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What the Death of CRT Display Means For Classic Arcade Machines (venturebeat.com)

An anonymous reader shares a VentureBeat report:The cathode-ray-tube technology that powered the monitors for nearly every classic arcade game in the twentieth century is defunct. Sony, Samsung, and others have left it behind for skinnier and more lucrative LCDs and plasmas, and the CRTs that are left are about to sell out. The current stock of new 29-inch CRT monitors is dwindling. Online arcade cabinet and parts supplier Dream Arcades has fewer than 30 of those large displays sitting on its shelves. When it sells out of the current inventory, it will never get another shipment in that size again. "We've secured enough [of the other sizes] to get us all the way through next year," says Michael Ware, founder of Dream Arcades. "After that, that's it." The future of arcade-cabinet restoration is looking bleak. "The old arcade games are like aging people," says Walter Day, founder of high-score-keeping site Twin Galaxies. "They have old livers and aging kidneys. There will come a day when very few arcade cabinets have original components. Time will wear them out." To be clear, it's not that games like Donkey Kong or Pac-Man will suddenly become unplayable. The games can run on newer LCD screens, but they may not look as the developers intended.

184 comments

  1. How are light gun games developed now? by damn_registrars · · Score: 5, Interesting

    This is somewhat orthogonal to the topic, but the CRT was a requisite for the home user to play light gun games on systems like the NES. However in the arcade we still see new installments of Time Crisis and others, and they are even done on wide screen monitors. This suggests to me that they have moved to LCDs, but I can't find good information on how they work if they did. Anyone know the answer?

    --
    Damn_registrars has no butt-hole. Damn_registrars has no use for a butt-hole.
    1. Re:How are light gun games developed now? by Anonymous Coward · · Score: 2, Informative

      NES lightgun just inserted a totally a black frame with white shapes where the target was and the gun sensed the light. At 50/60 Hz it was fast enough to not see it.

    2. Re:How are light gun games developed now? by realmolo · · Score: 3, Informative

      If they're using an LCD screen, the lightgun games work the same way as a WiiMote, basically. Just more accurate. There were a few "lightgun" games on the Wii, and that setup worked well enough.

      If the game uses a gun that is permanently mounted to the machine, then obviuosly the gun is really just a big joystick, and the screen used doesn't matter.

    3. Re:How are light gun games developed now? by Anonymous Coward · · Score: 0

      There are a few ways. One way, used by the Wiimote amongst others, is to have a camera inside the "gun" that reads infrared lights that are placed next to the monitor. When used in an arcade setup with known exact dimensions of the monitor and exact positions of the lights, this can be very position-accurate. More information is on Wikipedia: https://en.wikipedia.org/wiki/Wii_Remote

    4. Re:How are light gun games developed now? by Anonymous Coward · · Score: 0

      I believe I read that they are doing the IR LEDs around the edge of the screen.
      (Similar idea to the Wii/Wii U).

    5. Re:How are light gun games developed now? by Anonymous Coward · · Score: 0

      Such a simple solution... I never put much thought into how those things worked, very neat.

    6. Re: How are light gun games developed now? by Anonymous Coward · · Score: 0

      Infrared. On these LCD-based gun games, you can see infrared emitters either around the screen or in a strip along the top edge.
      If you look at the screen through the camera on your phone, you'll most likely be able to see the individual IR LEDs.

    7. Re:How are light gun games developed now? by JustNiz · · Score: 1

      At least the sega arcade games have an array of IR transmitters around the screen, and the gun is actually a detector. That is true even for the older games with a CRT or CRT-based projector (House of the Dead, Maze of kings etc).

    8. Re:How are light gun games developed now? by Anonymous Coward · · Score: 0

      The problem with lightguns and LCDs is that LCD's do not refresh in the same way that CRTs do. CRT pixels are not constant-on and have a "off" period between refreshes, which the light gun relies on for it's tracking. No current display techs refresh in this way as all are are constant on without any flashes or off periods. It's not that a LCD can't be designed to work in a way that light guns could be used, it's just that no one makes one that does and likely no one will invest in designing one that will just for light guns when there are other effective forms of tracking that do not require this. Without knowing how current arcade shooters work my guess is it uses one of the other form of targeting tech. I'm sure there are multiple methods, but using the Nintendo Wii as an example it uses a transmitter bar with a pair of infrared LEDs on the monitor side and an infrared detector plus motion sensors on the controller. The display itself is completely unused in this system. There likely is other solutions that do not rely on a CRT as well. Anyone have some examples?

    9. Re:How are light gun games developed now? by 91degrees · · Score: 1

      Does it work with LCDs though? There is a certain amount of latency with these screens so I imagine they are going to be just a bit too slow.

    10. Re:How are light gun games developed now? by Anonymous Coward · · Score: 0

      "Fast enough to not see it"?! That stupid flashing was annoying as hell. If we did not see it, why was it annoying?

    11. Re:How are light gun games developed now? by GoRK · · Score: 3, Informative

      They just use some other means of referencing position such as IR LEDs + camera (like a wiimote or in reverse), image capture/analysis, gun position sensing, or some combination of these things. Most use IR LEDs. Some older technologies such as the NES Power Glove used ultrasonic positioning.

      A lot of the 2000's era arcade gun games such as Time Crisis 4 used DLP projectors from the get-go and were using these types of gun controllers from the start; so they are relatively easy to convert to LCD.

      Classic CRT based light gun games -- while I'm sure it's possible to build some sort of device that emulates the original gun in hardware, it is probably a much easier job to simply run them in an emulator.

      One saving grace to this article is that while it's true that the CRT business might be winding down, the tubes themselves do usually last far longer than the electronics and will be around for a very long time still. I have had to replace some components on my Wells Gardner CRT that I used in my scratch-built cabinet because it had gotten very dim, but after a new neck board and some new capacitors it's back to looking like new.

    12. Re:How are light gun games developed now? by Anonymous Coward · · Score: 1

      Very simplified version, but basically yeah. What really happens is that the sensor on the gun was not a camera and can't see detail of the pattern. Instead it sees light intensity and the "flash" is actually multiple flashes of white. The first flash is a full screen of white which is analyzed for it's intensity and then the next flash reduces what part of the screen is lit is illuminated white, comparing the next reading to the last to know which direction the gun is pointed. This is narrowed down until a single square is illuminated to show where the gun is pointed. Most people noticed the full screen white flash, but it took a quick eye to see the smaller sections. The last single square could usually be noticed but the whole process was fast enough that you couldn't see the narrowing down.

    13. Re:How are light gun games developed now? by spire3661 · · Score: 1

      Virtual Reality will take over that space with motion tracked guns. I play Duck Hunt in VR all the time.

      --
      Good-bye
    14. Re:How are light gun games developed now? by Anonymous Coward · · Score: 0

      Not every gun works the same. Some systems counts the number of clocks since vblank.
      The NES way means that you can get a guaranteed hit by aiming at any lightsource if the game doesn't use sprite 0 collision detection to at least make sure that the hit was on the right scanline.

    15. Re:How are light gun games developed now? by TWX · · Score: 1

      Where is that latency introduced in the system though? As far as I know, a lot of that is due to the digital television signal being received and then processed from packet data back into a picture again, which was not a problem with analog signals like NTSC.

      --
      Do not look into laser with remaining eye.
    16. Re:How are light gun games developed now? by Wraithlyn · · Score: 1

      Of course it's possible to make a light gun work "like a Wii remote", but that takes special hardware (IR "sensor bar" equivalent, and the gun itself is basically a camera) and a system that is programmed for it.

      The point is though, existing CRT light-gun games will simply stop working when the CRT is replaced, and there will be no easy fix.

      --
      "Mind, as manifested by the capacity to make choices, is to some extent present in every electron." -Freeman Dyson
    17. Re:How are light gun games developed now? by Wraithlyn · · Score: 1

      That's how Duck Hunt worked.

      But other games like Operation Wolf seemed to work on an entirely different principle. There was no flashing/white boxes like Duck Hunt, and (more significantly) you could shoot anywhere on the screen and see your bullet have an effect (even if you missed).

      See for yourself: https://www.youtube.com/watch?...

      --
      "Mind, as manifested by the capacity to make choices, is to some extent present in every electron." -Freeman Dyson
    18. Re: How are light gun games developed now? by Type44Q · · Score: 1

      The latency comes from converting analog VGA to digital.

    19. Re:How are light gun games developed now? by tepples · · Score: 5, Interesting

      The Zapper does not work with LCDs. It uses a circuit similar to that found in infrared remote control receivers. The circuit is tuned to sense light that flickers at roughly 16 kHz, which matches the horizontal scan rate of a CRT SDTV.

      Furthermore, some NES games actually measure the time between the start of the picture and when the Zapper begins to detect light. This lets the game tell how far up or down the gun is pointed and narrow down the set of targets that it has to turn on in sequence. Operation Wolf does this, as does Zap Ruder (source).

      If you have an LCD, you need to wait until 2026 for the Wii Remote patents to expire.

    20. Re:How are light gun games developed now? by arth1 · · Score: 1

      The first gun games in arcades were mechanical. The two axes of the gun mount were correlated to what targets were currently available, and a hit/miss recorded. One variant had a plate with a hole that was pushed around in an x/y frame, and a light shone through it. Each target had its own little plate that moved a hole in a second layer. If light shone through both holes, a hit was recorded.
      The next generation had an actual light in the gun, and tiny photo receptors in the targets. That allowed the gun to be pulled and not mounted. But take a flash photo and you'd drop all targets.
      A variant had IR bulbs in the targets and a receptor in the gun. Put a lighter in front of the gun and you'd hit everything as fast as you could pull the trigger.

    21. Re:How are light gun games developed now? by wonkey_monkey · · Score: 1

      TVs do a lot of processing to make the picture look good, even if it's a direct uncompressed digital feed (from a console, etc). Some of this processing (noise reduction, motion compensation, etc) requires knowledge of future frames, which means delaying the video, and they do this even if those processing features are off.

      They have game modes to truly turn these features off and remove the delay, but even in game mode I still have about a 40ms delay (one PAL frame), so consoles feel more responsive if I play on a "dumb" LCD monitor rather than the TV (or undock the Switch). But while I play on TV, I don't notice - it's more the changes in lag that are noticeable than the lag itself.

      --
      systemd is Roko's Basilisk.
    22. Re: How are light gun games developed now? by Anonymous Coward · · Score: 1

      That's why everybody curses Nvidia's Optimus technology. It introduces enough latency (15 milliseconds+) through the digital display connectors. Negligible for a desktop or laptop but nauseous for a VR headset.

