The Official Cool PCB You Just Got Thread!
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Magic Knight
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A funny thing is, Rygar (my all time fave game) is from about the same time, and that's not JAMMA. And according to KLOV, Solomon's Key is Tehkan: http://www.arcade-museum.com/game_detai ... me_id=9617Magic Knight wrote:I suppose Solomon's Key was probably released just at the time that the JAMMA pinout began to be adopted. Indeed the manual spells it as JAMA, which I guess shows that it must have been pretty new at the time.emphatic wrote:
Thanks, I'm really satisfied with my PCB collection as of now. A couple of games missing from the 80-90's (Fire Shark would be nice) and of course I need more CAVE games!
Thanks for pointing out the out of date info about the original Solomon's Key/JAMMA stuff. Actually, I believe that this game was released both as JAMMA and with the Tekhan-pinout. Don't know which is considered more rare. As it happens, I have an original board at home right now that I'm going to sell for a friend. That's why I'm curious about the price[/b]
Rolling Thunder is the first known JAMMA game (as printed after the standard was set).

RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
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Magic Knight
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That's great! Here's a great reference page for Rygar: http://www.rygar.infoMagic Knight wrote:Finally, here's a great reference page for the game in Japanese:
http://homepage2.nifty.com/general-tast ... oindex.htm
Also, if you're interested in a truly magical replay of Solomon's Key (the guy's using the wand in ways I'd never thought possible) PM me, and I'll upload it for you.

RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
emphatic wrote: (the guy's using the wand in ways I'd never thought possible)

the destruction of everything, is the beginning of something new. your whole world is on fire, and soon, you'll be too..
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For Dave K.,
How's the gameplay on that Irem M-92 based Thunder Blaster...never had the chance to try/play it. On the other hand, the ol' In the Hunt USA version PCB, I'm quite aquainted with -- having played it back in the mid 1990s. ^_~
Another cool M-92 powered PCB to look out is for the Ninja Baseball Bat Man PCB.
PC Engine Fan X! ^_~
How's the gameplay on that Irem M-92 based Thunder Blaster...never had the chance to try/play it. On the other hand, the ol' In the Hunt USA version PCB, I'm quite aquainted with -- having played it back in the mid 1990s. ^_~
Another cool M-92 powered PCB to look out is for the Ninja Baseball Bat Man PCB.
PC Engine Fan X! ^_~
Thunder Blaster has great amounts of detail, typical of Irem. The gameplay is rather strange since its centered around hitting the fire button faster for extra points. Playing with autofire nullifies this mechanic, but is still fun to play for the 1CC. Enemy patterns are similar to Pink Sweet's score attack mode, which is why I like it.
I recently passed on Ninja Baseball Bat Man, mostly because I don't have a 4-player cab, but I think Battlesmurf picked it up. I hope to try it out at the next shmupmeet.
Of course I have In The Hunt (required for any Irem shmup fan). Also have Fire Barrel, which is an M107 board, essentially an upgraded M92 that can render twice as many sprites and colors! I think this is still not fully emulated.
I recently passed on Ninja Baseball Bat Man, mostly because I don't have a 4-player cab, but I think Battlesmurf picked it up. I hope to try it out at the next shmupmeet.
Of course I have In The Hunt (required for any Irem shmup fan). Also have Fire Barrel, which is an M107 board, essentially an upgraded M92 that can render twice as many sprites and colors! I think this is still not fully emulated.
I'm happier with Futari in the end. Futari actually borrows elements from Ketsui; you still need to "group" enemies, you still need to destroy bosses with the right timing or it isn't beneficial to your score. Futari's Original mode is simply a "tap when green, shoot when blue" system and Maniac is much more complicated.Dave_K. wrote:Honestly now, worth the Ketsui trade?
Futari's the reason I bought my supergun a few years ago, so it's nice to finally have it.
you are the seco0nd person i know of who has made this very trade(ketsui for futari 1.5) sourdiesel being the first
im with dave on this....both are amazing games, but ketsui just has a much more epic feel to it......
might just come down to taste i guess
glad you finally got it elixir.....i know you've been after it for a while
im with dave on this....both are amazing games, but ketsui just has a much more epic feel to it......
might just come down to taste i guess
glad you finally got it elixir.....i know you've been after it for a while

