One game controller connects to many consoles

multi-controller-for-several-gaming-consoles2

[Dave Nunez] wanted arcade quality controls when gaming at home. The problem was he couldn’t decide on just one console to target with his build, so he targeted them all. What you see above is a single controller that connects to many different gaming rigs.

He took a simple-is-best approach, keeping the main goal of high-quality inputs at the forefront. To start, he built the face plate out of thick MDF to ensure it wouldn’t flex or bounce as he mashed the buttons. To keep the electronics as simple as possible he soldered connections to actual controller PCBs (well, reproductions of controllers), breaking each out to a separate DB9 connector on the back of the case. These connectors interface with one of the three adapter cables seen to the right. This lets the controller work with NES, SNES, and an Atari 2600 system.

To pull the enclosure together [Dave] designed the rounded corner pieces and cut them out with a CNC mill. These connect with flat MDF to make up the sides. To give it that professional look he filled the joints with Bondo and sanded them smooth before painting.

Coffee table arcade hides its controls

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[Hoogen] did a fantastic job of building arcade hardware into this Ikea coffee table. Sound familiar? We just looked at another Ikea coffee table arcade, but this one goes quite a different route. It uses a Ramvik table which has a very deep drawer in the end where the controls are located. The image to the left shows that you’re going to have a problem with the joystick when you try to close it. [Hoogen] came up with a clever mechanism to overcome this issue.

This is not an emulated system. It uses a JAMMA board called the iCade 60-in-1 to bring sixty classic arcade games to the build. To interface with this hardware [Hoogen] included a JAMMA full cabinet wiring harness. The inset image on the right is pretty small, but it shows the speaker mounted in the back of the drawer, as well as the control surface angled down. This tilting surface is what allows the controls to move out of the way when closing the drawer. This happens automatically as described by [Hoogen] in his write-up.

Fabricating hardware from the original arcade Pong schematics

original-arcade-pong-rebuild

This heavily populated PCB is a recreation of the original arcade version of Pong. That is an important distinction because the home version of Pong used a specialized chip to do much of the work. This is basically all stock logic, which explains the high component count. We wonder how many quarters it took just to pay for all 66 chips at the time?

[Pong74ls] was the person who took on this project. There is an original schematic available, but it’s incredibly crowded and rather difficult to figure out. Fortunately [Dan Boris] has already done a lot of the heavy work. He took the one-page nightmare and turned it into a sixteen page plan for building the original board (look for the schematic link under technical details).

Before the board could be laid out some redesign work was necessary. It sounds like some of the original chips are out of production and suitable replacements needed to be found. The board was then laid out in Eagle before sending the design off to a fab house. There was just one error which didn’t allow the ball to bounce when hitting a paddle while travelling downward. A couple of jumper wires fixed that right up!

[via Reddit]

[Original Reddit Post]

Coin-op Sega Rally used to race RC cars

Head to head video game action can’t even compare to this use of a coin-op Sega Rally game to race actual RC vehicles. Take a close look at those screens and you’ll see there are no computer graphics, just a feed for a camera on each of the toy cars.

The project was conceived for the Sapo Codebits VI conference in Portugal. The arcade cabinets had their controls connected to an Arduino, but getting video up and running wasn’t nearly as easy. After fruitless attempts to get the original CRTs to work the team ended up replacing them with functioning CRT units of the same size. The cars themselves have two camera, one on top of the vehicle’s cab and one mounted on a boom for a perspective that was above and behind the vehicle. The drivers can switch between either view. The cars were set loose in the room serving as the event’s retro gaming area and players were free to race each other wherever they pleased. Don’t miss the video clip after the break which shows off all of the fun. [Read more...]

Building a classic coin-op game in an FPGA

This game of Bomb Jack is the same as the original arcade version. The difference is that this hardware was built in an FPGA using schematics found on the Internet.

We’re a little shocked by the complexity of such a project. We’ve been impressed before by the use of FPGAs to implement classic CRT vector graphics. But that project used a library that had already implemented the original game. For this effort, [Alex] wanted to find a game that hadn’t ever been translated to an FPGA, and used stock parts. Bomb Jack is a 1984 platformer which ran on a Z80 processor, AY-3-8192 sound generators, and common TTL logic chips. This meant he didn’t have to write the cores himself, but rather use already existing versions of the chips and code together the hardware.

You can read about his experience at the page linked at the top, or just jump after the break to see video of the final project. You can see the monitor is on its side, and the game sounds great and runs flawlessly.

[Read more...]

Toorcamp: The Church of Robotron

“Only 72 years until the Robotrons conclude that the human race is inefficient and must be destroyed. Only the mutant produced by a genetic engineering accident can save us now!” –Church of Robotron Doctrine

Based on the 1982 arcade game Robotron: 2084, Dorkbot PDX’s Church of Robotron was an impressive installation at Toorcamp. Located in a large dome, the Chruch features an altar where the the player kneels and finds out if they are the saviour.

Many things in the Church are triggered by game events. Lasers fired in time with the game, a bright LED flashes at the player when they die, and the LCD display above the altar shows high scores. There’s a webcam that takes a player’s picture when they die so that it can be added to the high score list. There was also a Jacob’s Ladder and a fog machine to add to the eerie feel of the Church.

A side room in the dome has a TV displaying list of high scores, handouts of their doctrine and documentation, and stickers of the Church’s logo. Aside from the electronics, the group also created lore around the installation. There was a sermon that played on a constant loop at night, and the doctrine handouts explained the story of the Church. This is all documented on their website, and the build details and source are also available.

The combination of art, lore, and electronics made this installation one of my favourites at Toorcamp, even though I’m awful at the game. I’ll need to practice my Robotron for next time the group sets up the Church.

Building the most offensive video game ever

[Autuin] created the most offensive video game ever. Inside a small cocktail arcade cabinet, he installed his own video game that recreates the experiences of the Space Shuttle Challenger and her crew on their last flight.

The build started off by picking up an old cocktail version of Space Zap from The Hackery, a neat little recycling place that turns old computers, monitors, and even old arcade machines into something useful again. After [Autuin] lugged his arcade machine back to his home base at Free Geek Vancouver.

After drooling over the 30-year-old circuitry, [Autuin] disassembled the old machine and installed a mint condition 19″ VGA monitor where an ancient black and white CRT once resided. The control panels replete with their comically large buttons were refurbished and connected to an Arduino and the whole shebang hooked up to a slightly outdated computer.

The real magic happened when [Autuin] coded his game. He created a few sprites from NASA archival footage and made a game where a shuttle takes off and is controllable by each player. As the most offensive video game ever, the space shuttle blows up shortly after launch, declaring ‘game over’ for both players.

[Autuin] will be showing off his new arcade game with a new bezel and cabinet graphics during Vancouver’s Eastside Culture Crawl this November. The game will probably be updated by then; we suggested editing the ‘time to explosion’ to T+73 seconds, but [Autuin] said he’s thinking of ways to make it even more awful.