    23. Re: How are light gun games developed now? by Anonymous Coward · · Score: 0

      Atari 8-bit home computers had a light pen that detected the bright point of the CRT beam as it flew across the screen. This was converted into paddle controller values (two analog-to-digital ports than ranged from 0 to 228).

    24. Re:How are light gun games developed now? by Anonymous Coward · · Score: 0

      I've currently got a buddy using a wii remote and a lcd monitor on his multicade machine he put together. Played duck hunt on it just last week with it. I almost swear the game is harder with the wiimote.

    25. Re:How are light gun games developed now? by tepples · · Score: 1

      Homemade machines don't have to worry about patent enforcement to nearly the same extent that a commercial solution would.

    26. Re:How are light gun games developed now? by Anonymous Coward · · Score: 1

      No. Speaking as an emulator author.
      First, the NES would send a blank frame, which the game would use to synchronize.
      The, each potential target would flash on the screen as just a white spot. If the photodiode detected light while target #4 was lit up, for instance, it would know that target #4 was being aimed at.

      The synchronizing black screen is how it 'knew' you weren't cheating it with a light bulb, and the flashing is how it caused horrible elliptic seizures.

      Since it could take a tenth of a second or more for complex screens to 'scan' it was frustratingly inaccurate.

    27. Re:How are light gun games developed now? by kurkosdr · · Score: 1

      The NES lightgun STILL NEEDS A CRT to work because the display lag of LCD screens throws off the timing. Most people forget that even a 16.7 millisecond delay introduced by the LCD screen is enough for the screen output to be off by an entire NTSC frame, compared to the practically instant appearance of the frame on the screen that the NES assumes from a CRT. And I am talking about total delay here, from input to photons, not panel response time. Google "Best low-lag HDTVs for serious gamers - CNET" to see how the LCDs they tested performed. Expect things to have improved a bit since the article was written, but not by much.

    28. Re:How are light gun games developed now? by thegreatbob · · Score: 1

      My understand is that the NES system was based on timing of scan lines on the CRT; most LCD monitors/TVs i've seen refresh the panel more or less all at once, which results in no possibility of determining the timing.

      --
      There is no XUL, only WebExtensions...
    29. Re:How are light gun games developed now? by ausekilis · · Score: 2

      A little more info. If you're looking at building your own arcade cabinet with light guns, then ultimarc has the Aimtrak. I picked up a couple guns and the IR sensor bar for my cabinet, basically it's just like the WII with an IR sensor bar mounted either above or below the screen, and each gun appears as a mouse to the computer. The actually work pretty well for games like Area 51.

      Note that is for the "free-standing" guns that are tethered with a cable. Games like RevolutionX and Terminator 2 have hard-mounted guns on a swivel. Those are joysticks in disguise.

    30. Re:How are light gun games developed now? by thegarbz · · Score: 1

      Does it work with LCDs though? There is a certain amount of latency with these screens so I imagine they are going to be just a bit too slow.

      No it doesn't. The the NES relied on the precise frame timing which did among other things draw a black screen then a white box for those precise two frames needed at the time. This was to ensure that you didn't just cheat by pointing the gun out the window at the sun when pulling the trigger. Also the timing of this was critical as when multiple targets are on the screen. A white box was only drawn on one target at a time so the game knew: If light detected at frame zero you're not pointed at the TV. If light detected at frame 1, you're pointed at target 1, if light detected at frame 2 you're at target 2 etc. This was completely intolerant of any delay.

      More fancy games like Time Crisis relied on a different and even more sensitive principle. Every trigger they would draw a black frame followed by a white frame, but as the CRTs scanned across the screen line by line, the exact moment the gun registered black to white translated to the specific pixel the system was outputting at the time letting the system know exactly where the gun was pointing. This is not only intolerant of any delay, but it also doesn't work on LCDs which don't draw a frame the same way.

    31. Re:How are light gun games developed now? by thegarbz · · Score: 2

      But other games like Operation Wolf seemed to work on an entirely different principle.

      The principle is the same, just the method by which they got to the answer was different.

      For Duck Hunt the only thing of interest was if a duck was hit or if it was not. To do this every trigger pull caused a few frames to be rendered. Firstly a black frame for calibration, then a frame with a white box over one duck, then a frame with a white box over the second duck, etc. By timing which frame you were on you knew which duck got hit.

      Operation Wolf on a trigger would draw a black frame, followed by a white frame. The key is it timed how long between the start of the frame and the point where the gun registered light was. Based on this it knew the exact pixel that the gun was pointing at as a CRT rendered each frame line by line from side to side.

    32. Re:How are light gun games developed now? by Anonymous Coward · · Score: 0

      That's not how it works. The actual latency in a LCD is caused by digital buffering, thus a light-gun game can not use a LCD screen, ever.

      The work around actually requires attaching the analog CRT signal and pretty much the mechanics of the Wiimote's camera and Wii's IR bar to the physical gun and thus it's not the LCD that drives it.

      It's of course too expensive and cumbersome to do things that way. Hence the Wiimote technology works better for this purpose but the only games you would ever be able to use a light gun on are remakes. The original games would have be run through a software emulator or through a FPGA re-implementation where the light gun is replaced with a Wiimote-like setup. The actual light gun will never work on a LCD because it will always "miss" unless you aim at a light bulb.

    33. Re:How are light gun games developed now? by Wraithlyn · · Score: 1

      So then why is there no screen-flickering evident in Operation Wolf?

      If you watch Duck Hunt, the effect is obvious, you can clearly see the screen flicker with each shot: https://www.youtube.com/watch?...

      If OW uses the same technique, why is this flicker not evident at all? I remember the complete lack of flickering from playing it in person too.

      (It's not that I doubt your explanation, clearly it must be using scanline timing. I just wonder how they made it so "invisible" compared to Duck Hunt)

      --
      "Mind, as manifested by the capacity to make choices, is to some extent present in every electron." -Freeman Dyson
    34. Re:How are light gun games developed now? by thegarbz · · Score: 1

      So then why is there no screen-flickering evident in Operation Wolf?

      If you watch Duck Hunt, the effect is obvious, you can clearly see the screen flicker with each shot: https://www.youtube.com/watch?...

      If OW uses the same technique, why is this flicker not evident at all? I remember the complete lack of flickering from playing it in person too.

      (It's not that I doubt your explanation, clearly it must be using scanline timing. I just wonder how they made it so "invisible" compared to Duck Hunt)

      Good question. You caught me out on one key part: Operation Wolf was platform independent. If you play it on a Nintendo with a light gun you most definitely see the screen flash, there's several youtube videos of this in action and it uses the scanline method. This second scanline method actually became the default for all the SNES titles. On the NES it wasn't preferred because it took quite a lot of processing power to figure out where it was aimed. The SNES made this task much easier.

      After a bit of quick research it looks like the most popular system implemented in arcades used multiple IR sources and measured the relative intensity of them. This is not unlike how the pointing of a Wii mote works. The Virtua Cop series popularised this method.

      However then I stumbled across: http://www.retrocomputermuseum... If this is what the arcade game was using then it's not a lightgun at all. It's a swivel joystick (Y and Z axis instead of the traditional X and Y) and the gun doesn't even have anything on the front at all and we were all overthinking it :-)

    35. Re:How are light gun games developed now? by Agripa · · Score: 1

      Latency could be compensated for but LCDs have too much persistence compared to CRTs for this to work.

  2. I realize this is bad for 'purists' but... by Baron_Yam · · Score: 5, Interesting

    I'm not terribly troubled by it. My MAME cabinet has an LED screen in it, which means lower power requirements, a sharper image, and no real worry that the main screen will burn in.

    If the retro community is big enough, somebody will produce a 4:3 aspect ratio, slightly convex LED with a thick glass cover - and perhaps even an onboard function that can simulate burn in.

    It still won't be the same, of course, but neither are the guts of most arcade systems anyway.

    1. Re:I realize this is bad for 'purists' but... by Thyamine · · Score: 2

      I feel the same way. I have a MAME cabinet running with an old 21" monitor (78+ pounds) which at the time was great. Now it just feels antiquated and like more of a hassle to deal with when I want to move the cabinet around. I'm sure I'm not a purist enough, and this is more about original cabinets. If I had a original game, I can see being disappointed that it may be hard/impossible to get original-stye replacement parts.

      --
      I will shred my adversaries. Pull their eyes out just enough to turn them towards their mewing, mutilated faces. Illyria
    2. Re:I realize this is bad for 'purists' but... by Anonymous Coward · · Score: 0

      An OLED screen, or a screen with similar properties might be ideal considering the lighting conditions of the spaces where the machines are often used.

    3. Re:I realize this is bad for 'purists' but... by AmiMoJo · · Score: 5, Interesting

      There are actually plenty of screens out there, just look on eBay or at your local charity shop. The problem is that arcade monitors are a bit special, typically more adjustable than a standard TV and accepting different signal levels. I expect we will start to see more and more conversion kits and signal conditioners to cope with this as supply dries up.

      A lot of supposedly dead CRTs could be fixed, if people knew how or if it made economic sense. Sounds like the point at which spending a few hundred bucks to repair a screen is almost here. It's like with VCRs - they were so cheap you might as well chuck a broken one and replace it, but now you can't buy them new and second hand ones are a crap shoot people are willing to spend money maintaining good ones.

      --
      const int one = 65536; (Silvermoon, Texture.cs)
      SJW, n: "Someone I don't like, and by the way I'm a fuckwit" - AC
    4. Re:I realize this is bad for 'purists' but... by Mr+D+from+63 · · Score: 1

      An OLED screen, or a screen with similar properties might be ideal considering the lighting conditions of the spaces where the machines are often used.

      They could have a convex curvature like an old CRT as well.

    5. Re:I realize this is bad for 'purists' but... by mccalli · · Score: 1

      The sharper image is the problem. You need a multisync that can go down to a resolution as low as 128x128 without issues, at half the rates of VGA (15Khz). The Hantarex repair page gives a small insight into the kind of specs required.

      My own MAME machine has a 20" (I think) Hantarex being driven by a 1st gen ArcadeVGA - really old nVidea that has a custom BIOS flashed to guarantee 15Khz scan rates. It is superb. Without this, you're relying on software scaling to try and smooth things out, and it's really not the same.

    6. Re:I realize this is bad for 'purists' but... by KiloByte · · Score: 1

      For terminals rather than arbitrary images: cool-retro-term.

      --
      The creatures outside looked from Alt-Right to Antifa; but already it was impossible to say which was which.
    7. Re:I realize this is bad for 'purists' but... by tlhIngan · · Score: 1

      Most of the time, when the "display" is bad, it's actually the driving electronics that are bad. Remember, CRT displays are pure analog devices - full of things that drift and die over time (i.e., electrolytic capacitors).

