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dumpster

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Everything posted by dumpster

  1. There's a homebrew Lemmings DS, it's fantastic.
  2. The Dreamcast... Yes, spot on there. I remember at the time when we got Shenmue in stock and put it on the demo console in store. It was light years ahead of anything I'd seen before. Jet Set Radio, Virtua Tennis (the animation of the players was incredible). Such a shame about the Dreamcast. Should have been a game changer, but couldn't complete with PS2 which wasn't even out yet and was a bit rubbish when it was released too. People overlooked Shenmue and Sonic, waiting instead for The Bouncer....
  3. Oh yes, I'd forgottem about this. A belter. Used to take my PSTV to work and plug it into the projector and speakers.
  4. Absolutely blown away by the quality and quantity of content playing Ridge Racers 2 for PSP on the Xbox Series X through emulation. It has all the music, remixes of that music, all the tracks, the cars, it's like Ridge Racer heaven, and yet it's a PSP game that didn't get a UK release (sub please check). (Checked! UK Physical release only, didn't make it to digital). If they released that today as "Ridge Racer Ultimate" for the Xbox they'd have to do very little to bring it bang up to date. The little touches (planes flying around the place, night setting in) are so well done and, I don't know, it just seems an absurdly generous game, hidden away on a handheld. Its at least PS2 quality as is, but the overall presentation when upscaled to HD makes it look 360 era, and it's 60fps. I was recently playing Castlevania COTM which again just seems too well designed, too big and sprawling and just too good to be a Gameboy Advance title. Wondering if anyone else has similar thoughts of other games that are: A) just way better than they needed to be. Or B) hidden away on a console that didn't take off, or should have been on TV instead of handheld....
  5. I had the VFS error. Gradius 5 on PS2 - I tried it (from usb) it worked, I gave a little cry and decided to play it later. When I tried to reload it a second time it didn't work. I forgot how I fixed it now, but it was in the settings, and something to do with run ahead, latency, or the video drivers. It's all working now, and I returned to the RA menus and saved config and it's not failed again.
  6. Is the music enhanced? The video earlier alludes to it, but doesn't play any.
  7. Will check it out thanks for the heads up.
  8. There was a brilliant story about 2 guys that worked out how to calculate the random number seed used in Casino Keno games. Keno is played over and over again all day every day on screens around the casino and these guys stayed in the hotel room with a laptop, typing in the results until their program worked out the seed and predicted the next game. They won the jackpot. They claimed the jackpot. Immediately security turned up and examined their room and they were found to have been cheating. So, what raised the suspicion of the casino? Someone won at Keno. That's all they needed. It was virtually proof of some bad behaviour somewhere because no-one ever wins. That's why I never play those games.
  9. I believe the arcade game was marketed as Ultra 64, and displayed the Ultra 64 logo in the attract sequence. The hardware was later changed and became the N64 and the game was converted to that format. So the OP is correct to call it Ultra 64, and I am a pendantic twat for pointing it out.
  10. @Gabe great post. Although there's points there that we agree on, we're just coming at it from a different angle. I've never heard of emptiers, but that sounds like that's criminal behaviour by the software designers, putting in a backdoor so they can empty machines in the wild later. The manufacturers are not condoning that obviously. But the cheats, the methods, the logic that they deliberately program in never means extra money is coming out. For example (try using save states in an emulator to see it for yourself), if the machine wants to pay out (perhaps it's way under and needs to fix things) then it's going to pay. It might offer you 5 numbers on the reels and the chance to hold. Don't hold them and the same numbers will spin in. Say lower than a 2 and a one spins in. Reload, go higher instead and a 3 spins in. It needs to pay out. You call this 'forcing' , and everything you say in your post rings true, but when you emulate you can see how the cycle goes on over such a long time that I don't believe an individual player can give themselves enough of an advantage by knowing where the machine is in the cycle. Even if you could tell, the machine might change it as soon as you play. We are talking about machines here that literally ask "heads or tails", wait for your response and then switch in a double headed coin to ensure you lose. An expert player can use some "secret" feature that the manufacturers put out there, they win a jackpot, make that link (skill lead to prize) and think they got one over on the arcade. In fact, had they not used that cheat the prize may have dropped in on the next spin anyway - there was no way to possibly know, then emulation with save states came along and proved the games cheat. That machine, no matter who plays it and how, is going to pay out the amount it's set to, not a penny more or less. In a short term single player session you may win, you may lose, but ultimately your skill isn't going to get extra money out. Cheers for an interesting post, I'd never heard of emptiers before. I'm sure as soon as the manufacturers learn of them they get removed - that's genuine cheating.
