Summer brings memorable news for the emulator of emulators, that after the introduction of the and the preservation of experiences a “first time” long awaited by enthusiasts, priers and simple players interested of the matter: of the software adds the first lasergame (or laserdisc videogame) to the supported arcade titles, making real a work of years and putting an end to controversy and speculations that go along with the matter since.The maker of the exploit is once again, dean of mamedevs and current supervisor of the MAME project on the whole. Giles himself had announced, that the endless debate on the lasergames addition to the emulator would had given way to facts and concrete coding work. Is the game chosen to be the bridgehead of the new “laser” era of MAME, opened by the just released. Therefore not games extremely popular (despite the twenty years passed) as Dragon’s Lair and Space Ace, but a semi-unknown psychedelic shoot’em up dating back to 1983 too which combines a polygonal graphics with the animations stored on the laserdisc “projected” in streaming on the background. On the game are available on the site The Dragon’s Lair Project, including six clips in AVI format taken in a pre-MAME era.The Cube Quest CHD weighs 12 Gigabytes: a size that’s remarkable and that should further increase with the addition of lasergames fully based on animations like the above said Dragon’s Lair saga, Cliff Hanger, Mad Dog McCree and others, but that nevertheless appears to be a lot smaller than the estimations considered correct up to now that expected 35 Gigabytes for every 30 minutes of movie.
Even so, anyway, the yet substantial amount of space needed to hold a complete collection of the titles emulated by MAME (that on the whole takes up to 20 DVDs for the version 0.126 set) is excessively increased.Most of the known lasergames are yet in the capable hands of Giles and the mamedevs, and the should now be reduced with time. Returning to talk about Cube Quest, anyway, it seems that the game is fully working under MAME 0.127, and the first information available report of a speed barely up to 100% on an Intel Core 2 Duo CPU at 3 GHz without the CHD.
AGH Coin-Op Special: The Rise And Fall Of Laserdisc Arcade GamesTHE RISE AND FALL OF LASERDISC ARCADE GAMES. Believe it or not, people within the video gaming industryhad been talking about 'interactive' entertainment longbefore the explosion of multimedia PC sales in the 90's.Even as early as 1981, folks were already excitedlytalking about games which could only be accomplishedthrough disc players. In fact, a few examples of the artshowed themselves in the form of the critically acclaimedMystery Disc series and other programming where viewerscould interact with the footage on screen. The Age of the Laser Game wouldn't take place until Segaunveiled Astron Belt at a coin-op trade show in 1982.
DaphneX v0.96 is an LaserDisc Arcade Machine Emulator for the Original Xbox Download DaphneX v0.96 Emulator for Xbox Original DaphneX V0.96 Beta. The game was released with the name 'Escape from Cyber City'. (H) All the games released for the Palcom MSX system can be played using the openMSX emulator. (I) The game was released with the name 'Revenge of the Ninja'. (J) The game was released with the name 'Road Avenger'. (K) For the USA market, the game was released with the name 'Road. Nominate for Retro Game of the Day: If you'd like to nominate Cobra Command (Sega LaserDisc Hardware) for Retro Game of the Day, please submit a screenshot and description for it. The moment they are approved (we approve submissions twice a day.), you will be able to nominate this title as retro.
Evenin its rudimentary form, it was easy to see a vision of thefuture of arcade games. One couldn't compare the impactof live action film with the likes of a Donkey Kong orPac-Man. At a time when the game industry was experiencinga severe slump in earnings, it became readily apparent thatthe most receptive area for new growth could well be inadapting laserdisc hardware for arcade players everywhere.The potential seemed so limitless as it once was when videogames first made their presence felt in the early to mid-seventies.only this time the stakes were much higher, not only in termsof the survival of the industry, but also in the cost to developgames of this type. Because it was so new, Astron Belthad a few problems, and Sega decided against an instant Americanrelease of the game (it was released in Japan, but did not makean appearance in American arcades until the fall of 1983). Butthe news that laser games were coming traveled fast, and theexcitement began to build - and was still building - when thesecond laser game, Dragon's Lair (Cinematronics/Magicom) was shownin the spring of 1983 just a few short months after theintroduction of Astron Belt. Dragon's Lair would not only changethe timetable for the availability of laser disc machines, but alsoalter the thinking of just what the new technology could providewith a little imagination and a great deal of talent. Dragon'sLair was a curious success, right from the beginning.
