19,99 €
The bestseller returns--completely updated to include thenewest hardware, software, and techniques for building your ownarcade Interest in classical arcade games remains on the rise, and witha little money, older computer hardware, and a little effort, youcan relive your arcade experiences by building your own arcademachine. The hands-on guide begins with a description of thevarious types of projects that you can undertake. It thenprogresses to a review of the audio and video options that areavailable and looks at the selection of game software and cabinetartwork. Ultimately, you'll learn essential troubleshootingtips and discover how to build arcade controllers and machines thatyou can enjoy at home with your PC. * Serves as a soup-to-nuts guide for building your own arcademachine, from the sheets of wood to the finished product * Addresses the variety of arcade controls, including joysticks,buttons, spinners, trackballs, flight yokes, and guns * Explains how to interface arcade controls to a computer * Shares troubleshooting tips as well as online resources forhelp and inspiration Project Arcade, Second Edition helps you recapture theenjoyment of your youth that was spent playing arcade games bywalking you through the exciting endeavor of building your own fullarcade machine.
Sie lesen das E-Book in den Legimi-Apps auf:
Seitenzahl: 877
Veröffentlichungsjahr: 2011
Table of Contents
Title Page
Copyright
Dedication
Credits
About the Author
Acknowledgments
Introduction
About This Book
Assumptions
Things You'll Need
How This Book Is Organized
Conventions Used in This Book
Part I: Playing Your Games the Way They Are Meant to Be Played—with Arcade Controls
Chapter 1: Picking Your Path to Game-Playing Nirvana
Where to Start? Finding Your Muse
Choosing Your Goal
Plan, Plan, and Then Plan Some More
Summary
Chapter 2: Building Your Arcade Cabinet
Anatomy of a Cabinet
Determining the Things You Need
Getting Ready to Build Project Arcade
Beginning Construction
Summary
Part II: Designing and Building Your Dream Arcade Control Panel
Chapter 3: Pushing Your Buttons and the Joy of Joysticks
Buttons, Buttons, Everywhere!
Joysticks
Summary
Chapter 4: Taking Your Game Out for a Spin—Spinners and Trackballs
What Do Spinners and Trackballs Do?
Spinner Choices
Trackball Choices
Summary
Chapter 5: Arcade Controls for Power Gamers
Steering Wheels and Pedals
Flight Yokes
Arcade Guns
Dance Pads
Summary
Chapter 6: Building the Control Panel
Laying Out Your Design
Installing the Controls
Mounting the Control Panel
Standalone Control Panels
Project Arcade Control Panel Design
Summary
Part III: Hooking Things Up Under the Hood—Time to Trick the Computer
Chapter 7: How It Works—Turning a Computer into the Brains of an Arcade Machine
Digital and Analog
Arcade Cabinet Wiring 101
How It All Works
Summary
Chapter 8: Using the Keyboard Connector for Arcade Controls
Hacking a Real Keyboard
Multiple Keyboard Connections
Customized Keyboard Encoders
Summary
Chapter 9: Arcade Controls Using the Mouse Connector
How Mice Work
Hacking a Mouse
Purchasing Optical/Mouse Encoders
Multiple Mice
Recommendation
Summary
Chapter 10: Miscellaneous Bits of Arcade Trickery
Gaming With the Gameport
Using the USB Port
Other Miscellaneous Tricks
Summary
Part IV: Putting Together the Final Pieces
Chapter 11: Audio—Silence Isn't Golden
Speaking of Speakers…
Arcade Jukeboxes
Summary
Chapter 12: A Picture Is Worth a Thousand…Tokens?
Cathode Ray Tubes—The CRT
LCD Monitors
Choosing A Monitor
Monitor Mounting
Summary
Chapter 13: Installing the Computer
Configuring Your Computer for Total Arcade Immersion
Installing The Computer In The Cabinet
Summary
Chapter 14: Choosing and Loading Software
All About Emulators
Commercial Arcade Software
Shareware and Other Great Games
Summary
Chapter 15: Buttoning Up the Odds and Ends
Decorating the Cabinet
Lighting Effects
Protecting the Cabinet
Other Odds ‘n’ Ends
Summary
Part V: Like the Concept but Not Sure You Have It in You?
Chapter 16: Stuck? Frustrated? Out of Quarters?
Troubleshooting Tips
Getting Help
Giving Back
Summary
Chapter 17: Buying Your Way to Gaming Nirvana
Kits
Arcade Controllers And Cabinets
Game Console Controller Adapters
Summary
Chapter 18: Online Places to Go
Inspirational Projects to See
Great Places to Get More Information
The Project Arcade 2 Finale
Summary
Appendix A: Where to Find Arcade Parts for Your Project
Buying Direct
Buying from Secondary Vendors
Buying from Used Markets
Appendix B: The Great Debate—Preserving Versus MAMEing the Past
Appendix C: What's on the CD?
System Requirements
Using the CD with Windows
What's on the CD
Troubleshooting
Customer Care
Index
Wiley Publishing, Inc. End-User License Agreement
Project Arcade: Build Your Own Arcade Machine, Second Edition
Published by
Wiley Publishing, Inc.
10475 Crosspoint Boulevard
Indianapolis, IN 46256
http://www.wiley.com
Copyright © 2011 by Wiley Publishing, Inc., Indianapolis, Indiana
Published simultaneously in Canada
ISBN: 978-0-470-89153-7
ISBN: 978-1-118-03881-9 (ebk)
ISBN: 978-1-118-03883-3 (ebk)
ISBN: 978-1-118-03882-6 (ebk)
No part of this publication may be reproduced, stored in a retrieval system or transmitted in any form or by any means, electronic, mechanical, photocopying, recording, scanning or otherwise, except as permitted under Sections 107 or 108 of the 1976 United States Copyright Act, without either the prior written permission of the Publisher, or authorization through payment of the appropriate per-copy fee to the Copyright Clearance Center, 222 Rosewood Drive, Danvers, MA 01923, (978) 750-8400, fax (978) 646-8600. Requests to the Publisher for permission should be addressed to the Permissions Department, John Wiley & Sons, Inc., 111 River Street, Hoboken, NJ 07030, (201) 748-6011, fax (201) 748-6008, or online at http://www.wiley.com/go/permissions.
