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Classic Games (Games) Japan

Grandmother Buys Old Building In Japan And Finds 55 Classic Arcade Cabinets 133

An anonymous reader writes A grandmother agreed to purchase an old building in Chiba, which is just outside of Tokyo. When her family arrived to check out the contents of the building it was discovered that the first two floors used to be a game center in the 1980s. Whoever ran it left all the cabinets behind when it closed, and it is full of classic and now highly desirable games. In total there are 55 arcade cabinets, most of which are the upright Aero Cities cabinets, but it's the game boards that they contain that's the most exciting discovery. Boards include Donkey Kong, Street Fighter Alpha 2 (working despite the CPS2 lockout chip's tendency to kill old boards), and Metal Slug X.
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Grandmother Buys Old Building In Japan And Finds 55 Classic Arcade Cabinets

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  • by Sockatume ( 732728 ) on Tuesday July 01, 2014 @05:54AM (#47358387)

    It wasn't; although there are '80s cabinets in there, the hardware in a lot of the pictures is late '90s or early 2000s vintage, and one of the articles suggests it has been closed for about ten years. Given that there's been a recession on that entire time, it might be that the value of the space didn't justify the cost of clearing out all those machines.

  • by Anonymous Coward on Tuesday July 01, 2014 @10:00AM (#47359649)

    the whole story is over romanticized and not even technically true, there are posts about it on some of the arcade collector forums with more information

    I find it more fascinating when pieces of rare Japanese culture appear outside of Japan

    there was a bubble bobble 2 prototype arcade machine from nearby there dusted off only a blip of time ago too

  • Re:Boards or ROM's (Score:5, Informative)

    by kheldan ( 1460303 ) on Tuesday July 01, 2014 @10:34AM (#47360019) Journal
    For those of you who aren't aware, this is true. Older games, especially from the 80's, used graphics systems that used very little RAM, instead the graphics all being stored in EPROMs. The background images were one layer, with hardware that usually supported scrolling, and the foreground (or 'motion graphics') images in another set of EPROMs, with specific hardware to place said objects at specific locations on the screen, and yet another layer of graphics just for text images like player scores. Completely different from the bitmap graphics that everything uses now. The reason was the price of RAM. The exception to the rule was Williams games like Defender, Stargate, Joust, Robotron 2084, Bubbles, and other similar era titles, that used 3 banks of 4116's for a total of 48kB of bitmap graphics memory, with DMA used to move graphics data from EPROMs to the screen buffer. Since there was no 'standard' for any of this hardware you'd have to write an emulator for each and every different game. Then there's sound. Pacman/Ms. Pacman used a very simple discrete sound generator using a couple bipolar ROMs; you'd have to code specifically for that, or cheat and use PCM samples. Galaxian actually had a hardware PRNG connected to a simple resistor-ladder DAC and some low-pass filtering to generate white noise for things like explosion noises. Really, I learned a hell of a lot about electronics back in the day from having to learn how these boards all worked, so I could repair them effectively (not like there was tech support for repairing any of this stuff or troubleshooting manuals!)

The best defense against logic is ignorance.