seems that Prop Cycle has been emulated. At least its a start. I
cannot believe this, but MAME is running Super System 22 emulation?
This is the same
hardware that runs Rave Racer, Alpine Racer, Tokyo Wars, Time Crisis
and many others. If Super System 22 is emulated, I would think plain
'ole System 22 that ran Ridge Racer, RR2, Cyber Commando (Cyber Sled
follow-up) and a few others can probably be emulated as well.
I hope that we can have these games running on even highend PCs in the
next year or so. What is the exact custom hardware in System22/Super
System22?
There isn't a whole lot of info at System16.com -
Wow. never expected to wake up to this!
*crosses fingers for Sega Model 2 emulation in near future*
Perhaps I'm off on the lingo, but I thought that the games you're
referring to in MAME were using System 22 hardware, with the other ones
(Ridge Racer, Cyber Commando) using the System 11 hardware which is
basically the arcade PSX.
Anyhow, those games have 0 interest for me. IMHO these games were the
beginning of the end for arcades, sure, eye candy was Swweeeeeeeet, but
the games were ridiculously hard, a quid a go, and it relied on luck
rather than skill. Why the MAMEdev's would want to emulate this lot is
beyond me, especially as (if I am reading it correctly) it's a hack.
This sort of emulation should be left to dedicated emulators
Who was it that said "3D games in MAME are a while off yet..."
--
MCR
MAME - History In The Making
WWW.TOMBSTONES.ORG.UK - FREE MAME CD OFFER
glennbo(Atari)
"MCR" <m...@ilovekoreanspamcraptombstones.org.uk> wrote in message
news:Xns924E92A85F333m...@195.92.195.157...
> I dont know what you think but those namco games are the only thing
> that kept the arcades alive in the nineties and they would be a
> welcome addition to mame. GO BOYS GO.
>
its a interesting to see the different age groups chime in on this one. I
for one agree with MCR, these games were the death of the arcades, not what
kept them alive.
$0.02
--
David
http://www.mameworld.net/ MameWorld, The largest MAME resource on the net
http://www.mameworld.net/easyemu - Step By Step HowTo's For Many EMU's
http://www.tombstones.org.uk/burners.php - Free CD MAME ROM Offer
Snip
> I hope that we can have these games running on even highend PCs in the
> next year or so. What is the exact custom hardware in System22/Super
> System22?
This is from a post on the General Emulation board at retrogames.com:
"System 22 uses complex graphics hardware (not unlike Sega Model 2) that was
provided to Namco from Evans & Sutherland. I'm not kidding. There is a press
release from 1993 stating that Namco & E&S entered into an agreement to
produce 3D computer graphics hardware for the arcades. That resulted in
Ridge Racer later that year. The first arcade game to use 3D texture mapped
polygons. E&S had some of the most expensive, powerful and complicated 3D
hardware on the planet, along with Lockheed-Martin (used in Sega coin-ops)
and Silicon Graphics Inc. (who designed the N64) Although you won't find
much if any info on the net on this, probably because its so old, the Namco
System 22 boards use Evans & Sutherland TR-3 realtime
texture-mapping/rendering chips. You can see this written on *some* Ridge
Racer arcade machines. In addition to several DSPs of some kind that I don't
know of."
-Sune
probably the fact that nowadays you can have a near identical game on your
Playstation means there's less incentive for people to go and stand in an
arcade. Plus the internet. And mobile phones. And Big Brother.
i'd say its definite age group thing. i am in the middle / younger end so i
have fond memories of ridge racer when i was 13. But then again, I also have
fond memories of Pacman and Pole Position in my chippie!
And in all honesty I think it's far more relevant to see Alpine Racer in
MAME than raffflelalsisusisiusussssu.zip A lot of people like these games,
they DO have a place in arcading history (whether thats good or bad is up to
you), and they should be 'documented'. If it's possible to do it now, then
why not?
> The 50p - 1 pound price tag maybe, but in terms of actual games i dont
> see how they were the 'death of the arcades'.. many people i knew went
> along to the arcades specifically to play these games.
yeah but mostly younger kids, people aroung when gufight and pong were in
the 'cades play those games at home on their consoles as you mentioned,
also gameplay was left behind for eyecandy and continues rahter than the
ability to beat a game on skill rather than the number of quarters in you
pocket.