Limit of Liability/Disclaimer of Warranty: The publisher and the author make no representations or warranties with respect to the accuracy or completeness of the contents of this work and specifi cally disclaim all warranties, including without limitation warranties of fi tness for a particular purpose. No warranty may be created or extended by sales or promotional materials. The advice and strategies contained herein may not be suitable for every situation. This work is sold with the understanding that the publisher is not engaged in rendering legal, accounting, or other professional services. If professional assistance is required, the services of a competent professional person should be sought. Neither the publisher nor the author shall be liable for damages arising herefrom. The fact that an organization or Web site is referred to in this work as a citation and/or a potential source of further information does not mean that the author or the publisher endorses the information the organization or website may provide or recommendations it may make. Further, readers should be aware that Internet websites listed in this work may have changed or disappeared between when this work was written and when it is read.
For general information on our other products and services please contact our Customer Care Department within the United States at (877) 762-2974, outside the United States at (317) 572-3993 or fax (317) 572-4002.
Wiley also publishes its books in a variety of electronic formats. Some content that appears in print may not be available in electronic books.
Library of Congress Control Number: 2010941218
Trademarks: Wiley and the Wiley logo are trademarks or registered trademarks of John Wiley & Sons, Inc. and/or its affi liates, in the United States and other countries, and may not be used without written permission. All other trademarks are the property of their respective owners. Wiley Publishing, Inc. is not associated with any product or vendor mentioned in this book.
This book is dedicated to my wife Kristi and my children Kayci, Isaac, and Sebastian, without whom my life would not be complete.
I'd also like to dedicate this book to my parents, Ed and Liliane, and brothers Don and Andy, who inspire me.
Credits
Project Editor
Christopher J. Rivera
Production Editor
Rebecca Anderson
Copy Editor
C. M. Jones
Editorial Director
Robyn B. Siesky
Editorial Manager
Mary Beth Wakefield
Freelance Editorial Manager
Rosemarie Graham
Associate Director of Marketing
David Mayhew
Production Manager
Tim Tate
Vice President and Executive Group Publisher
Richard Swadley
Vice President and Executive Publisher
Barry Pruett
Associate Publisher
Jim Minatel
Project Coordinator, Cover
Katie Crocker
Proofreader
Jen Larsen, Word One New York
Indexer
Robert Swanson
Cover Designer
Michael E. Trent
About the Author
John St.Clair is a network engineer employed by a K-12 school district in a small county in Georgia. As network manager, John is responsible for the daily operation and stability of the networking infrastructure for the school system.
John has worked in the IT field since high school, approximately 25 years ago. He obtained a bachelor's degree in Computer Information Systems in 1995, and also holds MCSE and CNA networking certifications.
He started in the video gaming field like many children of the 80's, feeding most of his allowance into quarter-gobbling machines at the local arcade. His primary claim-to-fame in this subject matter is being the creator of the Build Your Own Arcade Controls (BYOAC) web site at www.arcadecontrols.com. This site has grown from a small hobbyist site to the de facto home of the hobby, with an average of 90,000 visitors monthly. Virtually every item of note in this hobby makes its way to the BYOAC web site, from product launch, to technique discussion, to presentation of yet another personal arcade cabinet project.
As if the above wasn't enough to occupy his time, John is also a martial artist, studying Jujitsu, Aikido, Hapkido, and Kyuki-Do.
John splits his personal time between being a web-master, tinkering with his arcade game collection, martial arts, and raising a family.
Acknowledgments
I'd like to thank my wife for her support and love while I wrote this second edition, and for doing the job of two parents again so that I could write this book. I can't imagine life without you by my side. I want to thank my kids, Kayci, Isaac, and Sebastian for their understanding and being willing to do without daddy while I was working on the project. I'd like to thank my father and brothers for their support and encouragement, and my in-laws Don “Cappy” and Jeannie Oakley for the same. I'd like to honor the memory of Earl Mead, a genuine WWII war hero to our country and personal hero to our family, who passed away just before this book was finished. “Grandad” was a father, grandfather, and great-grandfather, an inspiration to all of us, and will be sorely missed. Finally, I'd like to honor the memory of my mother, who passed away too soon between editions of this book. She instilled in me the firm belief that you can do anything you set your mind to, which attitude I hope is reflected well in the book you hold in your hands now.
I'd also like to thank my friends Mark and Michele for being rock solid friends in both the best and worst of times, and particularly Mark for his invaluable advice while building the cabinet. Thanks for being my “Dave Smallwood!”
I'd be remiss not to mention the folks who turn ideas into books—my editors Christopher Rivera and Scott Meyers, and the rest of the behind the scenes folks at Wiley Publishing. Their gentle urgings to mind the schedule made sure this book came out on time. To quote Douglas Adams, “I love deadlines. I like the whooshing sound they make as they fly by.” Thanks everyone, I'm pretty sure I drove you nuts this time!
Special thanks go out to all the people who helped turn my Web site from a simple little one-page affair in late 1997 to the community it is today, which ultimately led to the book in your hands now. Jason “SirWoogie” Presnell in particular for doing so much to help keep things running behind the scenes, and Jay “PlanetJay” Wilkinson who had the job before him. Thanks also to Arthur “SirPeale” Peale, Michael “JustMichael” Horton, Kevin “SirPoonga” Jonas, and Matt “Nivo” Nivison for helping run the message forums.
Another round of appreciation goes to Andy Warne, Randy Turner, Kelsey Schell, Howard Casto, Tom Van Horn, Robin Merrill, Dave Hagstrom, and Zonn Moore, for providing technical expertise, feedback, and proofreading of book material. Also Scott Glazer for donating the plans for the project, and a big thank you to everyone else who allowed me to include their projects and material in the book. Special thanks go to Mitchell “Pixelhugger” Gardiner for the amazing job he did on the artwork for the cabinet!
