WEBVTT - TechStuff Tidbits: MAME

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<v Speaker 1>Welcome to tech Stuff, a production from I Heart Radio.

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<v Speaker 1>Hey there, and welcome to tech Stuff. I'm your host,

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<v Speaker 1>Jonathan Strickland. I'm an executive producer with I Heart Radio

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<v Speaker 1>and now the tech aren't you. It's time for a

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<v Speaker 1>text stuff Ted bits and uh. I was listening to

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<v Speaker 1>a recent episode of the Besties. That's a podcast that's

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<v Speaker 1>about video games, which has no connection to my show

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<v Speaker 1>or the I Heart network. I just enjoy listening to it,

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<v Speaker 1>And in this particular episode, one of the hosts, Russ

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<v Speaker 1>frush Dick, was chiding another one of the hosts, Chris Plant,

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<v Speaker 1>after Plant had talked about the coin operated arcade days,

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<v Speaker 1>and the reason that Russ was giving his buddy a

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<v Speaker 1>bit of a hard time was that both Russ and

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<v Speaker 1>Chris are a little too young to have spent a

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<v Speaker 1>ton of time in arcades up. So essentially, Russ was saying,

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<v Speaker 1>as if you are old enough to remember those days, well, friends,

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<v Speaker 1>I am not as young as Russ and Chris are,

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<v Speaker 1>and I spent a lot of time in video game

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<v Speaker 1>arcades as a kid. And that actually got me to

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<v Speaker 1>thinking about maime cabinets, because I've I've actually thought about

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<v Speaker 1>making one myself. But I've kind of I've been holding

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<v Speaker 1>back on it, largely because there's some philosophical challenges that

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<v Speaker 1>I face that I have not yet reconciled. Anyway, I thought,

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<v Speaker 1>why not do a text of tidbits on MAME. I've

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<v Speaker 1>talked about MAME in the past, but I thought it

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<v Speaker 1>might be good to kind of run down this because

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<v Speaker 1>folks who are my age, they might have a nostalgic

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<v Speaker 1>love of certain classic arcade games, but anyone who has

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<v Speaker 1>even casually looked into the the hobby of collecting arcade games, nos,

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<v Speaker 1>it could be really hard to find some of those

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<v Speaker 1>classic titles. Some of them are prohibitively expensive. And then

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<v Speaker 1>on top of that, you have to think about things

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<v Speaker 1>like maintenance and repair, because these are systems that you know,

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<v Speaker 1>they have physical moving parts, and those things do break

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<v Speaker 1>down over time. So we're gonna take a quick look

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<v Speaker 1>at all of that in today's episode. Well, first, let's

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<v Speaker 1>talk about what old arcade machines had inside them, what

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<v Speaker 1>made them special. The brains of your typical arcade machine

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<v Speaker 1>was a circuit board, kind of like a mother board

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<v Speaker 1>in a PC, and various logic circuits would be incorporated

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<v Speaker 1>into these boards and these would be specific to whatever

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<v Speaker 1>title you were talking about. So you can think of

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<v Speaker 1>it in a way as the games are being hard

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<v Speaker 1>coded onto circuit boards to work a specific way, and

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<v Speaker 1>that's why Pacman is different from Donkey Kong, which is

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<v Speaker 1>different from Galagha and so on and so forth. Now,

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<v Speaker 1>these circuit boards were coupled with a primitive version of BIOS,

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<v Speaker 1>that's basic input output system. So BIOS meant that there

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<v Speaker 1>was a means for the circuit board to interoperate with

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<v Speaker 1>the input systems of the game, so the controls the game.

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<v Speaker 1>This involves everything from a joystick, maybe a button or

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<v Speaker 1>more than one button. Typically you would also talk about

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<v Speaker 1>a coin slot so that the machine detects when someone

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<v Speaker 1>has inserted a coin, that kind of stuff. So all

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<v Speaker 1>of those are inputs and the BIOS would be handling

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<v Speaker 1>those signals and sending them on to the the circuit

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<v Speaker 1>board to have the correct output. Right. The game's output

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<v Speaker 1>was mostly shown to the player through a monitor. That's

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<v Speaker 1>that was typically a CRT or cathode ray tube monitor.

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<v Speaker 1>These are those really big monitors, big heavy monitors, you

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<v Speaker 1>know CRT televisions. Maybe you still have one, or maybe

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<v Speaker 1>you used to own one. Um, these are those big,

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<v Speaker 1>heavy things that have a tube inside of them. By

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<v Speaker 1>the way, those televisions and the CRT monitors that were

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<v Speaker 1>in arcade machines, they're also equipped with powerful capacitors. Okay,

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<v Speaker 1>these capacitors can hold on to a really strong electric charge.

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<v Speaker 1>When I say really strong, I mean one that's strong

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<v Speaker 1>enough to kill you. And I say this because it

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<v Speaker 1>is always good to remember that even an arcade machine

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<v Speaker 1>or an old CRT television that's been sitting in storage

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<v Speaker 1>for years could still potentially have plenty of juice stored

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<v Speaker 1>in those capacitors. And if you accidentally cause those capacitors

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<v Speaker 1>to discharge, then you could be in serious danger. So

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<v Speaker 1>I say that because I mean I was a kid once.

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<v Speaker 1>I remember, like you'd come across a bunch of old,

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<v Speaker 1>abandoned stuff, and as a kid, my number one inclination

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<v Speaker 1>was let's break it right because it's just sitting there. Um.

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<v Speaker 1>But when it comes to things like televisions and monitors

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<v Speaker 1>and stuff, that comes with a real danger to it.

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<v Speaker 1>So I just wanted to point that out. Anyway, Over time,

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<v Speaker 1>arcade machine companies got a little more sophisticated, and they

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<v Speaker 1>created a standardized control boards at least for their own output, right.

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<v Speaker 1>It wasn't like it was standardized across the industry, but

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<v Speaker 1>like neo, GEO created its own kind of circuit board

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<v Speaker 1>design so that it wasn't making a new kind for

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<v Speaker 1>every single title. And into these you could plug a

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<v Speaker 1>wrong chip ROM or r O M that stands for

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<v Speaker 1>read only memory, and as that name suggests, it's a

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<v Speaker 1>type of computer memory that allows a device like a computer,

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<v Speaker 1>to a pulled data from the chip, but it doesn't

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<v Speaker 1>allow the device to write new data to the chip.