      The only thing not being made anymore are the CRT tubes themselves, which only consist of the screen and electron gun. The deflection coils are electromagnets mounted outside the tube. So as long as the electron gun works, the actual tube part is working. The rest of the electronics driving it are just electronics that can be fixed.

    8. Re:I realize this is bad for 'purists' but... by Baron_Yam · · Score: 1

      >Most of the time, when the "display" is bad, it's actually the driving electronics that are bad.

      With CRTs use for steady or repetitive images, burn in is a serious issue. And if the phosphor coating can be degraded in specific places (I'm not up on the physics/chemistry, but presumably the electron gun isn't running out of electrons...), it's going to be degrading to a lesser extent in general.

      If you ever used a classic arcade system back in the day, you'd know even when they were relatively new the screens showed ghosts of the demo screen, or any common game elements (as in Donkey Kong or Pac-Man). You wouldn't want to use an old screen from one game for another one.

    9. Re:I realize this is bad for 'purists' but... by gweilo8888 · · Score: 1

      Probably not, though, given that OLED TVs *start* at US$2k for a current-year model or around US$1,500 for an outdated model, and that OLED monitors are basically nonexistent. (Dell announced one but canceled the project after a year due to unspecified issues, and to my knowledge your only other PC OLED display choice is an Alienware laptop with a tiny 13-inch display.)

      Plus OLEDs suffer from burn-in, which means they're poorly-suited to arcade cabinet use where there's a high risk of burn-in.

    10. Re:I realize this is bad for 'purists' but... by bkmoore · · Score: 1

      The only thing that "wears out" on a CRT is the phosphate coating on the screen, not the electron gun or the deflection coils. The phosphate coating could be refreshed, but it's an expensive and probably risky procedure.

    11. Re:I realize this is bad for 'purists' but... by Solandri · · Score: 1

      I suspect it's more a problem for vector display arcade games (e.g. Asteroids, Battlezone, Star Wars). A raster display (picture is drawn with horizontal scan lines slowly moving down the screen) translates over to a LCD matrix screen fairly well. But in a vector display, the electron beam can move in arbitrary directions, resulting in perfectly sharp diagonal lines. When you try to translate that to a LCD matrix screen, you end up with jagged diagonals.

    12. Re:I realize this is bad for 'purists' but... by freeze128 · · Score: 1

      You can replace the monitor in most cabinets with a 21" LCD for about $100. If the main board dies, you can emulate the game on mame using a raspberry pi. This means that you can remove the HUGE and very inefficient power supply, and replace it with a small 5v switcher. The game will run, it will last longer, it will consume less power, and it will weigh less. Wins all around!

    13. Re: I realize this is bad for 'purists' but... by Anonymous Coward · · Score: 0

      Maybe somebody will invent a glass or perspex lens that will make the LCD look like a CRT. In the 1990's CRT vendors battled the flat screen makers by adding glass scrrens that "flattened" the curvature of the CRT. They ended up losing.

    14. Re:I realize this is bad for 'purists' but... by Overzeetop · · Score: 1

      You'd be surprised how well they can emulate this, though. I was pleasantly surprised at what Asteroids looks like on the MAME cabinet I built using a 2560x1600 LCD. I mean it's clearly NOT as good as the original and I think some of the line trace is a bit overdone (they even brighten the eds of lines, simulating the extra electrons accumulating as the beam is slowed and deflected to the next vector), but it's very, very playable.

      --
      Is it just my observation, or are there way too many stupid people in the world?
    15. Re:I realize this is bad for 'purists' but... by Thelasko · · Score: 1

      A lot of supposedly dead CRTs could be fixed, if people knew how or if it made economic sense. Sounds like the point at which spending a few hundred bucks to repair a screen is almost here.

      As long as the tube still holds a vacuum it should be relatively simple to repair. In my experience, it's usually the electronics that steer the beam that go out. A transistor that's used to control the field strength overheats. A buddy of mine fixed one for just a few bucks.

      --
      One of our competitors trademarked the term "hypothesis". From now on, we will call them "boneheaded ideas".
    16. Re:I realize this is bad for 'purists' but... by Thelasko · · Score: 1

      The only thing not being made anymore are the CRT tubes themselves, which only consist of the screen and electron gun. The deflection coils are electromagnets mounted outside the tube. So as long as the electron gun works, the actual tube part is working. The rest of the electronics driving it are just electronics that can be fixed.

      Yup! If you turn on a monitor and all you see is a dot in the center of the screen, both steering fields are broken. If you see a horizontal line, the vertical steering field has broken. If all you see is a vertical line, the horizontal steering field is broken. In most cases it's actually the electronics that drive the fields that have failed. All of which should have parts that are easy to find.

      One of my college physics lab assignments was to use electric and magnetic fields to steer the beam of a cathode ray tube. It was surprisingly fun!

      --
      One of our competitors trademarked the term "hypothesis". From now on, we will call them "boneheaded ideas".
    17. Re:I realize this is bad for 'purists' but... by johanw · · Score: 1

      I remember going with a (back then in the 1990's) 20 year old TV to a retired repairman: image was compressed to a single line. He started with re-soldering a lot of connections, "because they age". Thing worked OK afterward, and is still functional (if only I didn't dump my TV subscription in the internet age).

      Anyway, new work for types like Rick Dale http://www.ricksrestorations.c...

    18. Re:I realize this is bad for 'purists' but... by edtice1559 · · Score: 1

      Uh so do the CRTs that they would be replacing!

    19. Re:I realize this is bad for 'purists' but... by fnj · · Score: 1

      CRT tubes

      Cathode ray tube tubes, bwahaha. Automated teller machine machine[*]. Personal identification number number. Global positioning system system. Graphical user interface interface.

      [*] BTW, isn't ATM already redundant? How could there be an automated teller that is not a "machine"?

    20. Re: I realize this is bad for 'purists' but... by Anonymous Coward · · Score: 0

      I used to reverse the polarity on TV deflection coils. Easier on black & white TVs. That flips the image to being a mirror image. It's fine for regular action programming but all the text is mirrored and reversed. I gave one of these converted TVs to a rooming house full of friends for free. They complained, but it was a free TV to watch.

    21. Re:I realize this is bad for 'purists' but... by Anonymous Coward · · Score: 0

      Wrong, the cathode on the electron guns certainly does wear out. The only place that restored tubes by cutting open the neck, replacing the gun, and then welding it back together to pull a new vacuum went out of business.

      https://www.youtube.com/watch?v=W3G7b-DcOO4

    22. Re:I realize this is bad for 'purists' but... by Anonymous Coward · · Score: 0

      Yeah, supporting circuitry is the most common trouble, but you do eventually get to the point where the emitting cathode material becomes depleted and there are just no more free electrons available to work with. At which point you need to release the seal (in a way that doesn't catastrophically destroy the tube), cut the neck and remove the electron gun assembly, remove the cathode, re-install a new cathode and fit it back into the electron gun assembly - hope you got it all aligned properly! - then re-attach the neck of the CRT, anneal the glass to relieve the stress caused by the previous operations, and pump it down to a hard vacuum again.

      It's doable in principle, and has been done, but figuring out an LED replacement would be way, way easier.

    23. Re: I realize this is bad for 'purists' but... by Anonymous Coward · · Score: 0

      Hey great! You must be from The Los Altos Hills?

    24. Re:I realize this is bad for 'purists' but... by Anonymous Coward · · Score: 0

      So as long as the electron gun works, the actual tube part is working.

      Tubes can get gassy over time.

    25. Re:I realize this is bad for 'purists' but... by Quirkz · · Score: 1

      One of my college physics lab assignments was to use electric and magnetic fields to steer the beam of a cathode ray tube. It was surprisingly fun!

      One of my physics classmates set up one of these, hooked it up to a stereo, and let it dance to the music. This was before I'd seen any other audio visualizers, so it seemed pretty neat to me.

    26. Re:I realize this is bad for 'purists' but... by Trogre · · Score: 1

      You forgot to never expand acronyms inline, or this kind of silly shit happens..

      Except for Oracle, of course.

      --
      "Nine times out of ten, starting a fire is not the best way to solve the problem." - my wife
    27. Re:I realize this is bad for 'purists' but... by gweilo8888 · · Score: 1

      No, they very much do not. I defy you to show me an arcade-sized CRT which (prior to the shortage) cost US$2,000 within the last 15 years.

    28. Re:I realize this is bad for 'purists' but... by Anonymous Coward · · Score: 0

      A teller machine could be manual, requiring a bank employee to operate. Maybe it just counts the money faster, but someone still has to turn the crank for the customer. Or the machine just dispenses the money, the teller still has to check the customer's account and punch in the withdrawal amount if the account has enough funds. Manual. Not automated. Dumbass.

    29. Re:I realize this is bad for 'purists' but... by edtice1559 · · Score: 1

      I was referring to the burn-in, not the cost!

    30. Re:I realize this is bad for 'purists' but... by Kaenneth · · Score: 1

      > simulate burn in

      Just use an LG panel.

  3. Wasn't there a "translator" made to handle this? by ctilsie242 · · Score: 3, Interesting

    I was reading that someone made a translator that could take the VGA signal from games made for CRTs, and "convert" it to display accurately on LCD monitors, where the fringing aspect (as in Apple ][s) was accurately simulated. Perhaps this might be the way to go.

  4. Part of this is nostalgia... by Anonymous Coward · · Score: 0

    and I understand this, but any mature adult knows one thing about aging -- you cannot go back, no matter how one might try. Being almost 50 myself, I grew up in the arcades of the late 70s and early 80s and have fond memories of the very first games. I still enjoy playing games like Defender and Galaga, but now play them on a laptop. Yes, yes, the feeling is gone. There are no teenage girls cheering you on, no smoking, drinking gallons of soda, you name it...

    1. Re:Part of this is nostalgia... by Anonymous Coward · · Score: 0

      and I understand this, but any mature adult knows one thing about aging -- you cannot go back, no matter how one might try. Being almost 50 myself, I grew up in the arcades of the late 70s and early 80s and have fond memories of the very first games. I still enjoy playing games like Defender and Galaga, but now play them on a laptop. Yes, yes, the feeling is gone. There are no teenage girls cheering you on, no smoking, drinking gallons of soda, you name it...

      You can still drink a 2-liter bottle of Shasta and play your all-Rush mix tape...

  5. Display artifacts can be simulated by Anonymous Coward · · Score: 0

    These games were designed around the CRT displays. Their video generators and art assessts were created with interlacing, scanlines, phosphors, phosphor decay, limited color gammut, pin/barrel distortion, rectangular pixels, etc.

    There are already emulators that use GPU shaders to emulate the look and feel of old diplsays and they do a pretty good job.