I'd also like to give a shout out to all the chat room, wiki, and message board regulars, whose contributions are too numerous to mention and are found throughout this book. Also a big kudos and thanks to everyone who has documented the construction of their own Project Arcade machines. Thanks for being part of everything ladies and gents!
Yes, it's a bit sappy, but I mean every word. Without everyone here, this book wouldn't be nearly as good as I hope you'll find it to be.
Introduction
Gotcha! As soon as you picked up this book, you started a journey toward a game-player's paradise! You might be a classic arcade-loving child of the 1980s, or perhaps a fan of more recent, modern arcades. Remember playing Pac-Man at the local convenience store, or Street Fighter at the mall's arcade? Whatever caused this book to catch your eye, I'm betting that somewhere along the line the thought of owning one of these machines has crossed your mind. Wouldn't it be great to have your favorite arcade machine in your own den or recreation room? Imagine your friends' reactions when they encounter this treasure from their past in your home. This is definitely off the scale on the “wow” factor!
The problem is, though, that it's just one game. Sooner or later the thrill wears off, and it starts to gather dust.
No problem—as an arcade enthusiast, you're probably also a game player at home. If you haven't found them on your own yet, you'll discover through this book the joy of playing near-perfect replicas of your favorite games on your computer. The first time you play Pac-Man on your computer, the “wow” factor is back. Between commercial and shareware re-creations of classic and modern arcade games, and thousands of unique games developed for the computer, there's a never-ending variety to suit everyone!
Sooner or later however, you'll realize that playing Pac-Man with the keyboard lacks something. It just isn't the same steering around the maze with the arrow keys as compared to using a genuine ball-topped arcade joystick.
So—you can own your own arcade machine at home (this book will give you some pointers on that), and you can play thousands of games on your computer (we'll get you started on that, too), but both fall short of that perfect arcade experience. Wouldn't it be great if you could combine the two? Wouldn't it be great if you could … build your own arcade machine? Imagine an arcade machine with that perfect combination of joysticks, buttons, and trackballs running all your favorite games. Picture it with an awesome paintjob, with your favorite video game characters decorating the sides and a lit marquee at the top saying “My Arcade!” Wouldn't that be awesome? This book will show you how. Congratulations—you've started down the road to game-playing paradise!
Some of you may be veterans of the first Project Arcade book. This edition has plenty in store for you as well! I've kept all the good parts from the first book, and updated or added what's new to the hobby. I'll be showing you a new cabinet design this time around, but if you prefer the “classic” design you'll find those plans and the original build chapters on the companion CD. There are also a bunch of new products to consider—the bar on adding “eye candy” to your cabinet has been raised considerably—and a greater emphasis on games you can play with your new machine. Welcome back—your second trip to paradise awaits!
About This Book
This book is a culmination of years of research into the subject of using genuine arcade controls with computer games. It is a polished and portable companion to the author's Web site, the Build Your Own Arcade Controls FAQ (BYOAC), located at www.arcadecontrols.com. Most of the research and information for this book came from the Web, and I'll refer to various sites throughout. Access to the Internet is useful and recommended; however, it is not required. Everything you need to get started is right here.
This book is meant to be read from start to finish, in order. I've kept the technical jargon and theory to a minimum, providing just enough background information to understand the direction we're heading when it comes time for the hands-on material. For those who are interested in a deeper understanding of the theory behind these projects, I've included pointers to more information where relevant.
This book will take you step by step through the process of designing and building your own arcade machine. You'll be able to begin immediately after the first chapter; you'll have the gratification of watching your design take shape as you proceed through the pages. In fact, one common pitfall of building your own arcade machine is getting to the point where the machine is playable before it's totally finished and getting lost in the game play. One day you'll realize it's been weeks since you've made any progress because you've spent all your time playing, even though it's held together with string and chewing gum! That's not a problem though: The book will be waiting for you when you're ready to pick it up again.
We'll take a couple of side trips along the way. I discuss building a standalone desktop arcade control panel (arcade controls minus the cabinet) for those who want the fun but don't want to dedicate the space. I also cover hooking up game console controllers to your computer, such as the Nintendo 64 or Playstation game pads, for those who feel that they provide the best game-playing experience. Finally, for those who think the building part is beyond them (it's not, by the way—I'd never built anything out of wood before starting in on this hobby), I'll point out and review some of the various commercial products you can buy. There is something in this book for everyone!
Assumptions
I'm assuming you have access to a computer. The majority of the computer-related material is PC-centric, but enough of it applies to Macintosh computers that Mac enthusiasts can successfully use this book to build an arcade machine as well. I'm not assuming you have any electronics or carpentry expertise. Depending on the path you take as you build your machine, you may gain those skills, but it's possible to build the entire thing with off-the-shelf parts. If you do decide to take the more advanced route (and I recommend it), I'm assuming you're willing to learn as you go. Most of all, I'm assuming you're ready to have fun!