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<v Speaker 1>You can essentially consult the chip, but you can't change

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<v Speaker 1>anything on it. And we usually put stuff on ROM

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<v Speaker 1>chips that's necessary for basic computer functionality, like running through

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<v Speaker 1>the basic startup steps. You don't want that to get changed,

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<v Speaker 1>so you end up hard coding it into ROM, and

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<v Speaker 1>then it's effectively set in metaphorical stone. Now, in the

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<v Speaker 1>case of arcade machines, the game itself would be stored

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<v Speaker 1>on the ROM chip. So the important thing for the

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<v Speaker 1>purposes of our discussion about MAIM is that the games

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<v Speaker 1>we're on these physical chips, So we're not talking about

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<v Speaker 1>software in the traditional sense. We're talking about hardware, hard

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<v Speaker 1>coded chips. You can't just plug and play. So the

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<v Speaker 1>big downside to the industry using hard coded ROMs is

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<v Speaker 1>that there was no easy way to port the experience

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<v Speaker 1>of playing these arcade games onto some sort of home system. Right.

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<v Speaker 1>You couldn't just unless you went out and purchased an

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<v Speaker 1>arcade cabinet. And some people did. I mean they had

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<v Speaker 1>the money for it. I didn't, so I never did this.

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<v Speaker 1>But they would go out and they buy a copy

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<v Speaker 1>of the arcade machine and then they could play the

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<v Speaker 1>arcade game at home. That was really the only way

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<v Speaker 1>to do the actual arcade game, because you could not

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<v Speaker 1>just buy a wrong chip and then plug it into

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<v Speaker 1>a computer and play. So instead you had to rely

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<v Speaker 1>on a port of an arcade game. Porting essentially just

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<v Speaker 1>meant that the person in charge of the port had

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<v Speaker 1>to build effects simile of the arcade game that could

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<v Speaker 1>be played on some home system, whether it was a

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<v Speaker 1>computer or a video game console. More often than not,

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<v Speaker 1>they would actually pay someone else to do it, right,

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<v Speaker 1>They would pay someone else to go through and and

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<v Speaker 1>essentially recreate the game. So programmers of ports are often

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<v Speaker 1>trying to reinvent the wheel to an extent. They're aiming

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<v Speaker 1>to create the same game playing experience, but that doesn't

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<v Speaker 1>necessarily mean they're gonna follow follow the exact same path

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<v Speaker 1>as the original game designers did. When they're making a port,

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<v Speaker 1>they're saying, all right, well, what makes this game what

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<v Speaker 1>it is? What? How can we create that same output? Uh?

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<v Speaker 1>And it might mean that the port is actually, from

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<v Speaker 1>a program level drastically different from the original code. This

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<v Speaker 1>also meant that your experience when playing those ports could

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<v Speaker 1>vary drastically. You might luck out. It might be that

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<v Speaker 1>the port feels more or less the same as you

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<v Speaker 1>remembered from the arcade. I mean, obviously it'll feel a

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<v Speaker 1>little different if you're playing it on you know, a

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<v Speaker 1>video game console or your PC and you're using a

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<v Speaker 1>game pad. Game pads feel different from arcade controls. But

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<v Speaker 1>otherwise it might feel like it's pretty accurate it or

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<v Speaker 1>you might not be so lucky, and it might be

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<v Speaker 1>that the port is practically unrecognizable when compared to the

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<v Speaker 1>original title. So one early port that became infamous in

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<v Speaker 1>the classic video game console days was the pac Man

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<v Speaker 1>Port for the Atari twenty so Atari owners like myself

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<v Speaker 1>were eager to have the opportunity to play the simple

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<v Speaker 1>and yet compelling game of pac Man at home now

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<v Speaker 1>in the arcade, pac Man's graphics, while not like super sophisticated,

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<v Speaker 1>look nice like the ghosts look nice, the maze look nice.

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<v Speaker 1>Pac Man looked nice. Everything was The sprites were good,

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<v Speaker 1>things moved on a good clip. You had fun sound

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<v Speaker 1>effects and music too. It really was the combination of

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<v Speaker 1>all of these different elements that made pac Man such

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<v Speaker 1>a fun game to play in the arcade. But the

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<v Speaker 1>Atari twenty port was, by contrast, ugly playing. The game

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<v Speaker 1>was unwieldy, it didn't sound good at all. The ghosts

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<v Speaker 1>flickered in the Atari port because the Atari wasn't able

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<v Speaker 1>to handle a a solid pac Man and four solid

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<v Speaker 1>ghosts moving around simultaneously. In fact, the ghosts collectively had

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<v Speaker 1>to share a single sprite, a sprite being a graphical

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<v Speaker 1>element that can actually move uh compared to the play

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<v Speaker 1>field of a game. And so the way the game

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<v Speaker 1>compensated for the fact that it couldn't support four simultaneous

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<v Speaker 1>ghosts on screening, it would only display one at a time,

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<v Speaker 1>and that would alternate between the four of them, so

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<v Speaker 1>like you would see a ghost for a frame and

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<v Speaker 1>then the next frame you would see Ghost number two,

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<v Speaker 1>and in the next frame you'd see Ghost number three,

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<v Speaker 1>and in the next frame you see Ghost number four,

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<v Speaker 1>and then the next one it would go back to

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<v Speaker 1>ghost number one. So you're getting twenty four frames a second,

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<v Speaker 1>you know, essentially really more like thirty frames a second.

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<v Speaker 1>So they were flickering pretty fast, so you could see them,

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<v Speaker 1>but they had that flicker and it was distracting. It

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<v Speaker 1>didn't look at all like the original arcade machine. The

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<v Speaker 1>only way you could have avoided that is if you

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<v Speaker 1>had only had one ghost, you would have one solid

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<v Speaker 1>pac Man and one solid Ghost, because the ghost wouldn't

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<v Speaker 1>have to share that sprite with you know, it's fellow ghosts. Now,

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<v Speaker 1>this gets more complicated, but we're not here to talk

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<v Speaker 1>about the Atari's limitations really, but the point being that

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<v Speaker 1>while pac Man for the Atari wasn't very good, in fact,

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<v Speaker 1>I would say it was pretty bad, Atari sold more

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<v Speaker 1>than seven million copies of it. Now, unfortunately, Atari manufactured

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<v Speaker 1>twelve million copies, so while they sold seven million, that

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<v Speaker 1>meant five million were sitting around unsold. Uh So, even

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<v Speaker 1>though pac Man was the best selling Atari cartridge in

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<v Speaker 1>the company's history, it didn't perform to what the company

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<v Speaker 1>was expecting, and ultimately would become one of many massive

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<v Speaker 1>mistakes that would lead to the Great Video game Crash

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<v Speaker 1>of anyway, that's an example of a really bad part.