>
> probably the fact that nowadays you can have a near identical game on
> your Playstation means there's less incentive for people to go and
> stand in an arcade. Plus the internet. And mobile phones. And Big
> Brother.
Totally different expierience, I dont have lots of people come buy just to
hang out and play games, I wish I did, but I turned to the Arcade for that
as well as there was never a shortage of live opponents.
>
> i'd say its definite age group thing. i am in the middle / younger end
> so i have fond memories of ridge racer when i was 13. But then again,
> I also have fond memories of Pacman and Pole Position in my chippie!
>
How can you not? doent everyone? They still have those games in the arcades
even todays youth gets some exposeure to those games
> And in all honesty I think it's far more relevant to see Alpine Racer
> in MAME than raffflelalsisusisiusussssu.zip A lot of people like these
> games, they DO have a place in arcading history (whether thats good or
> bad is up to you), and they should be 'documented'. If it's possible
> to do it now, then why not?
Problem is MAME is about accuracy and as you see, emulation of these games
will bring to a crawl even the beefiest of machines, so they may get
emulated, but you wont be able to play them, atleast not in mame, for a
WHILE.
see this thread
or this one
for some more views on the topic
The eyecandy over gameplay point you make; true maybe, but what these games
represent is the revolution in gaming technology we saw. which i feel
warrants a place in MAME.
Anyway it's very important to get this done : imagine 10 years down the line
when the secret Namco suicide batteries detonate all System 22 machines, and
all the owners stand on top of the rubble, and say 'Thank god MAME emulates
it!'. Ok, that was a lie. :-p
> >
> > seems that Prop Cycle has been emulated. At least its a start. I
> > cannot believe this, but MAME is running Super System 22 emulation?
> > This is the same
> > hardware that runs Rave Racer, Alpine Racer, Tokyo Wars, Time Crisis
> > and many others. If Super System 22 is emulated, I would think plain
> > 'ole System 22 that ran Ridge Racer, RR2, Cyber Commando (Cyber Sled
> > follow-up) and a few others can probably be emulated as well.
> >
> > I hope that we can have these games running on even highend PCs in the
> > next year or so. What is the exact custom hardware in System22/Super
> > System22?
> > There isn't a whole lot of info at System16.com -
> >
> > Wow. never expected to wake up to this!
> >
> > *crosses fingers for Sega Model 2 emulation in near future*
>
> Perhaps I'm off on the lingo, but I thought that the games you're
> referring to in MAME were using System 22 hardware, with the other ones
> (Ridge Racer, Cyber Commando) using the System 11 hardware which is
> basically the arcade PSX.
Nope, Tekken and Tekken 2 used System 11 hardware but Ridge Racer (I
thought) used System 21. It was probably System 22 though :)
-RedFox
> Nope, Tekken and Tekken 2 used System 11 hardware but Ridge Racer (I
> thought) used System 21. It was probably System 22 though :)
>
Ridge Racer is a Sysem 22 game, Tekken and Tekken 2 both do indeed run on
System 11.
--
Scoops1300
---------------
The Site AND Hotline: scoops.myip.org
And, for the love of God, read the AGM FAQ!
http://www.tombstones.org.uk/~faq
Yeah that is incorrect about Ridge Racer. Namco's Ridge Racer, Ridge
Racer 2, Cyber Commando and possibly Ace Driver used their System 22
board, not System11. the System 22 was Namco's highend board that cost
alot of money back in the early-mid 1990s. The System11 was PSX arcade
hardware, so you're right about that, but System11 was Namco's
low-cost hardware first used in Tekken in 1994. Then Tekken 2 and Soul
Edge and a few others like Dunk Mania and Xevious 3D/G. System 11 was
co-developed with Sony (obviously the designers of the PSX) while
System22 was based on costly Evans & Sutherland hardware. System11/PSX
had no relation to System22. Thus Ridge Racer arcade did not run on
System11. Tekken arcade (System11) was ported to PSX almost 100%
exact. Unlike the more powerful System22-based Ridge Racer.
System22 pre-dates System 11 by a year or so. System22 appeared first
in 1993 in Ridge Racer, the first arcade game to use texture mapped
polygons. It's not uncommen for people to think Ridge Racer and Cyber
Commando used System11.