    Three are also some FPGA based devices you can buy that accept a composite input and output to HDMI, using the FPGA to spit out a picture that looks closer to that of a CRT on your large crisp digital progressive scan display with perfect square pixels.

    I expect someone will develop a solution that has an input box designed to accept the analog signals generated by various arcade boards and will output HDMI/DVI/whatever - Then it's up to you to find an LCD panel and mount it in your ancient wooden arcade cabinet.

  6. Vector? by drinkypoo · · Score: 2

    I don't take this problem seriously for most machines, because they can use software filters and high resolution displays to emulate the look pretty closely. But vector games will require crazy high-resolution displays to get the same effect, and those aren't cheap. I wonder if you could just bounce a laser (or simply a highly focused light) off a MEMS mirror or something. Or maybe you'd use multiples?

    I've thought about building an upright arcade machine with a good-sized pivot LCD, I've got two 25.5" and I use one on my PC and the other one is sitting around. To me, using a LCD is a massive feature because I can build the machine shallower.

    --
    "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    1. Re:Vector? by TheFakeTimCook · · Score: 1

      I don't take this problem seriously for most machines, because they can use software filters and high resolution displays to emulate the look pretty closely. But vector games will require crazy high-resolution displays to get the same effect, and those aren't cheap. I wonder if you could just bounce a laser (or simply a highly focused light) off a MEMS mirror or something. Or maybe you'd use multiples?

      I've thought about building an upright arcade machine with a good-sized pivot LCD, I've got two 25.5" and I use one on my PC and the other one is sitting around. To me, using a LCD is a massive feature because I can build the machine shallower.

      Exactly.

      I'm not much of a gamer; but I did get REALLY addicted back in the day to the original arcade-version of Tempest. It employed a color CRT driven by a three-channel vector display system.

      Even with the relatively-slow 8 bit processors of the day (being an Atari (IIRC) game, it likely used a 6502), the game was BLAZINGLY fast, mostly given to the fact that the display subsystem didn't have to worry about "undrawing" the last frame, or worrying about "XORing" stuff to put characters on top of the backgrounds, etc.

      The difference is noticable in that, even today, the "PC"-versions of Tempest ALWAYS seem to be lacking the utter-abandon of the original. Part of that is the fact that most people don't have the "no-stops" optical-wheel control, so the ability to "spin and shoot" is somewhat limited; but surely part of the lack of excitement comes from the translation from vector to "raster", or "raster-like", display technology.

    2. Re:Vector? by Khashishi · · Score: 2

      Yeah. The last time I saw an old asteroids cabinet, I was spellbound. The vector graphics were crisp and had smooth diagonal lines, and the bullets were awesomely bright with an ethereal glow that you see on old oscilloscopes. I don't think you can get that kind of brightness with an LCD.

    3. Re:Vector? by networkBoy · · Score: 1

      you can with a plasma though...

      --
      whois gawk date unzip strip find touch finger mount join nice man top fsck grep eject more yes exit umount sleep dump
    4. Re:Vector? by CronoCloud · · Score: 1

      I don't know...the Atari Flashbacks Volume 2 on PS4 has Asteroids and it gets DAMN close to the arcade edition, even down to emulating the glow. It comes closer to the right look than any other version I've seen.

    5. Re:Vector? by Anonymous Coward · · Score: 1

      Tempest had hardware line drawing acceleration with adjustable scanning rate.
      Yes, you can do it with a laser. Bosch just announced a device that would eb perfect
      http://www.eetimes.com/document.asp?doc_id=1331406

    6. Re:Vector? by Anonymous Coward · · Score: 0

      I didn't get a chance to look at the hardware, but several years ago at the SIGGRAPH conference, as part of an awards presentation, several vector based games were played on a laser system. Asteroids, Space Invaders and Tempest were, I believe, the games you could play.

    7. Re:Vector? by chizor · · Score: 1

      exactly, Dr. Ink. the arcade version of Asteroids will be much more missed than Duck Hunt.
      cheers -- aaron.

      --
      ... !
    8. Re:Vector? by Anonymous Coward · · Score: 0

      "The difference is noticable"

      There is no such kind of cable. It's spelled noticeable.

    9. Re:Vector? by metaforest · · Score: 2

      Vector games did not have very high resolution, and did not draw pure 'analog' vectors. Go take a look at the schematic for Asteroids.... There is a pair of line drawing state machines that steer the X-Y position of the beam at a resolution of 1024. Technically, +- 512 because the DAC output is run through a buffer Amp that takes the output of the DAC and centers it around zero. The input to the DAC is treated as a 10-bit signed integer. There is a bit more magic upstream to generate the clock pulse chains that get sent to the position accumulators. They were just drawing lines. If you want the gory details you can read about them here from one of the engineers that worked at Atari on these games: http://www.jmargolin.com/vgens...

  7. Some games will be unplayable by Anonymous Coward · · Score: 0

    >To be clear, it's not that games like Donkey Kong or Pac-Man will suddenly become unplayable

    No, but some that rely on timing as a mechanic will. Bust a Groove (Move) is one example - the refresh rate on a plasma / LCD / whatever isn't the same as a CRT so your inputs are all off by a split second and register as incorrect.

    1. Re:Some games will be unplayable by Grishnakh · · Score: 1

      That would be trivial to fix in an emulator by simply adding a time delay.

  8. Not as intended. by MMC+Monster · · Score: 1

    The games can run on newer LCD screens, but they may not look as the developers intended.

    I have an arcade cabinet with an LCD screen. I'm quite happy with how it looks, intentions be damned. I had the option to get one with a similar number of games (mine has ~140 classic games) but with a CRT display.

    The LCD screen is much bigger, and while the game graphics are in the same resolution, the out-of-game graphics resolution is much nicer and the software makes use of it. Also, when looking at CRTs now, I don't get nostalgia any more. They just seem old.

    --
    Help! I'm a slashdot refugee.
    1. Re:Not as intended. by Anonymous Coward · · Score: 0

      I'm sure someone could just upload some YouTube video of what the old CRT graphics looked like and that would be good enough for posterity.

    2. Re:Not as intended. by Anonymous Coward · · Score: 0

      Except my 1997 XM37 Plus has more vibrant colors than my new TV. Clarity is better on the new TV. But you should see how the greens and blues look on that old TV.

  9. I grew up with arcades in the 80s by MindPrison · · Score: 3, Interesting

    And I even had a whole bunch of the arcade machines in my home (my parents weren't terribly happy about that, they saw it as gambling machines), but nonetheless they where a lot fun to mess around with, I used so called "gender changer" plugins to change PCBs from various manufacturers to work with my arcade cabines, oh the fun times!

    That aside - I don't find the LCD panels so terrible as a replacement. I've just recently built my first own Arcade machine ever (it's mame based of course), but I built it out of the blue, no blueprints - just on the memories from the arcade halls, and it turned out fantastic. In fact, it is so good - that I don't really miss the blurry scan-lines and out of focus convergence RGB issues the old CRTs back then had.

    And, I've buried the LCD deep into the arcade so I can't really spot the difference, it's not easy to see there's not a "curved" crt inside there, and it looks amazing. I instantly felt the nostalgia when I fired it up.

    --
    What this world is coming to - is for you and me to decide.
    1. Re:I grew up with arcades in the 80s by Anonymous Coward · · Score: 0

      My words...

    2. Re:I grew up with arcades in the 80s by Anonymous Coward · · Score: 0

      You have no idea what a "so-called" "gender changer" is. What you describe is not a gender changer.

    3. Re:I grew up with arcades in the 80s by gosand · · Score: 1

      I am guessing he means making a JAMMA harness. For the most part, you could "JAMMAtize" almost all games. I think there were some that used different voltages besides the +5 -5 +12... but I could be wrong. I spent many many hours building JAMMA harnesses and soldering wires. All my cabinets are gone now.

      --

      My beliefs do not require that you agree with them.

    4. Re:I grew up with arcades in the 80s by Anonymous Coward · · Score: 0

      There were "Gender changers" and "Gender benders".

      Gender changers, changed male pins on a plug to female pins.

      Gender benders were converting D25 connector to a D9 connector, or such things as null modems.

      Nathan

    5. Re:I grew up with arcades in the 80s by MindPrison · · Score: 1

      Oh I don't do I?

      https://www.google.se/search?q...

      Educate yourself AC!

      A gender changer is exactly as you see them when you google them, a connection that changes into another connection, for example female-to-male connector, but it can also change from one type of connector to another, it can also change the pin configuration between two connectors.

      This was indeed the professional term back then, my old schematics from many of the "mainstream" cabinets back then even used that.

      --
      What this world is coming to - is for you and me to decide.
  10. What causes a CRT to fail? by Registered+Coward+v2 · · Score: 1

    Unless it is the actual glass itself, and not the supporting electronics, then rebuilding them could continue to ensure availability. It may, however, simply not be cost effective to rebuild them , especially if a LED display offers an essentially drop in replacement at a much lower cost. Cognoscenti may decry the loss of originality but arcade owners looking to make a profit won't care; especially as users adapt to the new displays or grow up with them never seeing the original. A collector might pay to get a rebuilt CRT but collecting is far different than running an arcade or having a machine or two in a bar.

    I play some on MAME and find them as playable and enjoyable as they were on a machine when you add an X-arcade joystick/trackball.

    --
    I'm a consultant - I convert gibberish into cash-flow.
    1. Re:What causes a CRT to fail? by Anonymous Coward · · Score: 0

      Death by phosphor burn in mostly, we can repair everything else (and do). But we can't cure burn in, once the phosphor is dead it's dead.

    2. Re:What causes a CRT to fail? by Anonymous Coward · · Score: 1

      So buy old TV sets. If faulty, it is usually the electronics or the fact that they aren't "HD". Extract the CRT for gaming and toss the rest.

  11. If there is a real need... by davidwr · · Score: 1

    ... someone will make them.

    That is, assuming they don't become illegal to manufacture or regulations don't make them too expensive to make due to the lead and other toxic chemicals.

    --
    Knowledge is how to play a game, intelligence is how to win, wisdom is knowing what game to play.
  12. A safer world by Anonymous Coward · · Score: 0

    As someone who very recently made the decision to put an LCD in my cab, what it means for me is less expense, less weight, less power and less time spent with my FUCKING LIFE ON THE LINE.

    There's very little hardware outside of arcade land that's even worth opening to fix if there's a CRT inside it. Throwing it in a lake is almost more sensible.

    I'll take the hit in accuracy and compensate with scanline generators for the nostalgic factor.