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<v Speaker 1>But even a good part of a game often doesn't

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<v Speaker 1>feel quite the same as the original arcade cabinet, and

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<v Speaker 1>a lot of different factors can contribute to that, including

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<v Speaker 1>the brightness and color contrast of the display, the responsiveness

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<v Speaker 1>of the controllers, even the style of controllers can really

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<v Speaker 1>make a big difference. Playing Galiga on an arcade cabinet

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<v Speaker 1>just feels different than playing it with a game controller,

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<v Speaker 1>even with a really faithful part of the game. I've

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<v Speaker 1>got a version of Galagha on Xbox right. That was

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<v Speaker 1>one of the games that I I purchased, and from

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<v Speaker 1>a gameplay perspective, everything except the controls is perfect. Like

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<v Speaker 1>it looks and sounds and behaves exactly the way the

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<v Speaker 1>arcade machine behaved. But because I'm playing on a game

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<v Speaker 1>pad like a game controller as opposed to the classic

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<v Speaker 1>joystick and button combo of the arcade, it's still not

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<v Speaker 1>the same. Now, arcades had a fairly brief time in

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<v Speaker 1>the spotlight here in the United States. It was a

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<v Speaker 1>little different. In other places in the world, like Japan,

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<v Speaker 1>the arcade culture was healthier for much longer and still

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<v Speaker 1>exists over there. But here in the United States, Uh,

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<v Speaker 1>the the heyday of the arcade is long in the past,

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<v Speaker 1>and a lot of different factors led to most arcades

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<v Speaker 1>closing down. When we come back, we'll talk a bit

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<v Speaker 1>about those factors. Okay, just before the break, I talked

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<v Speaker 1>about how arcades started to close down in the United States. Well,

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<v Speaker 1>there were a lot of different reasons for that. One

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<v Speaker 1>of the reasons was the rise of the home video

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<v Speaker 1>game system. Now, that did have a big blip in

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<v Speaker 1>ten three with the collapse of the industry, that also

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<v Speaker 1>affected the arcade industry as well. It wasn't just the

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<v Speaker 1>home video game market. But then you know, the system

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<v Speaker 1>Nintendo Entertainment System came in really turned things around here

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<v Speaker 1>in the United States, and uh, the home video game

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<v Speaker 1>market recovered and then flourished on a level that it

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<v Speaker 1>hadn't even approached back in the first age of home

0:14:27.120 --> 0:14:31.240
<v Speaker 1>video game systems. But that was just one factor that

0:14:31.400 --> 0:14:35.720
<v Speaker 1>led to arcades losing relevance. Another was that in order

0:14:35.720 --> 0:14:39.520
<v Speaker 1>to keep an arcade interesting, owners had to add new

0:14:39.600 --> 0:14:43.080
<v Speaker 1>games fairly regularly, right, people would get tired of playing

0:14:43.080 --> 0:14:47.520
<v Speaker 1>the same games, But buying a new game to feature

0:14:47.560 --> 0:14:52.440
<v Speaker 1>in your arcade was expensive. So as arcade attendance was

0:14:52.520 --> 0:14:56.000
<v Speaker 1>on the decline, keeping things going would eat into revenues

0:14:56.040 --> 0:14:58.760
<v Speaker 1>more and more. Right, if you didn't add new games,

0:14:58.840 --> 0:15:01.800
<v Speaker 1>you would lose even more players over time. If you

0:15:01.840 --> 0:15:05.400
<v Speaker 1>were buying new games, you were spending a good amount

0:15:05.400 --> 0:15:08.480
<v Speaker 1>of your revenue just to try and hold on to

0:15:08.800 --> 0:15:12.240
<v Speaker 1>the customers you already have. You weren't really seeing a

0:15:12.240 --> 0:15:16.080
<v Speaker 1>lot of places get new customers, so it was it

0:15:16.160 --> 0:15:20.680
<v Speaker 1>was essentially treading water, and ultimately it would lead to

0:15:20.720 --> 0:15:24.320
<v Speaker 1>a situation where it just became impossible to be profitable

0:15:24.400 --> 0:15:28.080
<v Speaker 1>and run an arcade, and most of them shut down.

0:15:28.520 --> 0:15:31.080
<v Speaker 1>There are still arcades out there. I don't mean to

0:15:31.080 --> 0:15:34.840
<v Speaker 1>suggest that they're all gone, but they aren't nearly as

0:15:35.680 --> 0:15:38.880
<v Speaker 1>popular or as numerous as they were back in the

0:15:38.880 --> 0:15:41.920
<v Speaker 1>glory days of the eighties and even into the nineties,

0:15:41.920 --> 0:15:45.280
<v Speaker 1>because there was like an arcade renaissance in the nineties,

0:15:45.360 --> 0:15:48.880
<v Speaker 1>largely helped by the emergence of a little game known

0:15:48.920 --> 0:15:52.640
<v Speaker 1>as Street Fighter too. Anyway, this also meant that those

0:15:52.640 --> 0:15:56.480
<v Speaker 1>classic arcade games were in danger of being lost to time.

0:15:57.120 --> 0:15:59.600
<v Speaker 1>We had the various ports, right, Like a lot of

0:15:59.600 --> 0:16:04.000
<v Speaker 1>these game teams had ports on different home consoles, but

0:16:04.080 --> 0:16:07.040
<v Speaker 1>the original versions of the games were still sitting on

0:16:07.080 --> 0:16:11.000
<v Speaker 1>these ron chips inside arcade cabinets, and the world was

0:16:11.080 --> 0:16:15.160
<v Speaker 1>moving on. That also included other technologies as well, like

0:16:15.200 --> 0:16:19.320
<v Speaker 1>the CRT For example, it became far more common for

0:16:19.520 --> 0:16:22.640
<v Speaker 1>companies that were in the business of making monitors and

0:16:22.680 --> 0:16:27.920
<v Speaker 1>displays to switch to manufacturing displays that use LED technology,

0:16:28.000 --> 0:16:30.760
<v Speaker 1>for example, and one by one the companies that were

0:16:30.800 --> 0:16:36.120
<v Speaker 1>making CRT s shut down those manufacturing lines. So today,

0:16:36.560 --> 0:16:39.000
<v Speaker 1>if you hunt down a classic arcade machine, you can

0:16:39.000 --> 0:16:41.720
<v Speaker 1>still find them and you can still purchase them. But

0:16:42.480 --> 0:16:45.120
<v Speaker 1>when you do it, you also know that if your

0:16:45.160 --> 0:16:49.880
<v Speaker 1>monitor breaks, if that CRT set goes bad, it could

0:16:49.880 --> 0:16:52.000
<v Speaker 1>be really tricky to find a way to repair or

0:16:52.040 --> 0:16:54.880
<v Speaker 1>replace it. It's just it's getting harder and harder to

0:16:55.040 --> 0:17:01.480
<v Speaker 1>find parts or replacement monitors. So there we have the

0:17:01.560 --> 0:17:04.240
<v Speaker 1>stage set. Right, We've got a technology that is in

0:17:04.359 --> 0:17:08.480
<v Speaker 1>danger of going entirely obsolete, and if it does, it

0:17:08.600 --> 0:17:12.399
<v Speaker 1>takes with it hundreds thousands of games, some of which

0:17:12.880 --> 0:17:16.800
<v Speaker 1>are real classics that lots of people love, but now

0:17:16.840 --> 0:17:21.520
<v Speaker 1>let's talk about Nicola Salmoria. He is a programmer from

0:17:21.560 --> 0:17:25.280
<v Speaker 1>Italy and Nicola became interested in this idea of using

0:17:25.400 --> 0:17:31.560
<v Speaker 1>software to mimic or emulate the hardware of arcade machines.