Ridge Racer was converted to the PSX from System22 in 1994 for the
PSX's launch, with drasticly reduced graphics. PSX RR had half the
framerate (30fps compared to arcade's 60fps) lower detail/polygon
count (half or third), lower resolution, lower color depth, lower res
textures, etc. The PSX version of RR was maybe 40-50% of the arcade,
graphically speaking. Although it was pretty good--and superior to
Sega's Saturn version of Model2 Daytona USA.
Namco's Super System22 hardware played most of the high-end games
Namco had. where as System22 had about 4 games, Super System 22 had at
least a dozen. Rave Racer, Alpine Racer I & II, Alpine Surfer, Time
Crisis, Air Combat 22, Tokyo Wars, Armadillo Racing, Ace Driver:
Victory Lap, Dirt Dash and others.
I'm still trying to determine the exact differences between System22
and Super System22.
btw, there was also Namco System12, first use in Tekken 3. System12
was a souped-up System11/PSX, but System12 had a 50% faster CPU and
more RAM/VRAM. Other System12 games were Soul Calibur and Tekken Tag.
System12 was more powerful than System11, obviously, but still less
powerful than the older and higher- end System22/SuperSystem22. There
was also System23 and Super System23, which (I believe) was based on,
or similar to, System22 & Super System 22. (following all this? :) The
System23 hardware ran Final Furlong, Motocross Go!, Rapid River, Time
Crisis 2 and others. Super System 23 ran Crisis Zone, Final Furlong 2
and GP500 among others.
There might have been a System 22.5 but I'm not sure on that. It would
have naturally preceded System 23.
You can think of Namco's low-end System11/PSX as the equivalent to
Sega's low-end TitanSTV/Saturn. Titan STV was the arcade version of
Sega's Saturn hardware. And like Namco's high-end System
22/Super22/23/Super23, Sega's high-end Model 2 hardware had no home
console equal, thus Model 2 conversions to Saturn were vastly inferior
to the arcade versions, like System22 conversions were inferior on PSX
(but less so) Arcade TitanSTV-to-Saturn conversions were pretty much
exact, like System11-to-PSX conversions were also pretty close to
exact.
I hope I haven't confused you or anyone :)
oooww..... My head hurts!!! :-D
-Sune
> Ridge Racer was converted to the PSX from System22 in 1994 for the
> PSX's launch, with drasticly reduced graphics. PSX RR had half the
> framerate (30fps compared to arcade's 60fps) lower detail/polygon
> count (half or third), lower resolution, lower color depth, lower res
> textures, etc. The PSX version of RR was maybe 40-50% of the arcade,
> graphically speaking. Although it was pretty good--and superior to
> Sega's Saturn version of Model2 Daytona USA.
It was also converted in about 5 months which is why it looks so choppy. I
really love RR on the PlayStation, it's a wonderful game.
-RedFox
Yep, Right about Tekken & Tekken 2--It used PSX-based System 11
hardware. but Ridge Racer was the first System 22 game. System 22
(1993) came out before Tekken (1994) The System 21 came before
System22, used flat shaded polygons, (no texture like System22 Ridge
Racer) and ran Cyber Sled, the first Air Combat, Solvalou, Starblade,
Winning Run, several other Winning Run titles, Drivers Eyes(?) and
maybe a few others.
System21 is Namco's equivalent to Sega's Model 1 (1992) used in Virtua
Racing, Virtua Fighter, Wing War and a Star Wars game.
System21 actually pre-dates Model 1 by several years. System21 (in
some form) was used in 1988's or 1989's Winning Run. There may have
been several versions released for the newer 1990s System21 games like
Cyber Sled.
"Info" <j_d...@hotmail.com> wrote in message news:<Q4gZ8.10059$Zl6.2...@newsfep2-win.server.ntli.net>...
Just wondering, Ridge Racer Type 4 came with a disc of the orignal
Ridge Racer running at 60 fps. Did the programming of the original
Playstation get advanced enough to run an arcade-perfect RR game, or
was this version otherwise comprimised?
--
- http://on.to/risingtide Join the forum and tell us what you think!-
"Mark Bradshaw" <Nfinit_...@yahoo.com> wrote in message
news:3d3639a2...@News.xtremeol.com...
Arcade-perfect was beyond the PSX unfortunately but the bonus disc of
RRtype4 comes with the 60fps higher res version of Ridge Racer Time trial.