  13. Duh by PortHaven · · Score: 1

    What should of been done ages ago. The amount of space those CRTs took up versus modern flat panels is huge. So there should be a way to take a basic CRT monitor input, create a small device that will receive said signal and convert it to a modern HDMI output. Heck, they can probably even upscale so that while still 8-bit graphics, they will be displayed on a high res screen. This should be the norm.

    1. Re:Duh by ledow · · Score: 1

      Those kinds of things already exist.

      This is a PC-focused one:

      http://www.converters.tv/news/...

      But pretty much anything that can analyse a board signal will be able to do it. Hell, you could do it with an FGPA, a software modules for a software-defined radio, or all kinds of other things.

      There's a reason that analogue TV cards exist and work - they do exactly that job. You're just talking about one that can handle odd / non-standard screen sizes, refresh rates, etc.

      And if you haven't seen some of the SDR demos that can suck multiple PAL/NTSC images in real-time out of a pure antenna feed, on a variety of frequencies simultaneously, as well as pull radio and other information using nothing more than software and a basic SDR, you really need to go check them out.

      Replace the "radio" with a suitably-ranged analogue voltage from the video pins of a board from an arcade machine, and you can basically do what you like. Whether it's RGB, HCL, or whatever strange format.

    2. Re:Duh by Anonymous Coward · · Score: 0

      This is done but even with SLG's etc they look different to true CRT displays.

  14. Re:Wasn't there a "translator" made to handle this by Anonymous Coward · · Score: 0

    Not sure about that, but I know there is at least one emulator with a filter that takes the effects into account and tries to simulate them in a way where they will look on a LCD similarly to how they should on a CRT. It fakes it.

  15. Progress/ by ledow · · Score: 2, Interesting

    I imagine pretty much the same as the death of AM/FM radio for old wireless sets, or the death of leaded petrol for old cars.

    They won't work the same, will require conversion, you'll have to keep a stock of old parts, or forever stay as an historical artifact that "doesn't work because we don't use those for that any more".

    There's nothing a decent LCD can't replicate, and only the purists care. Those people who want to remember the game will load up an emulator, which is probably infinitely more convenient to use and have in the house nowadays than a huge great expensive cabinet with parts you can't replace any more.

    Things move on. At least you *can* emulate the old games still. I'm all for emulation / preservation projects. But unless someone bothers to keep making CRTs in a variety of different sizes in an affordable manner, they've gone the way of the dodo - like Kodachrome film and Polaroid snaps.

    The only loss might be to lightgun games that use certain technologies but, to be honest, pretty much those kinds of input can be emulated in much more convenient ways too.

    1. Re:Progress/ by Anonymous Coward · · Score: 0

      There's nothing a decent LCD can't replicate

      How about a good contrast ratio?'

    2. Re:Progress/ by Anonymous Coward · · Score: 0

      Have you ever seen a CRT PFD next to an LCD PFD?

    3. Re:Progress/ by ledow · · Score: 1

      Admittedly I've not heavily researched but:

      https://en.wikipedia.org/wiki/...

      The difference isn't that huge, and probably isn't noticeable on any real-world setup, especially if you're comparing to CRT monitors that are 20+ years old and not made any more.

      Also:

      https://hardware.slashdot.org/...

      It all depends what you're measuring, and how, but there's pretty much nothing that you'd notice in real world use on, what, an 8- or 16-bit display?

    4. Re:Progress/ by jwdb · · Score: 2

      There's nothing a decent LCD can't replicate, and only the purists care.

      Actually, there's at least *one* thing: true vector graphics. There's a few games out there - Asteroids comes to mind - where the game ran the CRT like a line plotter rather than like a raster printer, such that you ended up with very sharp perfectly antialiased line art. You'd need a high-DPI LCD to even approximate this.

  16. I was previously an arcade game technician by R4D4R · · Score: 1

    This "problem" has been solved by several manufacturers with LCD displays that have circuity to handle the old CGA and RGB inputs. They have all sorts of timing and alignment controls, but with a nice modern LCD cabinet.

  17. I've never really tried to service a game cabinet by King_TJ · · Score: 2

    ... but I thought I just read an article a week or two ago about a huge electronics recycler who it turns out wasn't really doing much recycling of old CRTs after all. They had warehouses chock full of old televisions and computer CRTs.

    I can see where maybe a 29" CRT is an odd size that's difficult to source. But I would think you could reuse a working CRT tube out of a television or monitor for a game cabinet in many cases?

  18. Trump tweet by Anonymous Coward · · Score: 1, Funny

    Tomorrow morning's Trump Tweet: "Globalization killed American CRT industry. Video games don't look as good. Sad."

  19. Bad TV Adjust Box? by Chordonblue · · Score: 3, Interesting

    Stella's (2600 emulator), implementation of 'Bad TV' adjusts is just amazing. It simply wasn't the same playing 2600 games with perfectly clear graphics. In fact, some of those old games COUNTED on a little bleed and fuzziness! I have mine set for RF with a little bit of drift - just like the old days with my uncle's G.E. 25" lightning-struck set.

    If you haven't seen the 'Bad TV Adjust' feature on Stella, it's worth a look - and that got me thinking (always dangerous!)...

    What if you could construct a box that would take an RGB-based analog signal, run it through the same formulas that Stella borrowed, and then output that to an LCD or OLED? That way, you could get all the scanlines and composite NTSC color drift you wanted... If it didn't delay things too much, that is.

    --
    "...Well, there's egg and bacon; egg sausage and bacon; egg and spam; egg bacon and spam; egg bacon sausage and spam..."
    1. Re:Bad TV Adjust Box? by PPH · · Score: 2

      Can this emulate a loss of horizontal sync? I miss the old days of watching scrambled porn.

      --
      Have gnu, will travel.
    2. Re:Bad TV Adjust Box? by FyRE666 · · Score: 2

      You can actually create scanlines, focus, tear blur effects etc with pixel shaders with no CPU overhead. It wouldn't be that difficult to take the framebuffer from MAME and use it as a texture to a shader to get any kind of distortion needed really. You could even make it appear as though the game is playing on a curved display.

  20. The warmth of vinyl by Overzeetop · · Score: 4, Insightful

    CRT renderings of the games was not how the designers wanted them to look, just as musical artists and engineers don't want to sound like a vinyl record. They wanted them to look like modern 4k, photorealistic games but were held back by the technology. No, what will be gone is the experience of the fuzzy-edged, low resolution games people remember playing as children. What we're losing is nostalgia, not veracity or design intent.

    --
    Is it just my observation, or are there way too many stupid people in the world?
    1. Re:The warmth of vinyl by omnichad · · Score: 2

      I agree (mostly). However, they did count on it for dithering colors with the bleed and smoothing jagged lines.

      I certainly prefer SNES graphics with nearest-neighbor scaling to hq2x and the like. There are too many errors in the added details and it's way more of a distraction than jaggies. It's worse than the 120Hz motion interpolation that was a big deal in last generation's TVs. I don't want all the downside of CRT - fuzzy edges, distortion, scanlines, etc. Back when I had a TV like that, I wanted better. Why would I want worse now?

    2. Re:The warmth of vinyl by Anonymous Coward · · Score: 0

      You are a cow. Cows say moo. MOOOOOOO! MOOOOOOO! Moo cows MOOOOOO! Moo say the cows. YOU BURNT IN CRT COWS!!

    3. Re:The warmth of vinyl by squiggleslash · · Score: 5, Insightful

      Well, kinda. Yes, the original authors probably wanted higher quality graphics, but they designed for hardware that couldn't show those graphics, and they made use of the features of the technology available to them, some of which aren't replicated in the 'better' replacements.

      To put it another way, had better technology been available, they wouldn't have made the same design decisions, because design decisions intended to make something like awesome on a CRT can make things look worse on a better screen. Color bleed and interlacing would be two examples of things you make use of, that would make a game seem better on a CRT than not using them, but would make a game look awful if the technology is used on an LCD.

      --
      You are not alone. This is not normal. None of this is normal.
    4. Re:The warmth of vinyl by Anonymous Coward · · Score: 0

      A really good example of this: look up comparisons of cga graphics on youtube on an lcd vs a crt. On a crt games like the original maniac mansion actually look really solid for their time, on an lcd they're unplayably bad looking.

    5. Re:The warmth of vinyl by Anonymous Coward · · Score: 0

      Back with poor graphics, less effort was put towards eye candy and more towards making it fun.

    6. Re:The warmth of vinyl by Anonymous Coward · · Score: 1

      Good point. 160x200 4-color doesn't seem like much - but on a (small) CRT the diagonals weren't so jagged because the resolution of a TV wasn't that much better. Bleeding & RF shadows & interlacing were then anti-aliasing of the day.

      Commodore 64 graphichs was so limited - but who cared about the graphics if the game was fun? I still play fort apocalypse - on an emulator. The machine died a decade ago, and todays TV sets no logner supports RF anyway.

      These days, they have a team of artists bigger than the programming team, and it shows. Photorealistic, very nice pictures, they apparently sell on previews. And the games aren't that fun; that may be on purpose so you'll forget it and buy another game?

    7. Re:The warmth of vinyl by Thelasko · · Score: 1

      CRT renderings of the games was not how the designers wanted them to look, just as musical artists and engineers don't want to sound like a vinyl record. They wanted them to look like modern 4k, photorealistic games but were held back by the technology.

      A truly talented artist tells his or her story despite the limitations of the medium. Without an understanding of those limitations, an observer does not fully appreciate the talent of the artist.

      Pink Floyd's Dark Side of the Moon could have sounded completely different if it were recorded with modern synthesizers. However, they didn't have them, and therefore had to improvise. This ingenuity makes the work even greater.

      Monet had failing vision, Beethoven failing hearing, and these game designers had low processing power and CRT monitors. We don't appreciate what an artist wants to crate. We appreciate what they did create.

      --
      One of our competitors trademarked the term "hypothesis". From now on, we will call them "boneheaded ideas".
    8. Re:The warmth of vinyl by Overzeetop · · Score: 1

      I'll remember this the next time I'm playing space invaders on my machine.

      --
      Is it just my observation, or are there way too many stupid people in the world?
    9. Re:The warmth of vinyl by mib · · Score: 1

      George Lucas? Is that you?

    10. Re:The warmth of vinyl by Anonymous Coward · · Score: 0

      BS. We get a lot of value out of PS1 era games running on our PS3 - yes the graphics and sound are "crap" compared to current stuff, and that seems to be half the appeal.

      Our 4 year old who has a choice PS games has played the Spyro the Dragon (PS1) far more than anything else during allotted game time (couple hours a week).

      Most newer games put all the effort into fancy gfx rather than good game play, and they're typically way too easy.

    11. Re:The warmth of vinyl by Anonymous Coward · · Score: 0

      Look up CGA artifact color.