0:17:32.160 --> 0:17:36.600
<v Speaker 1>That's what an emulator does. An emulator is able to

0:17:36.960 --> 0:17:42.000
<v Speaker 1>mimic something else so that you can get a particular output.

0:17:42.119 --> 0:17:44.639
<v Speaker 1>It doesn't have to be video games. A lot of

0:17:44.640 --> 0:17:48.280
<v Speaker 1>people just equate emulator with the world of video games.

0:17:48.920 --> 0:17:52.440
<v Speaker 1>An emulator really is just a way to use software

0:17:53.000 --> 0:17:57.000
<v Speaker 1>two replicate what hardware would do when you no longer

0:17:57.040 --> 0:18:01.960
<v Speaker 1>have access to the hardware. So the the way that

0:18:02.040 --> 0:18:04.320
<v Speaker 1>this worked, I mean you couldn't just plug a RAM

0:18:04.480 --> 0:18:07.199
<v Speaker 1>chip into a circuit board and then you're able to

0:18:07.240 --> 0:18:09.840
<v Speaker 1>play the game. Right, even if you went out and

0:18:09.920 --> 0:18:13.480
<v Speaker 1>you bought a RAM chip of a classic arcade game,

0:18:14.240 --> 0:18:16.119
<v Speaker 1>you don't really have an easy way of playing it

0:18:16.119 --> 0:18:18.199
<v Speaker 1>because you don't have the rest of the circuitry that

0:18:18.320 --> 0:18:20.960
<v Speaker 1>that RAM chip interacts with in order for the game

0:18:21.000 --> 0:18:25.480
<v Speaker 1>to work. However, if you were able to create software

0:18:25.880 --> 0:18:30.359
<v Speaker 1>that could mimic how that particular arcade machine worked, and

0:18:30.400 --> 0:18:34.000
<v Speaker 1>then if you were able to make a copy of

0:18:34.000 --> 0:18:37.400
<v Speaker 1>the code that was stored on the RAM. This is

0:18:37.440 --> 0:18:39.840
<v Speaker 1>called creating an image. If you were to create an

0:18:39.880 --> 0:18:43.399
<v Speaker 1>image of the data that was stored on that RAM,

0:18:43.440 --> 0:18:46.199
<v Speaker 1>you might then be able to create what amounts to

0:18:46.440 --> 0:18:52.119
<v Speaker 1>a virtual arcade machine. The software is handling everything that

0:18:52.160 --> 0:18:55.119
<v Speaker 1>the hardware would have handled, and as far as the

0:18:55.200 --> 0:18:59.639
<v Speaker 1>code on the RAM is concerned, it's in a an official,

0:19:00.560 --> 0:19:04.159
<v Speaker 1>you know, legitimate arcade machine and it will create the

0:19:04.160 --> 0:19:06.840
<v Speaker 1>output that you need. You also have to build all

0:19:06.920 --> 0:19:11.720
<v Speaker 1>the the systems that will allow that output to have

0:19:11.880 --> 0:19:15.199
<v Speaker 1>a meaningful expression, right because I'll put has to go

0:19:15.320 --> 0:19:18.679
<v Speaker 1>to something like a display and speakers. So there's a

0:19:18.760 --> 0:19:20.760
<v Speaker 1>there are a lot of steps here. It's not just

0:19:20.960 --> 0:19:25.879
<v Speaker 1>to make the the WROM work. It's so that the

0:19:25.920 --> 0:19:30.480
<v Speaker 1>modern technology we're using to access the code that's on

0:19:30.520 --> 0:19:34.560
<v Speaker 1>the ROM can interoperate with it. So this is really complicated.

0:19:34.600 --> 0:19:37.520
<v Speaker 1>It's not just oh, I found a way to create

0:19:37.560 --> 0:19:41.280
<v Speaker 1>code that makes this ROM chip think that it's in

0:19:41.320 --> 0:19:45.199
<v Speaker 1>a Donkey Kong machine. No, it has to involve the

0:19:45.240 --> 0:19:48.960
<v Speaker 1>support for the various controls you're using, Like are you

0:19:49.080 --> 0:19:53.560
<v Speaker 1>using a game pad versus a classic joystick and button combo?

0:19:54.600 --> 0:19:58.040
<v Speaker 1>These are really tricky things and that's kind of what

0:19:58.240 --> 0:20:01.959
<v Speaker 1>Nicola was really tackling in those early days. This is,

0:20:02.000 --> 0:20:06.199
<v Speaker 1>by the way, is around nine six UH. So the

0:20:06.240 --> 0:20:09.359
<v Speaker 1>software would serve as sort of an abstract layer representing

0:20:09.400 --> 0:20:13.359
<v Speaker 1>all the circuitry of an arcade machine. And Nicola first

0:20:13.400 --> 0:20:17.320
<v Speaker 1>focused on pac Man games, a bunch of games that

0:20:17.359 --> 0:20:20.720
<v Speaker 1>were in the pac Man family of games, and in fact,

0:20:20.960 --> 0:20:25.040
<v Speaker 1>he originally called the name of his project multi Pack.

0:20:26.119 --> 0:20:28.560
<v Speaker 1>But he saw that there was a need to create

0:20:28.640 --> 0:20:31.560
<v Speaker 1>a means to preserve arcade games in general, not just

0:20:31.640 --> 0:20:36.160
<v Speaker 1>pac Man games, but all arcade games. They all had

0:20:36.200 --> 0:20:40.080
<v Speaker 1>a risk of going obsolete and just being lost to time.