Certainly,heading into 1983, few industry insiders would have figuredthe 'Next Big Arcade Game' to come from the bankrupt (Chapter 11)Cinematronics. The El Cajon coin-op company had been an invisible,if revolutionary, entity in terms of industry recognition foralmost a decade leading up to Dragon's Lair. Actually,Cinematronics introduced vector games to arcades with Star Hawk,a seminal space shooter, and produced the cult-favoriteStar Castle. Alas, vector graphics were perceived as 'fad'among arcade testmakers when games such as Zaxxon were takingthe traditional raster graphics to the limits.
At the AMOA show in New Orleans in the Summer of 1983, lasergames were out in full force with no less than 13 offeringson display from coin-op giants such as Atari, Gottlieb (shortlyto change its name to Mylstar), Williams, Taito, Bally, DataEast and brand new entrants to the coin-op sweepstakes such asLaser Disc Computer Systems, Simutek, and Funai. What the presssaw in the laser games was the hottest new technology around:coin-ops with multitrack stereo sound effects and concert-qualitymusic, screen images that rival any movie, and - in somecases - new, souped-up computer graphics that nearly cut thelaserdisc images for clarity and realism. Most members of thepress came away convinced that, if they do nothing else, lasergames would be destined to permanently raise player expectationsabout how coin-ops should look and sound. The laser hype was sostrong, in fact, that home videogame companies such as Atari andColeco quickly announced home laserdisc modules for the 5200SuperSystem and Colecovision game systems, respectively. What industry pundits did not expect, however, was the demise oflaser-based games by the middle of 1984. A great number oflaser games lived a short life in the arcades and as a result,many of them were rarely seen and are incredibly difficult tofind today. How many gamers remember having a go at suchtitles as Cube Quest, Super Don Quixote,Interstellar or Us vs.
Them?. Rick Dyer of RDI Systems Inc., however, did not give up onlaser games and released the Halcyon home laserdisc gamesystem in 1984.
It was only available for a short time andwas an unqualified disaster as consumers were unwilling topay over $2000 for a machine that only had two games availablefor it at the time it was discontinued. The Halcyon versionof Thayer's Quest was voice-activated instead of the keyboardinput used in the arcade version, and the laserdisc was double-sidedand had a whole lot more footage than its coin-op counterpart.This may have been the first instance of a home game being of betterquality than the coin-op, and also released at the same time. Why did laser games fail? For starters, the laserdisc playersthemselves cost thousands of dollars at the time. While CD-ROMplayers and laserdisc machines are inexpensive today, that wasn'tthe case in 1983.
Furthermore, reliability was spotty andmaintenance and repair costs were often stratospheric. Many ofthe early laser games used an industrial Pioneer laserdisc machinethat was filling up the company's warehouses where they remained,unsold. Since the particular machine had been discontinued bythat time, when the machines began to break down at alarming levels,Pioneer did not have enough replacement parts necessary to meetthe demand for parts.
But Pioneer wasn't the only culprit. Laserdiscmachines by Philips also were extremely unreliable. And even whenarcade operators did receive reinforcements, many coin-op technicianslacked the experience and know-how to properly maintain and repairthe machines. Finally, there were high development costs associatedwith developing the games themselves. The production of laser-basedgames was not a simple matter of assembling a team of designers,programmers and artists like in the days of yore, Actors, animatorsand computer graphics experts were often needed. As a consequence,laserdisc games for the first time began to cost 50 cents per game(or more) instead of a quarter which was the norm at the time. But the reason given by most people for the failure of laserdiscgames has to do with gameplay.
Aside from the incredibly richgraphics that laser footage offered, the play action and controlwere sluggish because of the slow speed of laserdiscs, and thescreen would also blank out during particular sequences, whichmade many laser games more of a novelty attraction - a two-weekwonder. In addition, after Dragon's Lair appeared, manufacturersraced to come up with their own laser machines, with the philosophybeing 'get it into the arcades, and subject matter be damned.'
Most of them featured retreads of familiar game conceptslike Tempest or even Space Invaders, playedout with the usual computer-generated figures against a background ofgorgeous video 'wallpaper'. The other type prevalent in the laser agewas of the Dragon's Lair variety - interactive moviesusing stored animated or live-action images only - where players havelimited control of their gameplay environment and merely control theoutcome of each cartoon or video footage scene by correctly entering theright move at each decision point. In short, companies were falling intothe derivative trap that nearly did in the conventional video games.Boredom rapidly set in. But if Myst, 7th Guest, Riven Revolution X and Lethal Enforcers can beso popular with gamers today, does it mean that laser games wereahead of their time? Or are game players today easier to pleasethan gamers of yore? After all, laser games fizzled less thantwo years after Dragon's Lair first burst onto the scene in 1983.Regardless of the reasons for the laserdisc coin-op's quick demise,the term 'multimedia' would have to wait until nearly a decade laterwith the advent of Multimedia PCs.