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Magic Knight
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Whoa, a Taito Type X PCB with Raiden III, Homura & Gigawing Generations? I'm impressed with your shmup PCB collection, Dave K. How do they look on a tri-sync monitor? And is the picture/graphic quality as good on ol' low-res 15.7kHz monitor setup? ^_~Dave_K. wrote:I don't kiss and tell, but it was a fair amount similar to cost of a cave kit. Also seller was in the US so I saved a good bit in shipping.
PC Engine Fan X! ^_~
Gigawing Generations is one I'd really like to own, but I only have a low res cab.
System11's random blog, with things - and stuff!
http://blog.system11.org
http://blog.system11.org
So I need the game software, a Type-X motherboard, and ... I/O board? Also a separate JVS/JAMMA adapter?Dave_K. wrote:15khz mode looks decent (at least its non-interlaced), but like Naomi & Atomiswave, its best played at 31khz.
System11's random blog, with things - and stuff!
http://blog.system11.org
http://blog.system11.org
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A Sega Naomi jamma adapter to play Taito Type-X games on a standard res monitor works wonders. ^_~bloodflowers wrote:So I need the game software, a Type-X motherboard, and ... I/O board? Also a separate JVS/JAMMA adapter?Dave_K. wrote:15khz mode looks decent (at least its non-interlaced), but like Naomi & Atomiswave, its best played at 31khz.
Its much like a Naomi, where you need a couple things if you want to run this on a standard jamma cab: mobo, software, I/O and sound amplifier. The I/O will handle converting the JVS to Jamma, as well as routing the 15khz video from the mobo to your to your jamma via a VGA style connector. The sound amp is needed as the mobo only outputs line level stereo. The Sega I/O with Sega Amp + Transformer will do the job, or Capcom I/O with built in amp.bloodflowers wrote:So I need the game software, a Type-X motherboard, and ... I/O board? Also a separate JVS/JAMMA adapter?Dave_K. wrote:15khz mode looks decent (at least its non-interlaced), but like Naomi & Atomiswave, its best played at 31khz.
Caldwert do your Psycho Soldier have an graphic glitch at the left of the screen (during gameplay) showing some lines?
I made an report at Mametesters as this is how my PCB behaves but i have never got it confirmed by another PS owner: http://mametesters.org/mantis/view.php?id=2910
I made an report at Mametesters as this is how my PCB behaves but i have never got it confirmed by another PS owner: http://mametesters.org/mantis/view.php?id=2910
Stefan,
I just popped in my Psycho Soldier and it does the very thing you speak of. It has the lines at the side of the screen just like that picture. Also, my game does not have any sound, but I imagine that its my board. I bought it untested, but it works except for sound. I've noticed any of these old 3 layer SNK boards are pretty touchy to get working 100%.
I just popped in my Psycho Soldier and it does the very thing you speak of. It has the lines at the side of the screen just like that picture. Also, my game does not have any sound, but I imagine that its my board. I bought it untested, but it works except for sound. I've noticed any of these old 3 layer SNK boards are pretty touchy to get working 100%.
Thanks for verifying the Psycho Soldier behavior
My PCB had a missing cap in the soundsection, it did no difference in sound but maybe your PCB has a similar damage causing the sound to disapear... you can check my PCB pics on my arcadepage and see if your PCB is missing any component: http://arcade.ym2149.com

My PCB had a missing cap in the soundsection, it did no difference in sound but maybe your PCB has a similar damage causing the sound to disapear... you can check my PCB pics on my arcadepage and see if your PCB is missing any component: http://arcade.ym2149.com
Thanks, the Capcom built in amp type looks to be the clear winner, just have to find one now.Dave_K. wrote:Its much like a Naomi, where you need a couple things if you want to run this on a standard jamma cab: mobo, software, I/O and sound amplifier. The I/O will handle converting the JVS to Jamma, as well as routing the 15khz video from the mobo to your to your jamma via a VGA style connector. The sound amp is needed as the mobo only outputs line level stereo. The Sega I/O with Sega Amp + Transformer will do the job, or Capcom I/O with built in amp.bloodflowers wrote:So I need the game software, a Type-X motherboard, and ... I/O board? Also a separate JVS/JAMMA adapter?Dave_K. wrote:15khz mode looks decent (at least its non-interlaced), but like Naomi & Atomiswave, its best played at 31khz.
System11's random blog, with things - and stuff!
http://blog.system11.org
http://blog.system11.org
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Necronopticous
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