0:20:41.040 --> 0:20:45.080
<v Speaker 1>So he started to develop his software so that it

0:20:45.119 --> 0:20:49.359
<v Speaker 1>could essentially trick the ROM code of different types of

0:20:49.400 --> 0:20:52.120
<v Speaker 1>games into thinking it was in a physical arcade machine,

0:20:52.880 --> 0:20:57.520
<v Speaker 1>and uh began to expand well beyond the pac Man games,

0:20:57.520 --> 0:21:01.960
<v Speaker 1>and in that stage he this project was only working

0:21:02.000 --> 0:21:06.280
<v Speaker 1>for the ms DOS platform, So in other words, the software,

0:21:06.400 --> 0:21:11.399
<v Speaker 1>the emulator software he was designing, was only compatible with

0:21:11.560 --> 0:21:14.800
<v Speaker 1>MS DOS machines, so we're not even talking about Windows

0:21:14.880 --> 0:21:18.600
<v Speaker 1>at this particular stage, though that would follow, and as

0:21:18.600 --> 0:21:21.800
<v Speaker 1>he was adding more and more support for early arcade titles,

0:21:22.119 --> 0:21:25.919
<v Speaker 1>he decided multipack just isn't an accurate descriptor anymore, and

0:21:25.960 --> 0:21:28.159
<v Speaker 1>he gave it a new name. This name was the

0:21:28.240 --> 0:21:33.119
<v Speaker 1>Multiple Arcade Machine Emulator or MAINE. These days we just

0:21:33.160 --> 0:21:36.639
<v Speaker 1>call it MAIN. We don't even suggest that you should

0:21:36.640 --> 0:21:39.879
<v Speaker 1>break it out as if it were an acronym. And

0:21:39.960 --> 0:21:43.840
<v Speaker 1>that's because it it now encompasses way more than just

0:21:43.960 --> 0:21:47.639
<v Speaker 1>arcade machines. But I'll get to that now. So Maria

0:21:47.760 --> 0:21:49.959
<v Speaker 1>didn't tackle all of this on his own. He actually

0:21:50.000 --> 0:21:53.760
<v Speaker 1>made his project an open source project. Now that means

0:21:53.760 --> 0:21:56.000
<v Speaker 1>that other people were free to look at what he

0:21:56.080 --> 0:21:59.720
<v Speaker 1>was doing, to look at his code, and to contribute

0:22:00.119 --> 0:22:03.040
<v Speaker 1>to the project, to build onto it. That meant that

0:22:03.080 --> 0:22:06.400
<v Speaker 1>with more people you could focus on adding emulation support

0:22:06.480 --> 0:22:10.280
<v Speaker 1>for more titles. Uh. And in fact, that's one way

0:22:10.640 --> 0:22:13.240
<v Speaker 1>you can look at the progress of MAME, and it's

0:22:13.359 --> 0:22:17.000
<v Speaker 1>to see how many number, how many supported titles rather

0:22:17.680 --> 0:22:23.920
<v Speaker 1>would be involved from version to version, because like lots

0:22:23.920 --> 0:22:28.920
<v Speaker 1>of software, you look at MAME as generations of software

0:22:29.160 --> 0:22:32.199
<v Speaker 1>and and different You know, what's the latest version of

0:22:32.320 --> 0:22:35.840
<v Speaker 1>MAME um And that's one way you can look at

0:22:35.880 --> 0:22:38.080
<v Speaker 1>the history of MAME. But there are lots of other

0:22:38.080 --> 0:22:42.000
<v Speaker 1>ones too. And again, it wasn't just title support that

0:22:42.080 --> 0:22:46.439
<v Speaker 1>was important. It was also important to add to the

0:22:46.480 --> 0:22:49.760
<v Speaker 1>support from various control systems that required a lot of

0:22:49.800 --> 0:22:52.280
<v Speaker 1>work from the main community as well, and then support

0:22:52.320 --> 0:22:57.560
<v Speaker 1>for the various operating systems, because obviously it didn't just

0:22:57.920 --> 0:23:01.600
<v Speaker 1>stick to MS. DOSS is compatible with lots of operating

0:23:01.640 --> 0:23:05.440
<v Speaker 1>systems out there now. So when you really boil it down,

0:23:06.520 --> 0:23:08.879
<v Speaker 1>the goal of MAINE is to create as many ways

0:23:09.040 --> 0:23:12.760
<v Speaker 1>for modern systems to recreate the experience of playing specific

0:23:13.640 --> 0:23:17.320
<v Speaker 1>games from the past as possible. And that includes folks

0:23:17.320 --> 0:23:20.919
<v Speaker 1>who want to build their own main arcade cabinets, which

0:23:21.359 --> 0:23:25.560
<v Speaker 1>might include classic style joysticks and buttons, or it could

0:23:25.600 --> 0:23:28.240
<v Speaker 1>include someone who just wants to be able to play

0:23:28.280 --> 0:23:31.119
<v Speaker 1>classic games on their PC using a game pad as

0:23:31.119 --> 0:23:35.199
<v Speaker 1>their controller, or one of a hundred other systems. Now

0:23:35.200 --> 0:23:37.359
<v Speaker 1>we're gonna take another quick break, but when we come back,

0:23:37.440 --> 0:23:43.200
<v Speaker 1>I'll talk a bit about the complications of MAINE, because

0:23:44.560 --> 0:23:47.040
<v Speaker 1>it it does get complicated. We're not talking about the

0:23:47.040 --> 0:23:50.960
<v Speaker 1>technology side, but the business side. I'll explain more when

0:23:50.960 --> 0:24:02.840
<v Speaker 1>we come back. Okay, let's talk about business a bit here.

0:24:03.000 --> 0:24:06.000
<v Speaker 1>First of all, Main itself is free software, and there

0:24:06.000 --> 0:24:08.920
<v Speaker 1>are a lot of different flavors of MAIN if you're

0:24:08.920 --> 0:24:12.200
<v Speaker 1>familiar with Linux, you know that there are all these

0:24:12.200 --> 0:24:17.119
<v Speaker 1>different distributions or distros of Linux where all the distros

0:24:17.160 --> 0:24:23.160
<v Speaker 1>are using Lenox as the foundation, but they have different

0:24:23.280 --> 0:24:25.840
<v Speaker 1>user interfaces. Well, the same thing is true with Maine.

0:24:26.480 --> 0:24:28.920
<v Speaker 1>You can really just think of Name as the underlying

0:24:29.080 --> 0:24:34.399
<v Speaker 1>guts of emulation UM and it's not really user friendly.

0:24:34.440 --> 0:24:38.080
<v Speaker 1>It's not really easy to navigate. And just like pure MAIN,

0:24:38.560 --> 0:24:40.720
<v Speaker 1>so the versions you typically find out there in the

0:24:40.760 --> 0:24:44.000
<v Speaker 1>wild have different user interface systems built into them to

0:24:44.080 --> 0:24:47.800
<v Speaker 1>make it easier to navigate Name. And here's the other

0:24:47.840 --> 0:24:54.359
<v Speaker 1>important bit maime itself. The emulator doesn't include games. It

0:24:54.560 --> 0:25:00.000
<v Speaker 1>is supportive of thousands of games, but it doesn't act

0:25:00.000 --> 0:25:03.560
<v Speaker 1>actually include the games themselves. It's kind of like if

0:25:03.560 --> 0:25:06.160
<v Speaker 1>you were to go out and just by a video

0:25:06.160 --> 0:25:10.480
<v Speaker 1>game console and there are no games included on the console. Well,

0:25:10.520 --> 0:25:12.639
<v Speaker 1>you've got a device that can play games, but you

0:25:12.680 --> 0:25:14.119
<v Speaker 1>don't have any games to run on it. You have