Things You'll Need
Plans: You'll need a set of plans to work from. Plans for upright arcade cabinets are included on the companion CD-ROM. You can use or modify them as suits you. I'll also show you where to find other plans on the Internet, and I'll give you suggestions should you choose to draw your own.Computer: A fairly modest computer will allow you a good classic arcade game experience. Depending on what you want to play, even an old Pentium-class machine can play a slew of great, albeit older, games. To play more recent games, you'll want a correspondingly recent computer to match. Specific requirements will depend on the software you want to play. Macintosh users will find that similar factors apply. Whatever you have available for this project will work fine to start with. You can always upgrade later if you discover you can't run the games you want to play.Software: The software that makes everything work comes from a variety of sources. Some of it can be had for free, and some of it has to be purchased. Where possible, the necessary software has been included on the companion CD. The software behind this hobby is updated frequently, however, and you should consider downloading updated versions of whichever software you choose to use. Links are of course provided. Software will be covered in great detail in Chapters 13 and 14.Tools: Odds are, you already have many of the necessary basic set of tools. Screwdrivers and a drill will meet the need for those of you who want to build a cabinet from off-the-shelf parts, while woodworking tools will be required if you want to build it all from scratch. I'll discuss tools more in Chapter 2 when I cover the anatomy of an arcade cabinet. Unless you're planning a lot of woodworking in your future, this is a good time to find a friend or relative with a workshop that you can borrow.Budget: Budget requirements will vary depending on what you're trying to accomplish. Desktop arcade control projects will average $200 to $300, while full-sized arcade cabinet projects can run into thousands of dollars! The nice thing is that, with proper planning, you can start small and inexpensively and work your way up to bigger projects as your budget allows. For instance, you can start with a desktop arcade control panel that can later be incorporated into a full-sized arcade cabinet. Factors such as whether you need to purchase a computer and tools will obviously have a significant effect on your overall budget.Space and Time: No, this isn't a Star Trek reference. Space and time required for a project like this are often overlooked but are clearly worth some consideration. It is possible to complete a project like this in a weekend, but the more likely scenario is that you'll work on it in bits and pieces over the course of a couple of months. One truism is that a project like this is often never “finished”—there's always another tweak or upgrade to try. With this in mind, where you build your project becomes important. If you're going to tie up your garage for a month or two, you might want to check with your spouse first!Warning
Will it fit in my basement? Don't fall into the trap that one unfortunate fellow did. He spent months building an absolutely gorgeous custom arcade cabinet, only to discover it was too wide to fit through the doorway of his basement once completed. I'm not certain how that was resolved, but there's definitely a lesson to be learned there!
How This Book Is Organized
In this book, you'll find chapters spread across five parts. Each part covers a different theme, and each chapter is broken down into sections covering the chapter's subject. The parts and chapters are laid out in a sequence designed to walk you through the process of building an arcade machine in a logical order. You'll probably be happiest browsing the contents of the entire book, and then diving in to Chapter 1.
Part I: Playing Your Games the Way They Are Meant to Be Played—with Arcade Controls
The two chapters in this part get you started on your project. You'll begin by exploring the different kinds of projects you can build. In Chapter 2 you'll pick a design and come up with a plan, and then you'll jump right into the actual construction.
Part II: Designing and Building Your Dream Arcade Control Panel
Part II is where it starts to get really fun. Chapters 3 through 5 cover the different kinds of joysticks, buttons, trackballs, and other arcade controls you can include in your arcade machine. Chapter 6 covers designing the control panel and installing the controls you've chosen. It's starting to look like a real arcade machine now!
Part III: Hooking Things Up Under the Hood—Time to Trick the Computer
Part III is the most “techie” part of the book. These four chapters describe how to make the computer think a joystick and trackball are really a keyboard and mouse. Chapter 7 briefly covers some theory, and Chapters 8 and 9 cover using keyboard and mouse interfaces, which is how the majority of these projects are done. The last chapter in this part, Chapter 10, discusses several other clever methods people have found to connect arcade controls to a computer.
Part IV: Putting Together the Final Pieces
Part IV is the capstone of the project. Chapters 11 and 12 discuss sound systems and monitor options, respectively. Chapters 13 and 14 go over software, configuring your system for the ultimate game-playing experience, and installing the computer in the arcade cabinet. Finally, Chapter 15 covers the miscellaneous odds and ends that will enable you to turn your creation into your idea of the perfect arcade machine: artwork, the marquee, and so on.
Part V: Like the Concept but Not Sure You Have It in You?
This part covers subjects for those of you who aren't quite sure you can or want to build an arcade machine. Chapter 16 points out troubleshooting tips and where you can go to get help when stuck. Chapter 17 covers the various products you can purchase, from arcade cabinet kits to outright arcade cabinets, and it includes several reviews. Chapter 17 also briefly covers using game console controllers (such as the Nintendo 64 or Sony Playstation) on your computer, with do-it-yourself information included on the companion CD-ROM. Finally, Chapter 18 will introduce you to a few arcade cabinet and controller projects to inspire you and show you places to go online for more information.
Appendices
Every good technical book has them, and this one is no exception! Handy information is gathered in this section, including where to find arcade parts for your project. There's also an interesting debate presented on whether to preserve or “MAME” an arcade machine. Feelings on this subject run deeper than you might think!
Conventions Used in This Book
Throughout the book, you'll find highlighted text where I point out cautions, cross-references, notes of interest, and helpful recommendations, as well as mention what's included on the book's companion CD-ROM. Specifically, five types of highlighted pointers appear:
Warning
These give you valuable information that will help you avoid disaster (including some lessons I learned the painful way). Read all of these carefully!
Tip
These are recommendations of best-practice methods and superior products or tools to use.
Note
These pertain to items of interest related to the subject at hand. Although you can safely skip these, I recommend that you read them at your leisure. They'll help you to be a better arcade-machine builder!
Cross-Reference
These refer you to valuable information, links, software, illustrations, and more that is included on the companion CD-ROM to this book. These are also pointers to other areas in the book or sites on the Internet where you can find more information on the subject at hand.
Part I
Playing Your Games the Way They Are Meant to Be Played—with Arcade Controls
In This Part
Chapter 1: Picking Your Path to Game-Playing Nirvana
Chapter 2: Building Your Arcade Cabinet
Chapter 1
Picking Your Path to Game-Playing Nirvana
In This Chapter
Where to Start? Finding Your MuseChoosing Your GoalPlan, Plan, and Then Plan Some MoreI remember vividly the feeling I had when I realized I was really going to do this—that I was really going to build my own home arcade cabinet! I didn't have any idea how I was going to get there, but I knew that if others could do it, I could, too. All I needed was to pick my goal, plan out the steps, and buy a few things; then I'd have my own arcade cabinet. Nothing to it, right? Well, of course, there were a few minor details along the way, like actually building the thing. Still, after dreaming about it for well over a year, there I was, finally getting started! Now it's your turn. I'll walk you through the process from beginning to end, starting with goal setting and planning in this chapter. Are you ready? I almost envy you for just starting the book—for you, the magic is just beginning!
Where to Start? Finding Your Muse
The hardest part of any project is deciding where to start. It's tempting to jump right in and start hammering and sawing, but a bit of homework now will pay off in the end. Before you start on your own project, you should devote some time to browsing the work of those who have gone before you. There are thousands of examples of arcade projects on the Build Your Own Arcade Controls Web site and elsewhere for you to see.
