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gregf
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The slideshow slide image thread - WG attract mode image
#349059 - 01/08/16 09:44 PM Attachment: wgattractmode.jpg 1479 KB (7 downloads)


Disclaimer: The slide images can be considered somewhat poor quality after all the
years of useage. They might be good enough to display on information web sites, but
definitely not good enough to use with actual cabs imo. My plan is getting the images
restored in hopes a factory released high quality image is still possible. I'll need to
find a reliable photo processing firm.

The Slide image shown below is the attract mode for Wild Gunman.


Here is how I remember of it working. When WG is not being played, a projection lamp
will display this slide image. After a coin credit is inserted, the lamp will shut off
and the slide image is no longer visible on the projection screen and the two projectors
will be simultaneously activated. The various Youtube videos show how WG works when the
game is being played with the two film reels being activated. Both of the aproximate 90
seconds film reels are in a endless / continuous loop and never need to be reversed.

Once the game play is completed, the two film projectors shut off and then the lamp is
activated once again and displays the slide image on to the projection screen.

I don't remember if there are any other slide images used in attract mode of Wild
Gunman. I don't recall any audio being played while WG was in attract mode. It would
be great if someone can take a complete video of the entire gameplay if
one is fortunate enough to see a working Wild Gunman cab. I have uploaded a pdf file of
the manual in the past. And it does do a good job explaining techincal details as it
should since the cabs when sold new back in 1974 and 1975 were listed between $ 10,000 to
$ 15,000 range.

Having a video reference file helps out when looking over logic schematics of the game.

Here are some video clip examples for those that have never seen them before.



As of to date, this is the best clip example of cab in operation. iirc someone had mentioned it was at a club in south France. If the cab is still there and someone can do a better video clip of only the cab (not gameplayers unless that is used for another separate video clip), that would help a lot. It would be nice just to see if there is anything missing when WG is in attract mode sequence. I haven't played the game since 1978 or 1979 iirc so I even forgot some of the operations of the game.

--
Wild Gunman Arcade - Vierzon 2011 - Gamoover.net

Une petite vidéo d'une Wild Gunman Arcade de 1974 de Nintendo lors du salon Rock'n Broc à Vierzon 2011 pour gamoover.net

https://www.youtube.com/watch?v=qmdOHmnbYHw
--



This is Shane's clip that he found elsewhere online iirc many years earlier. Shane and I have talked here back and forth in the past. I don't know if he visits here, but maybe if he sees this thread, he might post a couple comments.

-
Wild Gunman 1974 nintendo
https://www.youtube.com/watch?v=Sxwikshonsk

Shane
-



The intent of this clip was to show a few more action sequences of WG. The clips actually came from Mr. Baldwin's cinematic movie in which he made recording excerpts of WG at an amusement park in northern California during the late 1970s and put them in to a variety of sequences mixed in with other stuff for the cinematic movie clip.

-
Wild Gunman (1974) excerpt
https://www.youtube.com/watch?v=CgBwG0svJWI
PacificNovelty
-



As for emulation, WG and Shooting Trainer and other film reel games will require a
method of displaying any slide images on to the monitor and then some way of shutting
off image and then enabling the film reel / video to be run within emulation environment.

There are likely no emulators that work on emulating a film cell / video cell
data format other than Daphne and MAME handling laser disc support.


I hope there is still a chance of that happening, but it may be a while. The fact that
non-cpu video games have been emulated by DICE or MAME is an achievement itself. So it is
a promising start since many of the film reel games are non-cpu.


For now, if slide images can be restored along with film reels also being restored, that
would be a good start. Fortunately some slides used with a couple of the cabs should be
able to be restored.


Here is the flyer image showing attract mode image of Wild Gunman. The colors are
vibrant. When comparing to this image of WG attract mode, it shows how faded the WG
attract mode image has become.