    12. Re:The warmth of vinyl by Anonymous Coward · · Score: 0

      So glad to see someone else who gets this. There are so many idiots out there who absolutely INSIST that the "best way to experience a retro game" is to just show the raw pixels as jagged square blocks on an LCD, because "it's sharper so it must be better". It drives me up the wall I swear to god. These people are going to permanently taint how retro graphics are treated in the future.

    13. Re:The warmth of vinyl by Anonymous Coward · · Score: 0

      Right? I swear all these people are millennials who have never seen a retro game on a proper CRT, and who think fucking Steam indie games are what pixels are supposed to look like.

    14. Re:The warmth of vinyl by Anonymous Coward · · Score: 0

      Holy shit, you're the biggest fucking idiot I've seen all day. Congratulations.

  21. What kind of mind reader is msmash? by 140Mandak262Jamuna · · Score: 2

    but they may not look as the developers intended.

    Now we know. Msmash is a time traveling mind reader. Knows what the original Donkey Kong developer intended!

    Did it occur to people that this crisper better images is probably what the developers intended to create, but unable to deliver? Yes, it is different from what I saw back in 1980. But to think the developers intentionally went out to create exactly that image, is a stretch.

    --
    sed -e 's/Chuck Norris/Rajnikant/g' joke > fact
    1. Re:What kind of mind reader is msmash? by squiggleslash · · Score: 1

      You're saying the developers intended it to look great on a technology not available to them, rather than optimized for the technology they had?

      As a developer, I can tell you that's not how we work. We always primarily try to make sure it works well on the target platform. If that means making decisions that work against some futuristic optimal model of how things should be, then so be it.

      --
      You are not alone. This is not normal. None of this is normal.
    2. Re:What kind of mind reader is msmash? by Anonymous Coward · · Score: 1

      You're completely wrong. Games frequently used dithering in order to produce extra colors that didn't really exist, depending entirely on the CRT to produce this result. This goes back as far as the old Apple II, and as recently as the PS2 and GameCube. Artists and programmers developed graphics routines and artwork that exploited the analog aspects of the CRT. These effects are lost on a LCD display.

      Instead of just responding with a knee-jerk reaction, do a little research and try to provide an educated response. Who knows, you might just learn something.

    3. Re:What kind of mind reader is msmash? by Anonymous Coward · · Score: 0

      God, not another one of you idiots. You haven't a clue what you're talking about.

  22. India's Videocon still makes CRTs / Recycling? by BUL2294 · · Score: 5, Informative

    I call bullshit. Sounds like "Dream Arcades" is trying to find out creative ways to announce that they will jack up their refurbishment prices--and their profit margins...

    1) An Indian manufacturer named "Videocon" still manufactures CRTs. So, while it's not Sony or some other high-quality manufacturer, they are still making them. In fact, as of a year ago, they were accepting leaded CRT glass for recycling into new CRT TVs. https://resource-recycling.com...
    2) There's a warehouse in Columbus, OH, which will likely become an EPA superfund site, that was run by an electronics recycler called Closed Loop--which went bankrupt. It's full of old CRTs that I can imagine could be reused with some minor disassembly & testing. https://motherboard.vice.com/e...

    --
    Windows 3.1x calc: 3.11 - 3.10 = 0.00
  23. There is hope by Oasiz · · Score: 4, Interesting

    This is a big issue with demanding gamers like those in the speedrunning community, a traditional (15KHz) CRT is a must for low latency.
    The concern for CRT loss was valid, however things are finally starting to look a bit better..

    I'll guess I will go a bit technical since I work with & troubleshoot "old system video stuff" quite often..

    What old consoles / arcade games pretty much always used was RGB input, which was virtually artifact free. Although with consoles you usually had to resort to composite/RF/svideo, RGB being more common only in EU/JP regions. NTSC/PAL artifacts also can still be included easily with an otherwise superior image, but I won't get in to that here..

    Biggest issue with flatscreens has always been that they only handle native resolution, anything else than native has to be scaled to be that specific resolution, resulting in blur and loss of image quality.
    What's even worse, older systems and games sort of hacked around the typical broadcast standards where it kept transmitting one field instead of alternating between odd/even, this gave you a stable picture of 60fps (Closer to 59.94Hz in reality) with the expense of dark lines on every other scanline and only 240 lines of vertical resolution. "Stretching" of the image happened naturally as the lines for both fields would go from top to bottom, resulting in a crisp image that was rather flicker free.
    Unfortunately almost no scaler that has been built actually respects this hack, hardwired to expect both fields, which is a 480 line image. While this works for TV broadcasts and looks quite good with such, it has very varying results with older systems as the flat panel will attempt to treat this low resolution image as something that's supposed to be higher resolution, resulting in awful scaling artifacts or the whole picture jumping/flickering.
    However there are thankfully scalers out there that do, like the micomsoft xrgb series or a pure linedoubler like the earlier xrgb or ther more recent ossc.
    With these, you can get pretty darn accurate results and can even simulate scanlines.

    While CRTs look cool, they're not all so cool to work with.. they can get dark/blurry/get color offset even after a couple years of active use on some cabs. Not saying they all do but rarely do I see a crisp image on an arcade cab crt these days. Flat panels do have their own issues but I guess what I want to say here is that It is indeed getting harder and harder to find replacements for a reasonable price, unlike flatscreens where an older 1600x1200 panel from 10 years ago can be perfect.

    Now I hate to sound like an advertisement but I highly recommend checking out the OSSC, It's a no compromise solution that does pure linedoubling, very good digitizing that keeps colors intact (along with noise filtering) and allows you to keep the original refresh rate intact, all combined are something that no scaler does. Personal results with flat panels and say.. a megadrive has given me pretty much emulator crispness on the picture and virtually zero latency (we are talking about a few scanlines as it doesn't have a framebuffer).

    Anyway, tools are there to get a superb image out of older systems, including consoles that have RGB output available.
    I wouldn't worry too much anymore as the quality you can get has already surpassed a CRT.
    Currently the main problem is the entry price, which can cost you $200 or up.
    Most likely in the future stuff like this is gonna come down in price and re-implemented & cloned for cheap in china.
    Cheap scalers that do better than the average TV do exist but I'd say that they still fall short.

  24. Good riddance, really by Rick+Schumann · · Score: 1

    That's what I'd say if I were still repairing arcade games (gladly, that era of my life is well behind me now). CRT monitors that were used in arcade games were typically not the greatest quality and were constantly having problems. Electrolytic caps blowing out, flyback transformers (and the transistor driving them) blowing out, other miscellaneous problems.. then there's the cheapskate operators, who would insist on trying to patch back together 20 year old monitors with CRTs that had severely burned phospors (the worst being a Pac Man monitor so burned you could see the entire first maze, and the default high score, with the power off) because they were too cheap to replace them. While modern LCD monitors aren't terribly repairable (other than things like backlight inverters), they're also more reliable.

    Of course there are fewer and fewer actual coin-op arcade games of any sort anymore. The home game console market and computer gaming have more or less killed it off.

  25. OLED replaces CRT nicely by funky_vibes · · Score: 2

    Forget LCD, last time I built a MAME-box it took me weeks of running around different electronics store showrooms to find that one IPS-display that happened to have good enough contrast and colour to replace an arcade-CRT.
    Also, when I inquired about the price, it cost like 3x as much as other similarly spec:ed displays.
    In the end, the colours were reasonable, but the viewing angles are still very much lacking.

    OLED has the best colours and contrast of any past or current display technology. That's what I'd hold out for when I get fed up of the blurryness and bad contrast of LCDs and want to upgrade my cabs.

    1. Re:OLED replaces CRT nicely by Stormwatch · · Score: 1

      OLED still has durability issues. After a couple of years of use, the blue diodes will degrade, leaving the screen yellowed. You can see this in many smartphones.

    2. Re:OLED replaces CRT nicely by oic0 · · Score: 1

      If it were only on during use it would be a non issue, but if left on all the time, just a couple years would probably have a big effect.

    3. Re:OLED replaces CRT nicely by funky_vibes · · Score: 1

      Sure, but who cares when it's a technology that costs almost nothing to manufacture?
      And a couple of years is way more than expected for an OLED.
      These "durability issues" aren't going away, we just need to decide what quality LEDs we want to pay for.
      I think most people will choose a low price over a 10 year longevity.
      Colour calibration will be an issue, but an uncalibrated OLED is still better than LCD.

    4. Re:OLED replaces CRT nicely by funky_vibes · · Score: 1

      And the yellowness is actually faithful to the type of degradation that happens on CRTs as well. Most games take this into account with their palette.
      So for CRT replacements, it's perfect.

  26. A2D and FPGA easy fix by Anonymous Coward · · Score: 1

    Pretty easy to fix with modern electronics. The old board will output composite video. A 20Mhz sample rate is high enough to digitize the signal. A mid range discrete A2D and and fpga to convert to the digital of your choice.

    Nice high school level project.

    1. Re:A2D and FPGA easy fix by Anonymous Coward · · Score: 0

      I wish I went to your high school.

  27. Re:Wasn't there a "translator" made to handle this by Anonymous Coward · · Score: 0

    Several NES emulators do NTSC color bleed already because old games (Blaster Master, in particular) relied on it in order to not look like crap. I'm sure something similar can be added to MAME.

  28. What it means? Nothing, but cost. by NotQuiteReal · · Score: 3, Interesting

    The answer to the question is it will cost more to get a CRT screen, since they are no longer produced on an industrial scale.

    There is no reason you can't make one.

    Maybe you can get this guy to make you a screen - he makes tubes, he just needs to think bigger...

    --
    This issue is a bit more complicated than you think.
    1. Re:What it means? Nothing, but cost. by Anonymous Coward · · Score: 0

      Bigger like.... a series of tubes?

    2. Re:What it means? Nothing, but cost. by iggymanz · · Score: 2

      hahaha, there are HUGE reasons why you can't make a modern color CRT screen, utterly beyond anything a hobbyist could ever hope to do. You should look up what is inside one and what tolerances are needed. That takes tens of millions of dollars worth of equipment.

  29. The last CRT rebuilder in the US shut down in 2010 by Ellis+D.+Tripp · · Score: 2

    , and the last one in Europe followed them in 2013.

    With the death of CRT manufacturing, the supply chain for the exotic materials and supplies needed for rebuilding has subsequently dried up.

    The Early Television Museum in Ohio has rescued some equipment from the last rebuilders, and is hoping to bring back at least a bare bones rebuilding capability, aimed initially at vintage TV collectors.

    --
    Remember "News for Nerds, Stuff that Matters"? Help make it a reality again! http://soylentnews.org
  30. Intended appearance? by Anonymous Coward · · Score: 0

    . The games can run on newer LCD screens, but they may not look as the developers intended.