Tip
Now is a good time to get out a notebook and start jotting down ideas as they come to you during this process. The number of possibilities in this kind of project can be overwhelming, so good organization from the start will help. Be sure to include the address of any project's Web site you make note of. When it's time to implement the ideas from your notes, you'll want to be able to find the site again quickly to check up on the finer details.
Some projects are works of art, and some only a parent could love, but all have two things in common: Each was lovingly put together by its creator and might have a feature you wouldn't have thought of but won't be able to live without once you've seen it. The bar has been raised many times during the 11 years I've been involved in this hobby. It's unusual to have a month go by without some project inspiring me to bigger and better things in my own endeavors.
As meaningful as every project is to its owner, in every field there are examples that stand out from the rest. In Chapter 18, you'll find several arcade cabinet and desktop arcade control projects to inspire you. Although it's worthwhile to browse all the example projects available, doing so can literally take weeks! If you're looking to fast-track the inspiration process, skip ahead to Chapter 18 and read through those examples. The companion CD-ROM also has more examples and full-color photos.
Cross-Reference
It's a fact of life on the Internet that very little stays the same. By the time this book makes it into your hands, many of the project examples included on the CD-ROM will have been updated, and many more will have been added. Be sure to visit the Build Your Own Arcade Controls (also known as BYOAC) examples page and project announcements forum, located at www.arcadecontrols.com, for the latest and greatest!
Choosing Your Goal
By now you're probably beginning to realize that there is more than just one model of what an arcade machine can look like. As you browse through other people's projects, you'll encounter upright arcade cabinets, sit-down cocktail cabinets, desktop arcade control panels, and contraptions that defy description. How do you decide where to begin? I'll describe each of these in the sections that follow and include pictures to help you make some decisions. Start by asking yourself the questions found in Table 1.1.
Table 1.1 Questions to Ask Yourself
QuestionPoint to considerAre you looking to recapture the full-sized arcade experience?Nothing brings you back to the arcade like a full upright arcade cabinet.Want the arcade experience but need a spouse's approval?Consider a sit-down cocktail cabinet that doubles as piece of fine furniture. Okay, I admit calling it fine furniture may be a stretch, but a cocktail cabinet can blend into the decor nicely.Do you have the time, skills, and patience to build a full cabinet?If not, a desktop arcade control panel may be for you. They are comparatively small and not too difficult to make.Do you want to start small and work your way up?Start with a desktop control panel that can be incorporated into an upright cabinet later.Is space at a premium?With a little ingenuity, you can make a countertop arcade cabinet like those you'd find at a tavern.Do you just want to plug in a game console controller and start blasting away?For about $30, you can build or buy an interface that will allow you to hook up your favorite controller to your computer.Take a few minutes to assess your personal situation. Do you have a limited amount of time to devote to the project, or are you in it for the long haul? Where will you put your creation when completed? Be thinking of issues such as these and the questions in Table 1.1 as you go over your project options.
Building a Desktop Arcade Controller
A desktop arcade controller takes the control panel from an arcade machine and adds a box around it to hold it and protect the insides (see Figure 1.1). The top panel holds the joysticks, buttons, and other arcade controls. Inside the box are the underside of the controls and the electronics needed to connect the controls to the computer. The back of the control panel has a hole (or holes) for the cables that hook into the computer.
Figure 1.1 Several commercial desktop arcade controllers.
Photo courtesy of HanaHo, Northcoast Custom Arcades, and Xgaming, Inc., respectively.
What Are the Benefits of a Desktop Arcade Controller?
Building a desktop arcade controller is a good project for those with a more casual interest in game playing. You get the benefits of playing with real arcade controls without having to lose floor space in the house. I keep a small one-player unit on my desk for when I get the gaming bug, and I slide it out of the way when I want to work. Not only do desktop arcades save space, but you also do not have to dedicate an entire computer system for game playing. They are also portable for times when you visit arcade-deprived friends.
Warning
Visiting friends with your contraption or letting them play at your house can have one side effect: Shortly after playing, the question “How can I get one of these?” will come up. This is your cue to tell them where they can purchase a copy of this book. By no means should you allow them to borrow your copy. You will need it when you begin your next design, and the author has children to feed!
Desktop arcades are also easier to build than full-sized arcade cabinets, but they still contain the same mixture of arcade controls. Although the design and layout work is the same, the woodworking is much simpler and you don't have to worry about the audio and video systems.
What Are the Drawbacks of a Desktop Arcade Controller?
Desktop arcade control setups have a couple of downsides. For one, you lose your desktop space. Wait—wasn't I just praising these units as a way to save space? Well, yes, but it's relative. You're not dedicating floor space, but you are giving up workspace. Even the smaller one-player units can measure a foot and a half wide by a foot deep, and the larger units can be two to three feet wide—that's a lot of desk space to give up!
After the initial thrill of playing wears off, the realization will set in that you're still in front of a computer screen. Playing a game with real arcade controls on your desktop is definitely fun, but it's not quite an arcade cabinet. If you're trying to recapture the feel of an arcade, you'll want the arcade cabinet atmosphere as well as the controls. Don't get me wrong—I think a desktop set is a project worth building, and I believe I'll always have one on my desk. It's just no substitute for the real thing!
Note
Some arcade game collectors will scoff at calling a home-built arcade cabinet the real thing. There's actually a bit of (mostly) good-natured argument on the subject, with valid points on both sides. You'll find more on this topic in Appendix B.
Building an Arcade Cabinet
An arcade cabinet is essentially a box containing the monitor, speakers, arcade control panel, and miscellaneous electronics that make an arcade game work. In our case, the miscellaneous electronics include a computer that runs the whole operation. Many different types of arcade cabinets are available. The following descriptions cover the most popular (see Figure 1.2).
Figure 1.2 A variety of different arcade cabinets. From left: upright, countertop, and cocktail.
Photo courtesy of Jeffrey Allen, Oscar Controls, and Game Cabinets, Inc., respectively.