0:25:14.160 --> 0:25:16.679
<v Speaker 1>to go out and then get games for it. The

0:25:16.800 --> 0:25:20.320
<v Speaker 1>same is true for Main, So to get games you

0:25:20.400 --> 0:25:25.760
<v Speaker 1>have to get hold of ROM images, and technically the

0:25:25.840 --> 0:25:29.199
<v Speaker 1>only legal way to do that is to either you know,

0:25:29.320 --> 0:25:34.240
<v Speaker 1>get official permission from whatever entity holds the intellectual property

0:25:34.400 --> 0:25:37.720
<v Speaker 1>of that specific ROM, or you have to purchase a

0:25:37.800 --> 0:25:43.159
<v Speaker 1>copy of the ROM so you can do this. For example,

0:25:43.240 --> 0:25:45.880
<v Speaker 1>let's say, yeah, you went out and you bought an

0:25:46.000 --> 0:25:49.320
<v Speaker 1>arcade machine of Donkey Kong. You found a classic Donkey

0:25:49.400 --> 0:25:52.800
<v Speaker 1>Kong arcade machine. Maybe it's being sold for a song,

0:25:52.960 --> 0:25:57.439
<v Speaker 1>like like fifty bucks, and it's because the person selling

0:25:57.440 --> 0:25:59.720
<v Speaker 1>it knows that the game is not playable in its

0:25:59.760 --> 0:26:02.919
<v Speaker 1>cur and state. So the arcade machine still has the

0:26:02.920 --> 0:26:06.080
<v Speaker 1>original RAM in it, like that's in the arcade cabinet,

0:26:06.560 --> 0:26:10.560
<v Speaker 1>but it is unplayable for whatever reason. Maybe the monitors busted,

0:26:10.720 --> 0:26:14.199
<v Speaker 1>maybe the circuit board is damaged. Whatever it is, You

0:26:14.240 --> 0:26:17.119
<v Speaker 1>do have the wrong it's in there, but you can't

0:26:17.160 --> 0:26:22.040
<v Speaker 1>play it. Well, then you could presumably download a RAM

0:26:22.040 --> 0:26:26.400
<v Speaker 1>image of that game and use an emulator and play

0:26:26.480 --> 0:26:32.600
<v Speaker 1>Donkey Kong with no penalty. Uh, because you own a

0:26:32.680 --> 0:26:36.520
<v Speaker 1>copy of it and you are allowed to make backup

0:26:36.560 --> 0:26:41.080
<v Speaker 1>copies of your legally purchased media. That's well established, at

0:26:41.160 --> 0:26:43.160
<v Speaker 1>least here in the United States. It is that if

0:26:43.200 --> 0:26:47.439
<v Speaker 1>you purchase a copy of something, you can make a

0:26:47.480 --> 0:26:52.040
<v Speaker 1>backup copy for your own personal use, and that's fine.

0:26:52.240 --> 0:26:56.399
<v Speaker 1>That is an exemption to copyright law. It's one of

0:26:56.400 --> 0:27:00.560
<v Speaker 1>the few, but you can do it. However, let's say

0:27:00.560 --> 0:27:03.520
<v Speaker 1>you don't own a copy of Donkey Kong. You didn't

0:27:03.520 --> 0:27:06.320
<v Speaker 1>go out and find a version of the Arcade Machine

0:27:06.320 --> 0:27:08.640
<v Speaker 1>with the RAM in there, and let's say that there's

0:27:08.680 --> 0:27:12.000
<v Speaker 1>nowhere you can go to buy a license to use

0:27:12.080 --> 0:27:15.080
<v Speaker 1>the ROM. Well, technically, if you then go on and

0:27:15.160 --> 0:27:19.439
<v Speaker 1>download a RAM image of Donkey Kong, you're violating copyright.

0:27:19.960 --> 0:27:23.840
<v Speaker 1>So while you could download the main software for free

0:27:24.000 --> 0:27:28.640
<v Speaker 1>and Maime is total legit and totally legal, downloading the

0:27:28.720 --> 0:27:31.640
<v Speaker 1>ROMs that you will need in order to actually make

0:27:31.840 --> 0:27:36.920
<v Speaker 1>use of Maime is a different story. Now, this does

0:27:36.960 --> 0:27:40.920
<v Speaker 1>not mean that the Internet isn't positively teeming with ROM

0:27:41.119 --> 0:27:45.520
<v Speaker 1>images out there. There are tons of them. There are

0:27:46.040 --> 0:27:52.640
<v Speaker 1>groups of of enthusiasts who have collected thousands of games

0:27:53.080 --> 0:27:56.240
<v Speaker 1>and made an image where all those games are on

0:27:56.280 --> 0:28:00.639
<v Speaker 1>that image and when paired with Maime software are It

0:28:00.680 --> 0:28:03.840
<v Speaker 1>means you can actually play all of those games. And

0:28:04.200 --> 0:28:07.000
<v Speaker 1>making these images is not easy. It requires a lot

0:28:07.000 --> 0:28:10.640
<v Speaker 1>of work. A lot of ROMs have copy protection on them,

0:28:11.040 --> 0:28:15.200
<v Speaker 1>which usually requires someone to find a way around that protection.

0:28:15.440 --> 0:28:20.520
<v Speaker 1>You're also usually talking about physically taking a ROM chip

0:28:20.640 --> 0:28:23.840
<v Speaker 1>apart so that you can actually make an image of

0:28:23.880 --> 0:28:27.480
<v Speaker 1>the code that's hard coded on the chip. So it's

0:28:27.600 --> 0:28:32.119
<v Speaker 1>really tricky stuff. Um. Also, by the way, if you

0:28:32.160 --> 0:28:34.480
<v Speaker 1>have to get around copy protection, that creates a new

0:28:34.520 --> 0:28:37.280
<v Speaker 1>problem as well, because while it is totally legal for

0:28:37.320 --> 0:28:40.000
<v Speaker 1>you to make backup copies of stuff for your own purposes,

0:28:40.560 --> 0:28:43.600
<v Speaker 1>it's actually illegal here in the US to try and

0:28:43.640 --> 0:28:47.400
<v Speaker 1>defeat copy protection mechanisms. That puts you into real paradox,

0:28:47.480 --> 0:28:51.120
<v Speaker 1>right because you're like, well, I'm allowed to make a

0:28:51.160 --> 0:28:54.080
<v Speaker 1>backup copy of something I own, of media I own.

