arcade stick is built to last, whether you’re playing in tournaments or with your friends. Universally compatible with the PS4™, Xbox One, Nintendo Switch™ and PC, the EGO Arcade Stick is ready to play. Arcade fighting stick with genuine arcade feel – ideal for fighting games Ball-top 8-way joystick – easily configure to replicate left or right thumbstick or D-pad -
A Simulation of Consumer-Side Multihoming of Original and Derivative Digital Games: Evidence from Japan
Universal Journal of Management 4(5): 234-245, 2016 http://www.hrpub.org DOI: 10.13189/ujm.2016.040503 A Simulation of Consumer-side Multihoming of Original and Derivative Digital Games: Evidence from Japan Makoto Kimura Faculty of Business and Informatics, Nagano University, Japan Copyright©2016 by authors, all rights reserved. Authors agree that this article remains permanently open access under the terms of the Creative Commons Attribution License 4.0 International License Abstract This study examines the consumer-side strategic management of consumer-side multihoming. multihoming among original and derivative digital games are This paper first presents the most significant aspects of developed for different platforms such as arcade game prior research concerning multihoming for console games cabinets and video game consoles, both of which are popular and then indicates the concept of consumer-side with consumers in the Japanese market. To do this, the content-level multihoming (consumer purchases and the system dynamics model accounts for arcade game, console simultaneous use of both original and derivative content used game, and multihoming users, and the effects of advertising on different platforms). Next, a calculation model of the and word-of-mouth is proposed. After the validation of consumer-level multihoming ratio (the percentage of all model using a single case study, the business policies users who are multihoming users) and the consumer-side implementation by varying the release dates of a console multihoming ratio at the content level are derived from a game (derivative content) are simulated and the fluctuating single case study. The original content of the case study is patterns of arcade game and console game sales, the represented by a trading card arcade game, and the multihoming ratios are examined. -
Raspberry Pi Retro Gaming Build Consoles and Arcade Cabinets to Play Your Favorite Classic Games
Raspberry Pi Retro Gaming Build Consoles and Arcade Cabinets to Play Your Favorite Classic Games Mark Frauenfelder Ryan Bates Raspberry Pi Retro Gaming: Build Consoles and Arcade Cabinets to Play Your Favorite Classic Games Mark Frauenfelder Ryan Bates Studio City, CA, USA Pittsburgh, PA, USA ISBN-13 (pbk): 978-1-4842-5152-2 ISBN-13 (electronic): 978-1-4842-5153-9 https://doi.org/10.1007/978-1-4842-5153-9 Copyright © 2019 by Mark Frauenfelder and Ryan Bates This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. Trademarked names, logos, and images may appear in this book. Rather than use a trademark symbol with every occurrence of a trademarked name, logo, or image we use the names, logos, and images only in an editorial fashion and to the benefit of the trademark owner, with no intention of infringement of the trademark. The use in this publication of trade names, trademarks, service marks, and similar terms, even if they are not identified as such, is not to be taken as an expression of opinion as to whether or not they are subject to proprietary rights. While the advice and information in this book are believed to be true and accurate at the date of publication, neither the authors nor the editors nor the publisher can accept any legal responsibility for any errors or omissions that may be made. -
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). -
X Multiple Arcade Machine Emulator Page 1 of 4
X Multiple Arcade Machine Emulator Page 1 of 4 X Multiple Arcade Machine Emulator INTRODUCTION MAME is written for DOS. XMAME is a port of MAME to the X Window system. This presentation will use Hello. My name is Andrew Howlett. I've been using Linux XMAME version 0.74.1 which is based on MAME 0.74. since 1997. About a year ago I did a presentation on Linux Games. But I left out one of my favourite video game INSTALLING XMAME genres – arcade machines. This presentation will If you use a debian based distribution, then installation is demonstrate how to play arcade machines on your linux super easy. Just make sure that your internet connection is PC. up and that you have a testing non-free entry in your Platform /etc/sources.list file. Then: Before I get started, a little bit about my setup so you can bash# apt-get install xmame compare this to whatever you are running. Obviously my That's it, apt-get will install and configure xmame on PC is a custom job, but it isn't really that powerful. It has a debian systems. 1 Ghz VIA C3 processor (which is about the same as a 1 If you use an rpm-based system, then you can download Ghz Pentium 3). It has an on-board VIA 8235 sound chip Red Hat packages from the xmame website: and a 4x AGP VIA CastleRock graphics adapter. I am http://x.mame.net/xmame-doc-7.html#ss7.2 using the unaccelerated VESA drivers.