That was just a token addition using the original PSX RR code and some
optimisations (performance analyser based) and some of the newer Namco and
Sony libraries. If they wanted to, Namco could probably have recoded RR to
look a lot more like RR in the arcades but the effort that would be required
would not be worth it in terms of sales (no one would buy it).
For anyone interested, RR64 has the tracks from Rave Racer on it (as far as
I can tell) and is probably just an updated version of the Rave Racer
conversion Namco announced for the N64 when it was first released. I've
never played it but I saw it cart only in a shop the other day and I'll
probably get it (money is tight atm :/).
-RedFox
^__^
"Sune Mika Salminen" <salminen@bite_me.doktor.dk> wrote in message news:<ah4uet$18k0$1...@news.cybercity.dk>...
Exellent thing to bring up! I was actually going to mention this but
never got around to it. I actually recently acquired RR Type 4
specifically *for* the disc that contains original Ridge Racer running
at 60fps (plus 30fps ver)
This 60fps version of RR on PSX is much closer to the System 22 arcade
Ridge Racer than the original PSX version coded in 1994. It is NOT
exact to the arcade though (I never use the phrase arcade-perfect
since its meaning is too vauge) but it had some of the missing
performance features of the arcade.
It was called Ridge Racer Hi-Spec in Japan or "RR Turbo" in the U.S.
The HiSpec demo was 60fps, like the arcade, and it was high-res like
the arcade, or at least higher res than the original PSX version. The
textures/color were re-optimized and so was the gouraud shading. lots
of technical stuff that is beyond my explaining is mentioned by Namco
on the information option. really cool stuff! And overall it looks
MUCH better. though again, not identical to the arcade Ridge Racer.
The arcade System 22 board that runs Ridge Racer pushes more polygons
than the PSX. (arcade has real depth-buffered polygons therefore are
true polys, unlike the PSX which lacks depth-buffer and is really not
a true polygon machine but better than saturn)
Dispite the commen spec people repeat for PSX, saying it can do
360,000 texture mapped, shaded and lit polys per second, that is the
transform rate and that level can only be reached using flat shaded
polys. PSX's realworld
in-game figure for polys is around 120,000-180,000 texture mapped
polys/sec with g-shading and lighting. The arcade System 22 Ridge
Racer is 240,000 texture mapped & g-shaded, depth-buffered (real)
polygons per second in 32,000 colors at higher-than-PSX resolution.
The bottem line is, the 60 fps version of Ridge Racer for PSX *looks*
(to the eye) like 75% exact to the arcade, where as the original PSX
version looked maybe 40-50%.
yes, true. PSX could not handle a 100% exact arcade Ridge Racer. The
60fps higher res demo version of Ridge Racer already looked alot
closer to the arcade than the original 1994 PSX conversion--Though as
I said, not exact. yeah, Namco could have probably coded an *even*
closer PSX RR if they spent alot of time on it. but never exact since
the limits of the PSX would never allow for true System22 level
performance and rendering quality/precision. The Dreamcast on the
otherhand, could *easily* handle everything the arcade Ridge Racer
does graphically and audio-wise.
>
> "For anyone interested, RR64 has the tracks from Rave Racer on it (as far as
> I can tell) and is probably just an updated version of the Rave Racer
> conversion Namco announced for the N64 when it was first released. I've
> never played it but I saw it cart only in a shop the other day and I'll
> probably get it (money is tight atm :/)."
>
> -RedFox
You are kidding me!!?? I thought RR64 was like a combination of RR
and RR Revolution. I'll have to checkout RR64 ASAP! I dont have an N64
anymore, do N64 emulators run RR64?
I am also just totally astonished that you remember that Namco
annouced RAVE RACER for the N64 when it was first released, wow! You
know, it *really* pissed me off that Namco annouced RAVE RACER for
both the N64, *AND* the PC for PowerVR cards, and then cancelled them
without ANY explaination whatsoever!!!! Arghhh. The PowerVR PC version
was said to run at 30fps in 640x480, with with fewer polys. Not exact,
but extremely good for PC. It was shown on television from trade
shows. There's at least one magazine preview, its in Next Generation
magazine #19 with Nights Into Dreams on the cover. Namco also had
annouced Air Combat 22 and Tekken 1 or 2 for PowerVR. In addition,
IIRC, Namco had a PC version of Ridge Racer (for Pentium), and planned
saturn & 3DO Ridge Racers as well. System limitations & Sony money put
an end to those versions of RR, I am sure ;)
It's as if the both Rave Racer annoucments never happened as far as
Namco as concerned. That irritated the **** out of me. But its Namco's
property, they can do what they want.
sigh ;_;
RR64 having Rave Racer tracks sounds intruiging though.