Upright Arcade Cabinets
You're probably most familiar with the stand-up, upright arcade cabinet seen in arcades and convenience stores everywhere. They usually stand about six feet high and have 19- or 25-inch monitors, though later models can have much bigger displays. These cabinets will support up to four players, depending on the design of your control panel. There is also a variation of the upright cabinet called a mini, which is a scaled-down version with a smaller monitor and cabinet that usually supports only one or two players. Roughly two-thirds of the build-your-own cabinets are uprights.
Cocktail Arcade Cabinets
You're likely to have seen the cocktail arcade cabinet also. They are popular in arcades, and for some reason pizza parlors tend to favor them as well. These units are about four feet by four feet square and about three feet high. The monitor rests face up in the middle of the cabinet with players looking down on it as they play. These cabinets are usually limited to two players sitting opposite each other and taking turns. About one-third of the build-your-own cabinets are cocktail cabinets.
Cockpit Arcade Cabinets
A cockpit arcade cabinet (not shown in Figure 1.2) is a full-sized enclosure with a seat as part of the cabinet. There are fewer of these than the other types of cabinets, presumably because of the sheer size. They typically take up the space of two or more upright arcade cabinets. These are usually one-player machines, though I have seen at least one two-player unit. I am aware of only a small number of cockpit cabinets that have been made by the build-your-own crowd.
Countertop Arcade Cabinets
The last main variation of the arcade cabinet is the countertop, or bar-top, model. These machines are not much bigger than a set of desktop arcade controls, primarily being taller and deeper to house a small monitor. You will often find these machines in taverns and bars, hence the name bar-top. They are most popular for trivia and puzzle games (such as Tetris). Again, only a handful of these cabinets are made by folks who try their hand at an arcade cabinet.
What Will You Gain by Building an Arcade Cabinet?
Building an arcade cabinet has to be the most rewarding variation of this hobby you can find. It's as close to the real thing as you can get without putting a full arcade in your basement. (See “The Game Room,” in Chapter 18, for where this hobby can ultimately take you!) Depending on the type of cabinet you make, you can get a full-sized arcade control panel with genuine arcade controls custom-designed for the type of game play you're after. Add a monitor shrouded in darkness that minimizes distractions and a moderate sound system, and you can completely immerse yourself in the arcade experience. There's also plenty of space available to have such fancy things as removable steering wheels, sophisticated speaker systems, and four-player panels.
You can also customize your software setup to hide the fact that the brain behind your arcade cabinet is a computer. With a combination of a front-end menu system and an arcade-themed background and sounds, it's possible to disguise completely the non-arcade origins of your creation. Throw in a working coin door and you'll begin to believe you're standing in front of a real arcade machine—one that can play an unlimited number of games! I'll go through all of this in later chapters.
An arcade cabinet is also much easier to share with your friends, particularly if it has a two- or four-player control panel. Add music jukebox software (see Chapter 11) and your legally-obtained collection of music files, and you have an entertainment centerpiece for your next party that will be the envy of your friends. If you have the time and resources, building an arcade cabinet is definitely the way to go!
What Are the Drawbacks of an Arcade Cabinet?
Building arcade cabinets is more of an effort than building desktop arcade controllers. They can be more expensive, running anywhere from the $500 range for a small project to $1500 or more for the mother of all arcade machines. Arcade cabinets also tend to suffer from feature creep as they are being constructed, turning a simple project into a mammoth (and more expensive) one. This may not necessarily be a bad thing, but it does tend to wear on your family's patience.
Arcade cabinets also occupy a significant amount of floor space, and unlike desktop arcade controls, they cannot be put away when not in use. They also require dedicating a computer system solely for their use in most cases, although a couple of folks have managed to make do with external laptops or shared computers. Assuming you'll be dedicating a computer to the project, you'll need to factor in the cost of any computer components you need to buy for the cabinet.
Tip
If you own a computer, the odds are that you've upgraded at some point and have an older computer lying around. These computers make excellent starting points for arcade cabinet projects. They will limit you to somewhat older games because of hardware requirements, but there are still hundreds of games that are great additions to an arcade cabinet that will run fine on older hardware. Using an old computer also makes an excellent bargaining point when trying to convince a reluctant spouse. You can always upgrade computer parts once the cabinet is built.
Buying Your Way to Gaming Nirvana
For every build-your-own project in this book, there's an already-made solution you can buy instead. Since I became involved in this hobby, a variety of vendors have cropped up who are eager to sell you what you're looking for. They range from small shops building products in their garage to large operations with full product lines. I present a look at various options in Chapter 17.
The smaller shops tend to come and go, although a few have stood the test of time. These vendors are usually much more willing to customize their products to your design than are the larger operations. They also tend to offer better customer support, because the person you contact for assistance may also be the person who built your product in the first place. They tend to have slower shipping times, however, due to the realities of being a smaller operation, and are often more expensive.
The larger operations have the benefit of mass production, financing, and a distribution infrastructure such that they can get their products to you faster than the smaller vendors. Their product lines are fixed, however, and they are less likely to be willing to customize a solution for you. At least one large vendor has been known to do customizations, so it never hurts to ask. Support from a larger company can be hit or miss, with some vendors providing faster and better support than others. Pricing should also be lower from a larger vendor.
What Do You Gain by Buying?
If you've got the money, but not the time or patience, to build your own, buying a pre-made product can be a great solution. You'll get a professionally made piece of gaming equipment that's attractive and comes with a warranty. If it stops working, there is someone you can go to who's responsible for getting you back in business. Depending on your access to tools, and factoring in what your time is worth, it may actually be cheaper, or close enough, so that you'll be happier purchasing rather than building your dream arcade machine.
What Do You Lose by Buying?
Although it can be less expensive to buy rather than build, that's usually not the case. If you already have access to the tools needed and have the available spare time, you will probably find it cheaper to build rather than buy. There's also the flexibility of being able to customize every facet of your design. Finally, there's a level of satisfaction with being able to say “I built it!” that you obviously won't get with a purchased product.
