gregf |
Ramtek's Trivia promoter
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Reged: 09/21/03
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Posts: 8588
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Loc: southern CA, US
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Re: Wild Gunman 74: The Forgotten First FMV Game
02/24/21 03:20 AM
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>This brings back memories. My local miniature golf had this back in the day. It was the one >on the left in the photo that shows the four versions. It was one of those old-style >projection systems, with the red, green, blue light bulbs. However; if memory serves, it >had a rifle and not a shot-gun,
The description matches Nintendo Shooting Trainer (first version) while the New Shooting Trainer employs same gameplay, but does not make use of any projection screen component.
This 2016 thread includes attachments that I uploaded at the time which happen to be actual Kodak style slides that were used as attract mode that would display / projected onto the film screen until a coin credit is deposited and then the projection unit that displayed the attract mode image would then shut off until gameplay is over and then the projection unit displaying attract mode would power back on to display attract mode slide image.
Links to the old thread and scanned attract mode slides for grabbing if wanting any of them.
The slideshow slide image thread - WG attract mode image 01/08/16
https://www.mameworld.info/ubbthreads/sh...part=1&vc=1
Re: The slideshow slide image thread - ST demonstration image *edit* 01/08/16
https://www.mameworld.info/ubbthreads/sh...part=1&vc=1
> also, it was 50’. That was a lot of back then.
I'll say. That was first thought when I first saw a working WG cab at Garden Grove Straw Hat pizza parlor back in May 1975. The WG cab unit was in the middle of the pizza parlor since it was too large to have placed in a corner area where other video game cab units were located. The moment I first saw the gameplay of the WG cab, when as a 10 year old then, I was amazed that this was something more unique than a video game (pong, Tank, Space Race etc) and had to be played. I pleaded with my mom to get a few quarters just to try the game. I was lucky enough to have played it twice that weekday night when there at Straw Hat to pick up a takeout order.
I tried explaining the game play to elementary classmates about the coinop game and some of them thought I was nuts or on something because the technology being used was out of nowhere. Granted that EM hardware games were around, but to have to explain how the game works to someone either requires actual video clips of game in operation or at least the WG service manual in case one wants to read the technical info.
Orclord and myself were fortunate to be able to buy a couple of the actual service manuals of WG back in 2004.
As for actual cab hardware for Shooting Trainer, the bottles are projected on to the screen from a component known as Bottle Projection Unit that holds the bottle images and projects bottles on to the film screen as player shoots at bottles. The bottle projection unit...iirc either spins around or has ability to display bottle as if bottle were spinning around as rotating target while player shoots.
As for Shooting Trainer being in some simulation system if not able to be supported in MAME, the slide used for Shooting Trainer gameplay would have to be treated as a backdrop artwork image and the glass bottle images would have to have some animation support being superimposed in front of the backdrop slide image.
It might be possible in MAME down the road, but the Bottle Projection piece is needed in order to be able to scan in bottle images. A tape unit plays the glass shattering sound effect. iirc the rifle pcb control component also generates analog audio for shooting sound effects that are operator adjustable.
Lots of TTL components that also need to be emulated or simulated. What has been done so far with netlist work, things are possible compared to ten years earlier in MAME
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