>its a interesting to see the different age groups chime in on this one. I
>for one agree with MCR, these games were the death of the arcades, not what
>kept them alive.
Put me in the old school MCR camp.
Arcades are now few and far between. The only time I hit one is in the
guise of something like Dave&Busters, where you can also get your drink
and snack on, and the trip is more a yearly all-nite "event" trip than
wasting 10 minutes at an arcade. The giant interactive coinops can really
only be sold to places like D&B where the coinops themselves are more the
attractor to what actually makes the profit (F&B).
--
----------------------------------------------------------------------
$ lynx http://www.eff.org/alerts/20020322_eff_cbdtpa_alert.html
$ rm -fr CBDTPA SSSCA 'Senator Fritz Hollings (D-SC)'
----------------------------------------------------------------------
Pardon me for interjecting something Sega-related then... Didn't big blue
just announce that they were working on a budget arcade platform that
would find its way into small retail stores in Japan and the US? Folks in
RGVS were thinking that Sega was trying to revive the days when you could
find a lonely arcade machine sitting at the front of the 7-11 or over in
the corner of the student center. Something flashy but affordable, that a
single proprietor could buy without breaking the bank and make back his
investment in a reasonable amount of time.
If that sort of gear becomes trendy, then the small time arcade may make a
comeback. I don't see dancing games in its future... But 3D game engines
are plentiful and memory is cheap.
-KKC, wonders when gamers became so aware of the business side of the
industry... Can't we just play games? :)
--
--Pelutho (pel-OOTH-oh) noun. | kendrick
A South American ball game. Balls are whacked against a brick | @io.com
wall with a stout wooden bat until the prisoner confesses. |
--From /The Deeper Meaning of Liff/ by Adams and Lloyd. |
>Pardon me for interjecting something Sega-related then... Didn't big blue
>just announce that they were working on a budget arcade platform that
>would find its way into small retail stores in Japan and the US? Folks in
>RGVS were thinking that Sega was trying to revive the days when you could
>find a lonely arcade machine sitting at the front of the 7-11 or over in
>the corner of the student center. Something flashy but affordable, that a
>single proprietor could buy without breaking the bank and make back his
>investment in a reasonable amount of time.
>
>If that sort of gear becomes trendy, then the small time arcade may make a
>comeback. I don't see dancing games in its future... But 3D game engines
>are plentiful and memory is cheap.
I can't see anything like that really happening, at least around me. What
I *could* see happening is retail big boxers (Target, TRU, etc) sticking
these upfront and getting rid of console demo kiosks. Then they could
nickel and dime the kids some more. Heh. I love the idea of the kiosks,
but their contents are always hopelessly out of date and therefore
useless.
> > "For anyone interested, RR64 has the tracks from Rave Racer on it (as
far as
> > I can tell) and is probably just an updated version of the Rave Racer
> > conversion Namco announced for the N64 when it was first released. I've
> > never played it but I saw it cart only in a shop the other day and I'll
> > probably get it (money is tight atm :/)."
> >
> You are kidding me!!?? I thought RR64 was like a combination of RR
> and RR Revolution. I'll have to checkout RR64 ASAP! I dont have an N64
> anymore, do N64 emulators run RR64?
Yeah, I've only seen it on rolling demo and it looks to have the Rave Racer
tracks, although I read that the first 6 tracks are from RR and RRR and the
last 3 are exclusive, specially designed tracks for the game. They looked
very much like Rave Racer tracks though and if I get the cart on Monday I'll
let you know for sure.
> I am also just totally astonished that you remember that Namco
> annouced RAVE RACER for the N64 when it was first released, wow!
I really love Ridge Racer :) The Rave Racer announcement was the first one
to make me want to buy an N64 back in the day, I remember being really
excited about it. They had pictures of the demo in Nintendo Magazine System
(UK).