Tip
If you decide to buy rather than build, take some time to do a bit of research first. Log on to the Build Your Own Arcade Controls message forums (forum.arcadecontrols.com) and ask for opinions on any products you are considering. Also, pay by credit card if you can, and insist that your card not be charged until the product is shipped.
Thinking Point
Take a moment to stop now and think about what I've covered so far. If you're planning to jump right in, you should try to make some decisions based on the preceding material and narrow the scope of what you're attempting to create. Do you know what type of project you want to undertake? Have you assessed the time and money you can devote to the project? Are you going to build or buy? As you begin to pick a plan, buy materials, and lay out your designs, you'll begin to limit the number of changes you can make midstream. By no means is change impossible, but it does become inconvenient in terms of time and expense. If you're planning to read this book first and then begin your project, you can safely postpone thinking at this point!
Plan, Plan, and Then Plan Some More
Where do you go from here? As a friend of mine is fond of saying, “Proper planning prevents poor performance!” You need to make a few decisions before you proceed. There's a bit of the chicken-and-egg syndrome coming up. It's hard to make planning decisions without knowing more about the various options available, but I've tried to gear this book toward your being able to jump right in without having to read it through first. In the next few paragraphs, I'll point you toward later chapters for additional information or inspiration for planning purposes.
However, if you'll trust me, there's already a plan in place over the course of the book. When all is said and done, you'll end up with a nice multi-player upright cabinet ready to play. If that's the route for you, you can skim over the next piece and then jump in to Chapter 2.
Deciding to Build or Buy
At this point, I hope you have a general concept in mind for the kind of arcade machine you want. This would be a good time to consider the build-or-buy decision. You may wish to skip ahead to Chapter 17 to browse through the various commercial offerings to see whether one of them will fit the bill. Don't forget to factor the costs of buying against the time and costs of building.
Planning for Controls and Interfaces
I'll go over the various controls and interfaces in detail in Chapters 3 through 10. Still, you should be able to make some preliminary choices now. How many players do you want your cabinet to support? If you're just starting out, a two-player cabinet is probably your best bet. However, if you have a favorite four-player game (and three friends who you know will come play), a four-player cabinet might be your goal. You don't really need to make any decisions regarding the interface just yet, other than planning to leave some space in your control panel for it. Figure about a four-inch by six-inch area inside the control panel for the interface.
Cross-Reference
An interface in this case consists of the electronics or other devices used to connect the arcade controls to the computer—something that translates the signal that the arcade controls generate to something the computer understands. This topic is covered in detail in Chapters 7 through 10.
Picking Software
Most of this area can be left until much later in the building process. However, at this point, you should consider a few things that can make a difference in how you proceed. If you want to play a particular game, think about the kind of controls it may require. For instance, if the recently re-released Centipede is your cup of tea, you'll want to plan for a trackball. The majority of games will run fine with a couple of joysticks and a bunch of buttons, but consider any particular game favorites before you start building.
The second software consideration that may alter planning is the operating system choice. This will primarily affect your interface decisions. Almost every interface option will function in a Microsoft Windows or MS-DOS (or MS-DOS-compatible) environment. If you're planning to use Linux or a Mac, however, you'll need to investigate the interface's requirements before you proceed. Also bear in mind that more computer games are written for the Windows platform than any other. Arcade cabinets have been made with both Linux- and Macintosh-based systems, but unless you have a specific reason to do otherwise, running a Microsoft operating system will probably be your best (easiest) choice.
Note
My recommendations have nothing to do with the capabilities of Linux and Macintosh. I'm a big Linux fan, using it both personally and professionally. I also have a lot of respect for the Macintosh and its capabilities. Please don't flood me with e-mails pointing out the errors of my ways regarding my operating system choice. Constructive criticism is, of course, welcome!
Figuring Your Budget
Now is the time to decide how much you're willing to spend on this project. This, as much as anything else, will determine what kind of project you're able to build. Planning for the mother of all arcade machines on a limited budget may be an exercise in frustration. However, with some careful thinking, you can lay the infrastructure for your dream machine and build it up slowly. A two-player panel can be swapped out for a four-player panel later, when you have the financing to buy all the required parts. A low-end computer can be upgraded to a high-end computer later. About the only choice that's not alterable is the physical construction of the cabinet. For instance, you might only be able to justify buying a 19-inch monitor at the start, but have a 25-inch monitor in mind down the road. In that case, be sure to build the cabinet wide enough to support the larger monitor later!
Putting It on Paper
A goal without a plan is but a dream. A plan is only as solid as the paper it's committed to. Now that you've hit the end of the chapter, take time to write down any thoughts and decisions you've made. Be sure to keep references noted as well, such as page numbers or Web site addresses, for later referral. This may save you frustration in the long run. Continue this habit as you proceed through construction.
As a side note, near and dear to my heart is the creation of arcade-related Web sites. If you know about creating Web sites, or even think you might want to learn, consider keeping a construction diary. Take plenty of pictures as you go and accurate notes. This will not only help you if you need to refer back for any reason, but if you put it up on a Web site, you just might be the inspiration for the next person who decides to build his or her own arcade machine!
Tip
Start a separate spreadsheet devoted to your budget. Keep track of every single expense so you can keep an eye on the bottom line. It's amazing how quickly those quick trips to the hardware store for a few screws can start to add up. Of course, if you'd rather not know what the grand total is, this step is not recommended!
Summary
You have a lot of choices ahead of you, all of which lead to guaranteed fun! An upright, cocktail, or countertop arcade cabinet will make a great addition to a family room or game room. If space is at a premium, you might choose a desktop arcade controller. Whichever you decide upon, proper planning will help ensure success. Whether you choose to build an arcade cabinet or a desktop controller, or buy your way to gaming fun, this book will guide you along the way!
Speaking of plans, those are just a few of the things I cover in Chapter 2, where you get to jump right in and start building your arcade cabinet. The magic's starting, so keep going!
Chapter 2
Building Your Arcade Cabinet
In This Chapter
Anatomy of a CabinetDetermining the Things You NeedGetting Ready to Build Project ArcadeBeginning ConstructionWow, I built that! That's the first thought that ran through my head when I finished putting together the arcade cabinet I'm about to show you how to build (see Figure 2.1). After all the work, trips to the hardware store, and admittedly some amount of frustration, I could finally see the project taking shape before me. It's an awesome feeling getting there, and you're about to begin!
