> Okay, so maybe that's a line to draw for now: > 1. If it uses TTL and/or ROMs/cassettes and video > 2. If it uses TTL and/or ROMs/cassettes and light bulbs/LEDs > 3. If it uses TTL and/or ROMs/cassettes and video projection/interaction with input > devices > Then it's a go. > > On the other hand, if it uses some sort of 3D "set" or playfield or interface > (electromechanical) or requires any sort of physics simulation at all, then it's a > no-go. For now, at least. > > Unless I'm forgetting some other category. >
That all sounds reasonable, and plenty of work for now. MAME at least already has the basic infrastructure for displaying videos (for laserdiscs), artwork, and lamps. Some more complicated artwork like the scrolling background on Midway's 18 Wheeler (non-video but CPU-using) might take some additional work. Good artwork support might be able to handle some of those target shooting games with moving targets in the background, if any of those are TTL.
> Problem is, there's really only sketchy information on non-video arcade games that > are purely electronic and not electromechanical. And it's much harder, guys like Al > Kossow haven't done the heavy lifting of listmaking. >
At least TAFA is including non-video flyers now, but yeah, just getting the information will be a challenge.
> --- > > For some reason this post keeps making me think of the obviously-CPU-using "Stacker" > redmption games that seem to be everywhere... > > ---
Found a video of that. I don't see any reason that couldn't be in MAME eventually. The display may be really low resolution, but it's a display nonetheless. That also reminds me of some music game that didn't have an actual video screen, just a bunch of flashing lights. But I'm not inclined to try to find the name at the moment.
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