> You
> know, it *really* pissed me off that Namco annouced RAVE RACER for
> both the N64, *AND* the PC for PowerVR cards, and then cancelled them
> without ANY explaination whatsoever!!!! Arghhh. The PowerVR PC version
> was said to run at 30fps in 640x480, with with fewer polys. Not exact,
> but extremely good for PC. It was shown on television from trade
> shows. There's at least one magazine preview, its in Next Generation
> magazine #19 with Nights Into Dreams on the cover. Namco also had
> annouced Air Combat 22 and Tekken 1 or 2 for PowerVR. In addition,
> IIRC, Namco had a PC version of Ridge Racer (for Pentium), and planned
> saturn & 3DO Ridge Racers as well. System limitations & Sony money put
> an end to those versions of RR, I am sure ;)
I remember when the Saturn was launched, Namco were supposed to be releasing
RR for it 6 months after the PlayStation version. Sony paid them for the
exclusive obviously :)
> It's as if the both Rave Racer annoucments never happened as far as
> Namco as concerned. That irritated the **** out of me. But its Namco's
> property, they can do what they want.
Hehe, it's good to see someone loves RR too. I felt the same annoyance.
As a curiousity, did you ever play the life-size RR arcade machine where you
sit in a Mazda convertible?
-RedFox
I'll have to check it out. I'd like to get an N64 EMU with RR64 rom,
do any of them run RR64? I gotta see. if not I'll have to get an N64
with the cart. let me know what you find out :)
> > I am also just totally astonished that you remember that Namco
> > annouced RAVE RACER for the N64 when it was first released, wow!
>
> I really love Ridge Racer :) The Rave Racer announcement was the first one
> to make me want to buy an N64 back in the day, I remember being really
> excited about it. They had pictures of the demo in Nintendo Magazine System
> (UK).
>
Whoa! I had no idea that pictures of N64 Rave Racer were actually
released. Here in the U.S. it didnt get that far. only a picture of
the arcade version.
if anyone has that magazine, please scan it. Actually it makes sense,
because there were pictures of PC PowerVR Rave Racer and
unaccellerated PC Ridge Racer.
> > You
> > know, it *really* pissed me off that Namco annouced RAVE RACER for
> > both the N64, *AND* the PC for PowerVR cards, and then cancelled them
> > without ANY explaination whatsoever!!!! Arghhh. The PowerVR PC version
> > was said to run at 30fps in 640x480, with with fewer polys. Not exact,
> > but extremely good for PC. It was shown on television from trade
> > shows. There's at least one magazine preview, its in Next Generation
> > magazine #19 with Nights Into Dreams on the cover. Namco also had
> > annouced Air Combat 22 and Tekken 1 or 2 for PowerVR. In addition,
> > IIRC, Namco had a PC version of Ridge Racer (for Pentium), and planned
> > saturn & 3DO Ridge Racers as well. System limitations & Sony money put
> > an end to those versions of RR, I am sure ;)
>
> I remember when the Saturn was launched, Namco were supposed to be releasing
> RR for it 6 months after the PlayStation version. Sony paid them for the
> exclusive obviously :)
It's good that Saturn didnt get Ridge Racer, it would have been bad,
unless they used the Sega Rally engine or had made an engine as good
as Rally on Saturn. doubtful given the time frame.
>
> > It's as if the both Rave Racer annoucments never happened as far as
> > Namco as concerned. That irritated the **** out of me. But its Namco's
> > property, they can do what they want.
>
> Hehe, it's good to see someone loves RR too. I felt the same annoyance.
>
> As a curiousity, did you ever play the life-size RR arcade machine where you
> sit in a Mazda convertible?
>
> -RedFox
Yes I have. At the Namco Wonder Egg arcade in London, in 1995. With
the projector screen. I dont think I played it, I just watched it. It
was kinda a novelty. That was also the same place I saw & played
(linked) Rave Racer. Only time Ive ever seen Rave Racer also.
yikes! it looks like they did a life sized Rave Racer arcade setup
with the Mazda convertible as well.
That looks more like a Honda Civic CRX, but cool none the less
you wanna go here http://ign64.ign.com/objects/011/011541.html
reviews and loads of screenshots and videos.
Smash TV and Terminator II started the insane difficulty level /
hugely overpriced trend for me. You can only really progress in
2-player and playing like that is just a coin hoover because when
you're dead you put more in because your mate's still going.
I drop into arcades occasionally to see what's happening, but there's
been very little to interest me for many years. It's nice to see the
gfx progression in driving games, but the last thing I ever had any
real interest in playing was Silent Scope.