0:28:54.360 --> 0:28:57.840
<v Speaker 1>That's fine. If I bought a copy of you know,

0:28:58.040 --> 0:29:01.240
<v Speaker 1>this game, then I can make a backup. That's my

0:29:01.360 --> 0:29:05.040
<v Speaker 1>legal right. However, if there is copy protection on the

0:29:05.120 --> 0:29:10.320
<v Speaker 1>game itself, I am not legally allowed to bypass that

0:29:10.360 --> 0:29:13.640
<v Speaker 1>copy protection. So while I while I can legally make

0:29:13.680 --> 0:29:15.960
<v Speaker 1>a copy, it would be illegal for me to do

0:29:16.000 --> 0:29:17.600
<v Speaker 1>it because I would have to get around the copy

0:29:17.640 --> 0:29:22.200
<v Speaker 1>protection first. Fun times, it's like saying, Uh, you can't

0:29:22.200 --> 0:29:24.640
<v Speaker 1>come into the building unless you fill out a form. Well,

0:29:24.640 --> 0:29:27.880
<v Speaker 1>where's the form, Oh, it's inside the building. It's It's

0:29:27.880 --> 0:29:32.160
<v Speaker 1>one of those situations. Anyway. There's also the matter that

0:29:32.240 --> 0:29:34.280
<v Speaker 1>a lot of the older arcade games are kind of

0:29:34.320 --> 0:29:37.520
<v Speaker 1>just sort of fading away, and so ROM images really

0:29:37.560 --> 0:29:39.880
<v Speaker 1>are a means of preserving those games. Like, if you

0:29:40.000 --> 0:29:43.640
<v Speaker 1>do not make those images, eventually that hardware is going

0:29:43.720 --> 0:29:46.720
<v Speaker 1>to deteriorate to the point where it might be irretrievable

0:29:46.760 --> 0:29:51.240
<v Speaker 1>and we just lose it. So in some cases, uh,

0:29:51.320 --> 0:29:54.080
<v Speaker 1>you know, this is this is really about preservation. However,

0:29:54.440 --> 0:29:57.320
<v Speaker 1>you still aren't supposed to distribute it or you know,

0:29:57.760 --> 0:30:00.480
<v Speaker 1>play it or whatever unless you've got the permission first.

0:30:01.000 --> 0:30:03.320
<v Speaker 1>And in a lot of cases, even determining who the

0:30:03.320 --> 0:30:06.200
<v Speaker 1>heck owns the copyright for a specific game can be

0:30:06.200 --> 0:30:09.560
<v Speaker 1>difficult or sometimes even impossible, meaning that even the most

0:30:09.600 --> 0:30:12.680
<v Speaker 1>well intentioned person isn't necessarily going to be able to

0:30:12.680 --> 0:30:16.560
<v Speaker 1>find a strictly legal means of preserving the game. Now,

0:30:16.560 --> 0:30:18.880
<v Speaker 1>there are a lot of companies out there that are

0:30:18.880 --> 0:30:23.040
<v Speaker 1>in the business of building out main arcade cabinets, or

0:30:23.120 --> 0:30:26.400
<v Speaker 1>they design main kits. Sometimes they just put together a

0:30:26.480 --> 0:30:29.720
<v Speaker 1>main ROM image file containing tens of thousands of games

0:30:29.760 --> 0:30:32.440
<v Speaker 1>on it. There are tons of them out there. If

0:30:32.440 --> 0:30:34.440
<v Speaker 1>you were to do a search, many of them would

0:30:34.440 --> 0:30:38.880
<v Speaker 1>pop up. And that even gets more complex because MESS,

0:30:39.120 --> 0:30:44.560
<v Speaker 1>the multi emulator supersystem merged with MAME about seven years

0:30:44.560 --> 0:30:47.600
<v Speaker 1>ago now, I think so MESS is an emulator that

0:30:47.640 --> 0:30:51.000
<v Speaker 1>focuses on video game consoles and older computer systems. It

0:30:51.120 --> 0:30:54.120
<v Speaker 1>is similar to MAME, but instead of arcade machines, you're

0:30:54.160 --> 0:30:58.800
<v Speaker 1>talking about more than nine hundred different video game systems

0:30:58.920 --> 0:31:02.959
<v Speaker 1>and older computer systems, and so it's designed so that

0:31:03.000 --> 0:31:06.600
<v Speaker 1>you can run games that were built for those systems

0:31:06.640 --> 0:31:11.080
<v Speaker 1>as well. That means that MAIM now supports even more games,

0:31:11.080 --> 0:31:14.840
<v Speaker 1>not just classic arcade games, but classic console and computer games.

0:31:15.960 --> 0:31:18.360
<v Speaker 1>So for the companies that are offering raw images or

0:31:18.440 --> 0:31:22.360
<v Speaker 1>built out systems that include these games in them, they're

0:31:22.480 --> 0:31:25.360
<v Speaker 1>kind of operating outside the law. Not kind of, they

0:31:25.360 --> 0:31:28.720
<v Speaker 1>are operating outside the law. Now, whether the big companies

0:31:28.720 --> 0:31:30.200
<v Speaker 1>that own a lot of the I P s are

0:31:30.200 --> 0:31:35.080
<v Speaker 1>going to come after these various vendors and merchants, that's

0:31:35.120 --> 0:31:38.360
<v Speaker 1>that's really the question. Uh. If they do, then you

0:31:38.400 --> 0:31:41.560
<v Speaker 1>can bet that that particular vendor is gonna get shut down.

0:31:41.720 --> 0:31:44.920
<v Speaker 1>I don't think it will ever go away entirely, but

0:31:45.000 --> 0:31:48.080
<v Speaker 1>that is a possibility. So when you see these ads

0:31:48.280 --> 0:31:52.520
<v Speaker 1>for a main machine that has seventy games on it

0:31:52.640 --> 0:31:56.360
<v Speaker 1>or whatever, you have to remember that the people selling

0:31:56.400 --> 0:32:00.680
<v Speaker 1>that probably don't have the right too in include those

0:32:00.720 --> 0:32:03.040
<v Speaker 1>games on that machine. In fact, most of the time,

0:32:03.800 --> 0:32:05.920
<v Speaker 1>uh in my experience, when I was looking through these,

0:32:06.320 --> 0:32:09.160
<v Speaker 1>it was impossible to find a list of the games

0:32:09.160 --> 0:32:12.440
<v Speaker 1>that were supported. And I think that's largely so that

0:32:12.520 --> 0:32:19.400
<v Speaker 1>the vendors can try and quietly skirt any imperial entanglements.

0:32:19.440 --> 0:32:23.440
<v Speaker 1>As obi Wan might say, uh so, if you go

0:32:23.480 --> 0:32:25.840
<v Speaker 1>out and buy a main cabinet stacked with games, you're

0:32:25.840 --> 0:32:29.600
<v Speaker 1>technically engaging in IP theft, unless, of course, the company

0:32:29.640 --> 0:32:33.640
<v Speaker 1>that made the cabinet actually does have licenses for all

0:32:33.680 --> 0:32:36.360
<v Speaker 1>of the games that are included on that machine. I

0:32:36.400 --> 0:32:40.160
<v Speaker 1>suspect that that's not the case, because getting those licenses

0:32:40.200 --> 0:32:44.880
<v Speaker 1>would be incredibly complicated and expensive. My guess is that

0:32:44.960 --> 0:32:49.640
<v Speaker 1>if you had an arcade machine that legit had all

0:32:50.000 --> 0:32:54.480
<v Speaker 1>seventy thousand games covered in licenses, it would be prohibitively expensive.