Figure 2.1 Your goal—the completed arcade cabinet shell.
Although it may be tempting to jump right in, this is one chapter you should read once the whole way through before beginning to build. Pay close attention to the parts and tools needed—nothing is more frustrating than being on a roll and then having to interrupt what you're doing to run to the store. Take your time with this chapter. The work you put into it will be the foundation for the rest of your project.
Anatomy of a Cabinet
You'll find there are several different models of arcade cabinets, but they all have a set of characteristics in common. I'll cover the basic anatomy of an arcade cabinet, using an upright arcade machine as my example, but the explanation applies equally well to other types of cabinets. Refer to Figure 2.2 as you read through the descriptions.
1.Arcade cabinet shell. The wooden shells that make up the cabinets come in a variety of shapes and sizes.
2.Monitor. Every cabinet has a monitor. Monitors are typically 19 or 25 inches in size, with later-model arcade cabinets having much bigger monitors.
3.Speakers. These are the sound system of the arcade cabinet.
4.Coin door. This is a metal door on the cabinet where players insert money or tokens to be able to play the game.
5.Control panel. This panel, where the various controls for the game are mounted, will be described in greater detail later.
6.Control panel overlay. This artwork covering the control panel is sometimes covered by a clear protective covering made from a variety of materials.
7.PCBs. The computer boards inside the cabinet make the game work. You'll be using a real computer in place of the PCBs.
8.Marquee. This is the sign at the top of an upright arcade cabinet, usually backlit.
9.T-molding. It is a strip of plastic (usually) that is mounted in a groove around the edges of an arcade cabinet. The T-molding is both decorative and protective.
10.Side art. This artwork decorates the sides of a cabinet. Sometimes side art is painted; other times it is a vinyl sticker.
11.Bezel. A bezel is a shroud around the monitor covering the gap between the sides of the monitor and the sides of the cabinet, intended to hide the insides of the arcade cabinet.
Figure 2.2 Anatomy of an arcade cabinet.
Determining the Things You Need
Before you can begin, you'll need to make a few quick decisions. Are your skills up to the task? What kind of wood are you going to use, and which plans will you follow? This section will help you answer those questions and get started.
Assessing Your Woodworking Skills
The good news is that you do not have to be a master carpenter to build an arcade cabinet. In fact, I won't make any serious effort to teach you proper woodworking skills at all! I can safely say that your woodworking skills are as good as, if not better than, mine, because I didn't have any when I started. I was about as far from a woodworking expert as you can be and still have opposable thumbs! Fortunately, if I can build an arcade cabinet, anyone can! (Yes, you too.)
If your woodworking skills are better than mine, you may very well find areas where you might want to do something a little differently from what I've shown. That's OK! As you work through the plans, you should feel free to make changes as you see fit. The important thing to remember is that as long as the construction is sturdy, your only goal here is to put together a cabinet that makes you happy. When all's said and done you'll have made a cabinet of your very own!
Choosing The Wood
Your first decision will be what kind of wood to use. You've got several options, and it's not feasible to cover them all here. However, most arcade cabinets are built from one of three varieties of wood: plywood, particleboard, and MDF. Each has its pluses and minuses. Your determining factors should be weight, suitability for the finish you're planning to use (laminate, painting, staining, other), and how difficult it is to work with.
Plywood
Plywood is manufactured by laminating thin sheets of wood together. They are laid together with the grain of the sheets at 90 degrees to each other, which provides the plywood with its strength. There are many different grades of plywood, rated by their strength and appearance. The various grades fall into two main categories: plywood intended for construction, and plywood intended for display. Obviously, plywood meant for display is the best kind for an arcade cabinet.
When you're working with 4 × 8 sheets of plywood, the wood is stronger along the axis that lies parallel to the grain of the top sheet of wood, typically along the 8-foot length. Use this to your advantage when using plywood in your cabinet. For example, if making a 2-foot by 3-foot base, making sure that the 3-foot section is cut from the 8-foot side will give you a slight strength advantage over orienting it the other way. It's not a major advantage, though, so it's OK to orient your pieces in different directions to take maximum advantage of the available wood.
When shopping for plywood for a cabinet project, you should consider the type of finish you're going to use. If you are planning to laminate the cabinet, then the finish of the plywood is not critical. If you intend to paint or stain the cabinet, then you should look for sanded plywood where one face has been prepared for painting or staining. Be sure the plywood you're using has totally dried before applying a finish, or the look of the finish may be altered as the wood continues to dry.
Plywood has the advantage that it's not as heavy as some of the other wood choices, and it has a nice grain pattern if you are considering staining. Damage during construction can be repaired with wood putty, although that makes staining difficult. The wood putty area will probably have a different appearance from the surrounding wood when stained. One issue with plywood is that the wood can warp (it's sometimes difficult to find plywood at lumber stores that's perfectly straight). If you are planning your cabinet to appear as a piece of furniture, this is a good choice. Many arcade cabinets have been built from plywood.
Particleboard
Particleboard is a wood product made by mixing sawdust with industrial glue. It is intended for furniture, countertop construction, and so on. The surface is rough and is best covered with a laminate of some kind. Painting or staining particleboard is not recommended. You can paint particleboard successfully, but it requires a significant effort to sand the surface smooth enough for a quality paint job.
Particleboard won't bow or warp like plywood, but it will absorb liquid and swell up if wet. Particleboard is often confused with OSB (oriented strand board), which is made of wood chips and glue. The difference is the size of the particles mixed with the glue to make the wood; however, the information here applies equally well to both. Problem areas during construction can be repaired with wood putty as for plywood, but because you'll be finishing with a laminate or painting, it's easy to hide.
Particleboard is strong enough for cabinet building, but due to its properties it is not well suited for the task. Few build-it-yourself arcade cabinets have been made from particleboard, and I do not recommend it.
Medium-density Fiberboard