[ATTACHED IMAGE - CLICK FOR FULL SIZE]

Attachment



gregf
Ramtek's Trivia promoter
Reged: 09/21/03
Posts: 8608
Loc: southern CA, US
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Re: The slideshow slide image thread - ST demonstration image *edit* new [Re: gregf]
#349061 - 01/08/16 09:46 PM Attachment: stattractmode.jpg 1532 KB (0 downloads)



The slide image shown below is the demonstration slide for the older / first generation version of Nintendo Shooting Trainer. The updated cab version described as New Shooting Trainer does not use any slides because the New Shooting Trainer cab design has no lamp units that display slides. New Shooting Trainer instead uses physical reflective backdrop pieces that are installed/mounted on to the frame. The four bottle projection units supposedly still display similar bottle design on both original Shooting Trainer cab and New Shooting Trainer cab.

I played original Shooting Trainer maybe once or twice. I never saw in person nor played any New Shooting Trainer cab.

Referring to an original Shooting Trainer manual for the older version of Shooting Trainer for reference to provide some of the game operation.

When Shooting Trainer is not being played, a demonstration projection lamp that is over to the side of the cab interior will display a "demonstration" slide image (see image). After a coin credit is inserted, the lamp will shut off and the demonstration slide image is no longer visible on the projection screen. The landscape projection unit then activates and displays the slide that has the landscape scenery image on to the projection screen. See following post for details regarding the landscape slide image used with Shooting Trainer. The New Shooting Trainer cab design does not include any lamps that display any slide screen pieces.

When game play of Shooting Trainer comes to an end, the demonstration slide lamp is then activated and the demonstration slide is once again projected on to the projection screen. The landscape slide image along with bottle projection units are deactivated and no longer appear on the projection screen while the projection screen shows demonstration slide.

[ATTACHED IMAGE - CLICK FOR FULL SIZE]

Attachment

Edited by gregf (07/29/19 07:31 AM)



gregf
Ramtek's Trivia promoter
Reged: 09/21/03
Posts: 8608
Loc: southern CA, US
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Re: The slideshow slide image thread - ST landscape image *edit* new [Re: gregf]
#349062 - 01/08/16 09:50 PM Attachment: stbackground.jpg 1528 KB (1 downloads)


When a coin credit begins the gameplay, the lamp showing the demonstration slide is deactivated (powered off), and the landscape projection unit that is mounted in the middle of the cab interior...seated between a pair of bottle projection units...is then activated and displays the slide that shows the landscape scenery image on to the projection screen. The 2 pairs of bottle projection units then begin to display bottles on to the projection screen with bottles blending in to the landscape slide backdrop image. Each bottle projection unit has its own lenses with each lens having its own function.

The top lens on each bottle projection unit is the bottle projection lens that projects the bottle target image on to the projection screen. The middle lens is the receiving lens that receives feedback from the projection screen indicating if the player hits the bottle target or misses. The bottom lens is the explosion mark lens that displays the explosion visual effect if a player is able to hit the bottle target.

As each bottle is hit, a glass breaking audio sound is played. The glass breaking sound effect is played from a tape unit system that holds the audio tapes that contain the glass breaking sound effect when a bottle target image is hit.

When Shooting Trainer completes its task of displaying all the bottle targets, the game then concludes with projection unit that displays the landscape image deactivated (powered off) and the demonstration lamp with demonstration slide is then activated (powered on) and inviting a customer to play the game as the demonstration slide shows the game instructions on the projection screen.

Shooting Trainer might not use any roms or proms needing to be dumped, but Shooting Trainer does have pieces that contain the bottle target image and the bottle explosion image with the two needing to be scanned.

Even with all the parts scanned and the images ready to be used, it will require some updating of the video rendering and artwork rendering also being updated to handle the gameplay of Shooting Trainer.

Here is the flyer image showing game play mode of Shooting Trainer. It isn't as
noticeable, but it is a bit faded when comparing image versus what is shown on the flyer.



[ATTACHED IMAGE - CLICK FOR FULL SIZE]

Attachment

Edited by gregf (07/30/19 08:32 PM)



SkylarNerd
MAME Fan
Reged: 07/15/17
Posts: 12
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Re: The slideshow slide image thread - ST landscape image *edit* new [Re: gregf]
#375667 - 04/17/18 01:52 AM


I thought you had more than 3 slides?


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