    They intended them to look blurry, washed out and with burnt-in overlays?

  31. Video of Zap Ruder by tepples · · Score: 1

    Another game using the same principle as Operation Wolf is ZapPing, an air hockey simulator that's part of a Zapper test ROM called Zap Ruder. People who've played it say it feels as smooth as using a Wii Remote. Video

  32. Light gun emulator by tepples · · Score: 2

    The point is though, existing CRT light-gun games will simply stop working when the CRT is replaced, and there will be no easy fix.

    An MCU that reads a Wii Remote and translates it into light gun signals is possible.

  33. Not accurate yet by Anonymous Coward · · Score: 1

    It's still possible to get CRT tubes made in the USA, VDC still makes them and has a huge stockpile of NOS inventory (most arcade tubes are sold out though, no idea on cost for a new run).
    There's plenty of places to find *most* arcade monitors and PCBs in other unrelated equipment such as old TV's or industrial equipment, although the Medium Resolution ones are tough to find.

  34. And this is a problem why? by Anonymous Coward · · Score: 0

    Oh please, just build an emulator box that can mimic the aspects of a CRT monitory on an LCD screen. It won't be perfect of course but neither we CRT monitors.

  35. A deeper look at the CRT 'look' by PhantomHarlock · · Score: 4, Interesting

    Putting on my old school broadcast engineering hat for a second. There are a lot of differences between CRTs and LCD displays, and in terms of nostalgia and authenticity towards 'the way it was' yes there will be something lost. For starters, CRT tubes were driven with an interlaced signal - the gun would scan top to bottom every other pixel row in 1/60th of a second, then scan the rows between those bottom to top in the next 1/60th of a second. Each set of half resolution rows is called a field. NTSC television ran at 60 fields per second, which gave the motion equivalent of 60 frames per second. A lot of these video games ran using only one field, for a vertical resolution of about 240 lines, at 30 fields per second. In between those lines were black lines, which gave the games a unique look. Rather than doubling each line, which makes the graphics look blocky, the black lines tricked the eyes into making it look like it was a higher resolution than it actually was, it gave a pleasing look. On some emulators such as MAME, there is an option to add the black lines in, which approximates the look. for the games that ran the full 60 fields, it also had a unique look as you could make out interlace flickering. Another artifact is the slight glow / spillover from each pixel, and the rather large visible discreet R, G and B dots that make up each pixel area, which also had some black between them. Add to that the curvature of the glass, and the frequent misalignment of the RGB pattern giving a chromatic abberation towards the edges of the signal. (when the R, G and B lines diverge) plus the softness of the analog signal overall, and you have a pretty unique look. In truth, emulators display games far crisper than they ever looked to us. This tends to over-emphasizes the simplicity of the graphics in a negative fashion. It's very possible to get close to the CRT look, but it will never be quite the same. I think that increased computing power will allow for the emulation of all of the artifacts listed above in realtime, it's just a matter of someone understanding them enough to emulate them. you could even dictate a level of screen burn for the attract screens, which most games tended to develop after a number of years cycling endlessly.

    In the mean time, get thee to an arcade expo such as California Extreme to experience it 'as it was'.

    1. Re:A deeper look at the CRT 'look' by Lothsahn · · Score: 1

      As someone who grew up in the CRT era (and remember bringing massively heavy 21" CRT displays to LAN parties), I say "good riddance".

      I remember being able to see the flicker when the monitor ran at 60HZ, and getting headaches unless it was a higher refresh rate. I used to run my monitor at a lower than max resolution so I could get 80+HZ, just to avoid the headaches.

      I still have that CRT in my garage, just because I haven't gotten around to giving it to the hazardous waste disposal yet. I don't miss CRT at all. The only downside I have with LCD is the input lag.

      --
      -=Lothsahn=-
    2. Re:A deeper look at the CRT 'look' by Anonymous Coward · · Score: 0

      This tends to over-emphasizes the simplicity of the graphics in a negative fashion.

      THANK YOU. This is exactly how I felt the first time I ever tried out an emulator. "What's wrong with the graphics? There must be some sort of glitch with the emulator, they don't look this bad on my SNES."

      Shaders have come a long way though. NTSC artifacts have been pretty well simulated for a while now, and GPUs are way beyond what we need to accurately represent pretty much anything. The problem I think lies with LCD brightness and contrast itself, which is still not good enough to compensate for the darkening brought on by scanline simulations etc.

    3. Re:A deeper look at the CRT 'look' by Anonymous Coward · · Score: 0

      If you don't miss it, that just means you have absolutely no clue about graphics whatsoever.

    4. Re:A deeper look at the CRT 'look' by Trogre · · Score: 1

      The m6502 xscreensaver hack approximates CRT artefacts quite well on an LCD. I've yet to see an LCD screen with the real* contrast range of a CRT though.

      * Not the lying 20,000:1 contrast ratios that manufacturers claim.

      --
      "Nine times out of ten, starting a fire is not the best way to solve the problem." - my wife
    5. Re:A deeper look at the CRT 'look' by Anonymous Coward · · Score: 0

      Line doubling mode was 60 fields per second, the difference is they are on top of each other instead of adjacent. It results in 240p 60fps.

  36. Some games actually *don't work with without CRTs* by Rozzin · · Score: 1

    CRT renderings of the games was not how the designers wanted them to look, just as musical artists and engineers don't want to sound like a vinyl record. They wanted them to look like modern 4k, photorealistic games but were held back by the technology. No, what will be gone is the experience of the fuzzy-edged, low resolution games people remember playing as children. What we're losing is nostalgia, not veracity or design intent.

    Well, kinda. Yes, the original authors probably wanted higher quality graphics, but they designed for hardware that couldn't show those graphics, and they made use of the features of the technology available to them, some of which aren't replicated in the 'better' replacements.

    To put it another way, had better technology been available, they wouldn't have made the same design decisions, because design decisions intended to make something like awesome on a CRT can make things look worse on a better screen. Color bleed and interlacing would be two examples of things you make use of, that would make a game seem better on a CRT than not using them, but would make a game look awful if the technology is used on an LCD.

    One fairly extreme (but also common!) type of this `design decisions based on existing technology' was games that used light-guns and relied on the specific timing- and redraw-characteristics of CRTs.

    There are other techniques now available for making guns that work with LCDs and other display tech that don't work like LCDs do, but it seems like it'd probably be a bigger pain to adapt things so that a newer peripheral will actually work with the older arcade hardware, and I've having trouble even imagining how one would interface that with the old game software that can't be patched.

    While there is some subset of old light-guns (that are basically dumb enough to trigger off of lightbulbs) that actually may work with newer display tech, for the others there just seems like such a massive `impedance mismatch' in trying to fit a display without any of the original design characteristics into an old light-gun game that the job is, if not impossible, pretty darned close to impossible.

    What am I missing? I guess in the case where all of the original computing hardware has been removed and the whole thing is now running through an emulator, it should actually be possible to fake up a world of virtual CRT scan-timings and convert input from a more modern peripheral that actually gives fuller position/attitude info (extending the emulation to include simulating the both the CRT scanlines and photosensor in the gun); but as far as `restoration of classic arcade machines' goes, that still sees like it at least pretty drastically changes the scope of restoration'.

    --
    -rozzin.
  37. I'm not worried by jgotts · · Score: 2

    I didn't have time to read all of the comments. My apologies if this is already well-tread ground.

    There are hundreds of millions of CRT television sets out there, and if you do a search on Youtube you will find videos of people who are fixing (to a degree at least) television sets that have been sitting out in the elements for decades. Television sets that have not been abused will last, essentially, forever: Even if you have no electronics troubleshooting skills, you can swap parts with other televisions until the set works. The only real wear out component in most televisions is capacitors, and you can train yourself to do cap replacements. I would imagine for really old televisions you will need to make some internal adjustments. That's not rocket science, either. Download the service manual.

    Right now people can't give CRT's away. Even thrift stores don't want them. But if for some reason the supply-demand curve swings around the other way, then people like me will start servicing CRT televisions and reselling them. If you can still buy vintage radios from the 1940's, then you can find a television set made in the 1990's. The "problem" is that manufactures can't profitably make them, and they may never do so again. Existing CRT televisions, though, won't be disappearing any time soon.

    I'm looking forward to the day that we start going to landfills to retrieve electronics for recycling, but we're a long way from that level of desperation (or technical ability).

  38. It's OK... it's not worth it. by gosand · · Score: 2

    I will preface this by saying I grew up in the 80s, arcades, and even had 5 or 6 machines and about 30 boardsets in my day. I have burnt many a finger soldering up JAMMA or customized harnesses, and used to go to game auctions. It was a great time! I had friends that resurrected long-dead games from various ROMs they collected. I have seen and played one-of-a-kind games. I remember when people in the usenet community started building multi-game boardsets, it was very very exciting.

    If you would have told me I could have a big, thin, relatively cheap monitor for a cabinet that replaced the CRT, without the downsides of screen burn, weight, or the distinct possibility of electrocution, I would have loved it. Yes, there is something about the original monitors, the smell when they get warmed up, the glow, the look, etc. But that's because that was the best we had at the time! Newer isn't always better, but in this case I believe it is.

    I sold off my cabinets and boardsets about 10 years ago, it was sad to see them go. I am so glad that I got to grow up during that time. But I have a hard time being nostalgic for the CRT.

    --

    My beliefs do not require that you agree with them.

  39. Rear Projection? by forty-2 · · Score: 1

    I was thinking about this recently for a similar project - I'll bet a piece of vacuum formed plastic with some rear projection paint combined with a pico projector could do a pretty good job of mimicking the physical appearance of an old CRT. Couple that with a bit of video processing to inject artificial scan-lines.
    Blinky & Cathode are two pieces of software on OSX that do a really good job of mimicking CRT effects.

    --
    never drink kool-aid from a big vat
    1. Re:Rear Projection? by Baron_Yam · · Score: 1

      That would be an awesome thing to see. If you do it, please put it up on a DIY project site and link to it here.

  40. Light gun games do work on LCD, NES too by HalAtWork · · Score: 1

    A CRT is not required, if you go to Chuck E Cheese or a movie theater arcade you can see that, you just need to calibrate for latency. A NES with duck hunt can work through an XRGB3 and low latency LCD monitor because it gets close enough to the 16ms response time expected by the game code.

    Common TVs and upscalers have too much latency and also don't handle NTSC line doubling mode properly which leads to another display issue that could confuse the Zapper sensor.

    The SNES Super Scope used an IR sensor and works fine on any display, although latency could cause a discrepancy between what is happening onscreen and where the game actually expects the targets to be located, so you could miss even if visually things line up.