0:32:54.520 --> 0:32:56.920
<v Speaker 1>You would not be able to afford it. Um that

0:32:57.000 --> 0:32:59.120
<v Speaker 1>won't stop people from doing it. And like I said,

0:32:59.160 --> 0:33:01.720
<v Speaker 1>like I've thought about making a main machine. I really

0:33:01.800 --> 0:33:04.520
<v Speaker 1>would love to have like an arcade machine just for

0:33:04.600 --> 0:33:08.040
<v Speaker 1>nostalgia's sake, but settling on just one title would be

0:33:08.080 --> 0:33:09.880
<v Speaker 1>really hard for me because I've got a lot of

0:33:10.000 --> 0:33:13.760
<v Speaker 1>arcade titles that I truly loved playing, and I worried

0:33:13.800 --> 0:33:17.120
<v Speaker 1>that if I got a single arcade machine, I would

0:33:17.120 --> 0:33:20.880
<v Speaker 1>grow so tired of it so quickly that I would

0:33:20.880 --> 0:33:22.720
<v Speaker 1>then be looking at every time I looked at I

0:33:22.880 --> 0:33:25.040
<v Speaker 1>just think, like, I spent so much money on something

0:33:25.080 --> 0:33:28.040
<v Speaker 1>that's just taking up space. So part of my brain

0:33:28.120 --> 0:33:30.120
<v Speaker 1>is saying, well, if you're gonna do that, then you

0:33:30.160 --> 0:33:33.880
<v Speaker 1>want to have as many different titles at your disposal

0:33:33.960 --> 0:33:38.320
<v Speaker 1>as possible. However, doing that is knowing that you're skirting

0:33:38.800 --> 0:33:42.440
<v Speaker 1>I p law and uh, and that actually does bug me,

0:33:42.760 --> 0:33:45.800
<v Speaker 1>not because I'm afraid of getting caught, but rather I

0:33:45.840 --> 0:33:51.720
<v Speaker 1>really do feel that the folks responsible for making these

0:33:51.760 --> 0:33:56.880
<v Speaker 1>these titles deserve not just credit, but compensation for it.

0:33:56.880 --> 0:34:00.560
<v Speaker 1>It's just that in most cases, there's no clear means

0:34:00.840 --> 0:34:04.800
<v Speaker 1>of providing that. There's no clear means of actually buying

0:34:04.840 --> 0:34:08.319
<v Speaker 1>these things legitimately. There are some the Arcade one up

0:34:08.719 --> 0:34:15.040
<v Speaker 1>replicas are licensed replicas, so that's different, but that's still

0:34:15.080 --> 0:34:17.640
<v Speaker 1>just a tiny fraction of all the games that were

0:34:17.640 --> 0:34:21.719
<v Speaker 1>out there, so it is a bit of a complicated topic. Anyway,

0:34:21.760 --> 0:34:24.880
<v Speaker 1>That's a rundown on the topic of mame without getting

0:34:24.920 --> 0:34:28.800
<v Speaker 1>too technical in it. Uh, and yeah, it really is fascinating.

0:34:28.800 --> 0:34:31.000
<v Speaker 1>I've played around with it once in the past where

0:34:31.040 --> 0:34:35.279
<v Speaker 1>I even downloaded a few ROMs temporarily. I did not

0:34:35.480 --> 0:34:37.399
<v Speaker 1>keep them. I didn't even keep them for a full

0:34:37.480 --> 0:34:40.759
<v Speaker 1>day and tried it out. But um, when I did it,

0:34:41.000 --> 0:34:44.319
<v Speaker 1>the emulation of the games I was specifically playing was

0:34:45.000 --> 0:34:49.520
<v Speaker 1>somewhat lacking, so the performance was terrible, which was weird,

0:34:50.280 --> 0:34:52.200
<v Speaker 1>or I thought it was weird because the computer system

0:34:52.200 --> 0:34:54.839
<v Speaker 1>I was running it on was far more powerful than

0:34:54.880 --> 0:34:59.360
<v Speaker 1>those old arcade machines, but the emulation of those titles

0:34:59.560 --> 0:35:03.239
<v Speaker 1>was the issue, right, That's why the performance wasn't as

0:35:03.320 --> 0:35:07.560
<v Speaker 1>good as the original arcade version was. Uh, and that

0:35:07.600 --> 0:35:10.160
<v Speaker 1>can still be the case, Like really, That's the other

0:35:10.200 --> 0:35:13.600
<v Speaker 1>thing about emulators is in some cases you might have

0:35:13.640 --> 0:35:18.040
<v Speaker 1>an emulator for a specific title that just isn't as

0:35:18.160 --> 0:35:22.279
<v Speaker 1>good as other emulators are, and that gets really complicated.

0:35:22.400 --> 0:35:24.880
<v Speaker 1>But maybe I'll do another episode about maims in the

0:35:24.920 --> 0:35:27.680
<v Speaker 1>future and go into more detail. I just thought it'd

0:35:27.719 --> 0:35:30.160
<v Speaker 1>be fun to do a little tidbits episode about them today.

0:35:30.640 --> 0:35:32.680
<v Speaker 1>If you have suggestions for topics, I should cover in

0:35:32.719 --> 0:35:37.439
<v Speaker 1>future episodes of tech Stuff. Maybe topics like what it's

0:35:37.480 --> 0:35:42.040
<v Speaker 1>like when the lawn people show up in the justice

0:35:42.080 --> 0:35:45.160
<v Speaker 1>you're trying to close on episode, or maybe the tech

0:35:45.680 --> 0:35:48.319
<v Speaker 1>that you use in order to calm down when your

0:35:48.320 --> 0:35:51.000
<v Speaker 1>dog is barking in the background. Uh, let me know.

0:35:51.280 --> 0:35:53.360
<v Speaker 1>You can reach out on Twitter. The handle for the

0:35:53.360 --> 0:35:56.680
<v Speaker 1>show is text Stuff H s W and I'll talk

0:35:56.719 --> 0:36:03.239
<v Speaker 1>to you again really soon. Yea, yeah, I love my dog.

0:36:10.840 --> 0:36:13.879
<v Speaker 1>Text Stuff is an I Heart Radio production. For more

0:36:13.960 --> 0:36:17.360
<v Speaker 1>podcasts from I Heart Radio, visit the i Heart Radio app,

0:36:17.480 --> 0:36:20.640
<v Speaker 1>Apple Podcasts, or wherever you listen to your favorite shows.