  41. You Can Use GPU Shaders To Imitate A CRT Display by dryriver · · Score: 1

    In fact, MAME already seems to allow HLSL processing of games you are playing: http://docs.mamedev.org/advanc... The idea is simple - figure out the visual phenomena commonly seen on a CRT screen. Write a pixel shader in HLSL/GLSL that mimics those visual phenomena using realtime image processing operations. This might be a combination of visible scanlines, blurryness around pixels, some bloom, warping of the image and so forth. Even an old Nvidia 500 series GPU can comfortably do these effects in realtime at 30 FPS or more.

    --
    Why did the chicken cross the road? Because Elon Musk put an AI chip in its head.
  42. Scanline filters look really great, though by kriston · · Score: 1

    MAME's scanline filters look really great, though.

    I still have CRTs and my MAME games look the very same on my LCD screens with the filters enabled.

    --

    Kriston

  43. I already have this problem w color X-Y monitor by Picass0 · · Score: 1

    I own an old Star Trek:Strategic Operations Simulator sit down game. Years back someone bumped into color vector monitor and it stopped working. The logic boards still function but getting a working monitor is difficult, expensive, and they were prone to malfunction/fire.

    I hate to say it but the only real future for the game is MAME. The port for ST:SOS works great. The only gameplay problem is working out input from the optical spinner might be more than my meager skills.

    1. Re:I already have this problem w color X-Y monitor by freeze128 · · Score: 1

      A classic computer mouse (when they weren't optical, but actually used a ball) has not one but 2 optical spinners in it. That shouldn't be too hard to work out.

  44. 29 Inch? by Stonent1 · · Score: 1

    Classic arcades use 19" screens. Larger ones like 29" or so would mostly be 90s games and newer like Street Fighter II and stuff.

    1. Re:29 Inch? by TomR+teh+Pirate · · Score: 1

      I'd pay good money for a 29" 4:3 aspect LCD screen. Don't care about light guns, but I find the RGB convergence problems of my VGA CRT to be somewhat nauseating to look at, especially with a low refresh rate running through a Windows-based front-end.

  45. Re:Wasn't there a "translator" made to handle this by PRMan · · Score: 1

    Atari 8-bit emulators do artifacting to simulate color on some games. http://atariage.com/forums/top...

    --
    Peter predicted that you would "deliberately forget" creation 2000 years ago...
  46. "The way developers intended" by michaelbuddy · · Score: 1

    "The way developers intended" We hear this statement way too often. It's totally disingenuous because it implies some sort mindset of purity to game development on CRT TV technology. While it's true games were developed with considerations of these screens they were played on, by no means is there consensus that developers saw these screens as integral to playing and enjoying their games. You NEVER hear people saying "I restored my 13 inch black and white TV with the 4 ft rabbit ears so I can get the true experience of what the creators of "I love lucy" intended.for me to see" I mean c'mon. We do need to fix the lightgun situation though. Some people have done so using WiiMotes and some raspberry pi or arduino hacking from what I've seen.

    --

    ...::----::...

    I am in no way affiliated with this sig.

    1. Re:"The way developers intended" by Anonymous Coward · · Score: 0

      I see your point but I'm sure someone here has in fact restored their black and white TV for almost this purpose.

      From the point of view of the gamer, I think it's more about the nostalgia factor and overall feel (CRT glow, fly-back transformer whine, scan lines, and even reaching out and feeling the static across the surface of the screen) than whether it makes any practical sense at all. There's even something to be said for that 1970's-1980's PCB aroma..

  47. ooh by argStyopa · · Score: 1

    ....so you're saying that I can actually get something for my perfectly-functional (beautiful picture) Rasterops 20"+ monitor? I think it's a 21"?

    --
    -Styopa
  48. Re:Wasn't there a "translator" made to handle this by Anonymous Coward · · Score: 1

    They exist but are problematic. The first issue is that they induce atleast 1 frame of lag which at 30Hz is significant. Second issue is that CRTs are quite forgiving when it comes to video timing, much more so than the converters. One arcade game I've worked with, SideArms, has been tested with several converters and none produce even remotely usable results. What is needed is an LCD display that can handle 15kHz video inputs reliably.

  49. 2 systems by DrYak · · Score: 1

    My understand is that the NES system was based on timing of scan lines on the CRT

    That's one of the two method that it can use.
    Because the CPU of the NES is very slow, it's reported to be rather shitty on the horizontal axis, it's mostly good only for the vertical axis.
    (And doesn't work at all with an LCD or a 100Hz CRT. It could at least work for the vertical axis on some laser scanning projectors, but forget about the horizontal axis, all these projectors ping-pong left and right)

    Operation Wolf is reported by other to rely on this technique.
    Most later consoles (basically anything until the Wii) counted exclusively on this method.
    LCD-/100Hz- workaround used infrared light-sources and image processing (similar to how wii-mote works) and generate appropriate signal to simulate the position. (G1 Light Gun was produced for playstation this way).

    The other method consist of quickly blink the screen and the various target black or white.
    The game knows which target the gun is pointed at by knowing which targets were blinked white at the moment the gun detected a signal.
    (e.g.: duck hunt turns first the screen black, then each duck is flashed white in turn. When the gun gets a signal it means it's pointing to the currently flashed duck)
    in theory it should be able to somewhat work with a LCD, provided that all image post-processing is disabled and thus the LCD displays pixels as it is receiving them, so that the gun see exactly what the NES is trying to display.
    (e.g.: when duck hunt first turn the screen black, the gun must imediately see black - so it know the light source it's pointing to is the screen. If there's a delay, the gun might still see light from the previous frame and decide that the player is trying to cheat by pointing the gun at a lamp)

    --
    "Sufficiently advanced satire is indistinguishable from reality." - [Tips: 1DrYakQDKCQ6y52z6QbnkxHXAocMZJE61o ]
  50. Lasershow by DrYak · · Score: 1

    I wonder if you could just bounce a laser (or simply a highly focused light) off a MEMS mirror or something. Or maybe you'd use multiples?

    Such lasers are popular in nightclubs.
    There are a few hacker who have adapted them to mame (google "openlase")

    The main problem is that CRT Vector display have some persistance (the phosphores don't imediately turn black) and the image looks stable, whereas the laser make the image "blink" (unless you find a way to bump up the refresh rate)

    --
    "Sufficiently advanced satire is indistinguishable from reality." - [Tips: 1DrYakQDKCQ6y52z6QbnkxHXAocMZJE61o ]
    1. Re:Lasershow by drinkypoo · · Score: 1

      The main problem is that CRT Vector display have some persistance (the phosphores don't imediately turn black) and the image looks stable, whereas the laser make the image "blink" (unless you find a way to bump up the refresh rate)

      Couldn't you make a phosphorescent front projection screen?

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  51. Good thing! by yusing · · Score: 1

    Good riddance! there are countless warehouses full of old TV's and monitors with these lead-lined monsters in them, and no way to get rid of them. Screw the old arcade games.

    --

    "You must try to forget all you have learned. You must begin to dream." -- Sherwood Anderson

  52. Didn't we JUST see a big stack of these things? by uCallHimDrJ0NES · · Score: 1
    --
    Cloudiot: A person who does not see offsite storage as a way to lose control over access to his or her own data.
  53. Not a problem by Anonymous Coward · · Score: 0

    This is not a serious issue.

    If you go the Computer Museum in Cambridge (the real one, in the UK) you'll find plenty of 1980s kit hooked up to LCD displays.

    It's not hard to do. This article is either over-playing the problem or these cabinet restorers do not understand that the important thing is the game, not the display, and that there are alternative display options available.

  54. Re:Wasn't there a "translator" made to handle this by Miamicanes · · Score: 2

    The thing is, most of those old games WEREN'T 'really' 30hz... they were 60fps.

    A NTSC display could only display 30 complete frames per second, but the video chips on most legacy games didn't send complete frames... they sent 60 FIELDS per second (each of which contained ONLY the odd or even scanlines from each frame). CRT TVs were "dumb", and depended on the video signal itself to tell them whether the next field was odd or even (with one shifted vertically to fill the gaps between the other). So games simply never TOLD the CRT that a field should be shifted, allowing those 60 fields to be repeatedly drawn over the same half of the scanlines while the remaining half remained dark.

    This actually caused problems with a lot of first-gen LCD TVs. They'd buffer a field, buffer the next, then freak out when they couldn't decide which one was supposed to be "even" and which one was supposed to be "odd". The usual result was either an empty blue screen (possibly with something like "invalid signal" displayed as well), or a mangled mishmash with what were SUPPOSED to be two independent 60fps frames forcibly-interleaved into the same 60fps frame and shown twice in a row.

    In any case, even if the native framerate WERE 30fps, high-bandwidth VRAM can solve the problem for you... buffer a few scanlines, then do the effects processing in the time it takes a later scanline to do its horizontal retrace and output the whole thing through the VRAM's back door, so you're only adding a few scanlines' worth of latency instead of an entire frame's worth.

  55. Re:You Can Use GPU Shaders To Imitate A CRT Displa by Anonymous Coward · · Score: 0

    For Games to be emulated correctly, is required at least 60 FPS in this configuration. True: MAME can skip frames, but Gameplay becomes jerky. And the emulation is game dependent... Basically because in the golden age of arcades, developers had the option to choose what type of monitor can go in the arcade machine, resolutions of CRT were 320x240, 324x288, 256x264, and others depending of the game. Thus, there's no "magic setting" for all games.

    To be honest, probably only purists will care about pixel exact emulation... But of course, there is the problem of light guns games. These will be effectively dead after the last CRT monitor dies.

    Reference differences between CRT refresh and LCD refresh:

    CRT: https://www.youtube.com/watch?v=2nQ_gEJ6B4A
    LCD: https://www.youtube.com/watch?v=wts8f1bNnbo

  56. Phosphorescent vs POV by DrYak · · Score: 1

    Couldn't you make a phosphorescent front projection screen?

    In theory: yes, specially since there exist phosphors that only react to some laser frequencies (so you could even do RGB). (See Thunderf00t's Youtube video playing with blue phorphor balls and blue lasers).
    You could in theory spent some resource in researching phosphors that reacts more or less to a laser, like older CRT's phosphor did react to its electron gun.

    In practice: it's much cheaper to try to pump-up the frame rate and refresh the vector figure at a rate where the human eye's persistence of vision doesn't notice the flicker (much). (At least that's what I've read people are doing with OpenLase)
    (And that's how the laser are used in practice in night clubs : drawing the vectors at very high refresh rate).

    --
    "Sufficiently advanced satire is indistinguishable from reality." - [Tips: 1DrYakQDKCQ6y52z6QbnkxHXAocMZJE61o ]