  11. I remember an urban legend that if you took 2 old 5ps and wrapped them in foil the machine would think you had a pound coin. But the coin mechs are sophisticated and I doubt that really was a thing. Having said that, in the late 1980s Shell garages did a promotion that gave you silver coins that worked as 10ps in the arcade. We went down there with a bag full. Also you could buy tokens from the manufacturers for, I think, £17 for £1000 worth. I even owned a machine which cost me £25 but came with about £300 in tokens still in the tube. I spent those in the promenade arcades, settling for cash prizes wherever possible. That same year each arcade put little metal teeth on the tokens slot and the tokens had grooves in them that matched the slot. Suddenly standard tokens were useless and tokens you won could only be redeemed in the same arcade. But I did contemplate buying a grand in tokens and heading to the arcades, at least until the teeth and grooves came into force.
  12. Is it switch exclusive? I don't fancy waiting for a price drop on Switch, they seem to hold their value too much. It's the sort of game you'd expect to see free on Gamepass.
  13. 30 years ago my Dad was on the board of a local Working Men's Club. He showed me the accounts and the fruit machines were the number one profit maker on site by a mile. It was like, 3 times what they made on beer sales or something. I can't imagine it now, like has been said earlier the machines are there but you just don't see them being played much. I like the atmosphere of a casino and enjoy games of cards and roulette - the free drinks helps. I think your night out can feel like you're getting some return on your investment. But I stopped slinging change in the pub machines a long time ago. I do remember one time at Lancaster's The Alex, trying out a refill key and only managing to find the last payout and how much is in the hopper, and the volume controls. All useless information, but we turned the machine up as loud as it could go then scrammed. Someone then went over to play and you could hear the machine over the band playing. Didn't have the nerve to turn it back down again.
  14. Switch Cruisin' Blast looks great...
  15. Just to address a couple of the earlier posts in the thread, the fruit machines in the UK used to have payout limits. As a kid, the arcades never went higher than £4.80 and wins over £2 were paid in tokens that were only good for putting back in the machines. As the rules loosened over the years tokens disappeared and prizes increased. But it's those early days that meant fruit machines needed to have games and features to make them fun, which is still a particular UK trait. The whole Cops and Robbers thing, moving around a board making decisions isn't something you find around the world. Most fruit machines are simply spin the reels, see if you win. Those early payout limits in the UK meant games had to be fun because the prizes were so low. Even if you won the jackpot you just walked away with a fistful of tokens. In Chris Donald's autobiography he discusses licencing Viz characters and specifically mentions the Viz fruit machine. Initially sceptical, Chris and the team agreed to JPM (or whoever) to allow the creation of a Viz fruit machine and spent time designing it and coming up with ideas. JPM rejected them all and said there's a standard design that players understand and they mustn't deviate from. The Viz machine was basically exactly the same game as all the others, like a re-skin of EastEnders. Viz wanted to back out but the deal was done and Chris hated the existence of the finished product. Someone mentioned expert players. Many fruit machines have cheats or bugs that facilitate a payout. For example, on the OXO machines that randomly hand out 3 nudges the prize is usually 4 nudges away, and players realised there's a cheat. Do 2 nudges, then wait and don't make that third nudge. The machine can be noisy but you just have to bear with it. After about 30 seconds the machine does 2 nudges on its own and you win the prize. Likewise, if you hold the cancel button on a gamble it slows down and makes it easier. Expert players know this stuff and you see them "fiddling" the machine and getting the payouts. But none of this is affecting the payout ratio. If you use one of these cheats, it's simply stopping a win dropping in on a later spin, robbing Peter to pay Paul. But the typical gambler thinks these cheats and tips give them an advantage so they play more. But no extra money is coming out. Finally, there are people who think they are clever, lurking, watching, swooping in as you leave and stealing your jackpot. Sometimes they will win of course, but it's not because they timed it right, they are just lucky. The fact is that the payout is fixed, and it's fixed over a mighty long time. The machine pays out whatever the operator sets it at, over the week, month, or maybe the life of the machine. With emulation you might spend a thousand pounds in one sitting and barely win anything. The machine can go on the take for as long as it wants and you'd never really know in a real-life situation because no-one walks into the arcade with a grand in £1 coins in their pocket. This was the biggest revelation in emulation - you can play with unlimited money, play for hours solidly and see the overall behaviour of the machine. Many machines have this feature where all the lights turn red and the game goes crazy for a few minutes. You get jackpot after jackpot. It makes a lot of noise. You come away with £100 in a matter of moments. The game has a legal limit of say, a £15 jackpot and the law says it can't pay more. But the machine can give you ten jackpots in a row, providing you pay for a spin for each one. Being a lurker, you could watch a machine for days and not know where it is in the cycle. You could watch someone put £20 in a machine, or £30 or £50, or £100. You could then swoop in, and you might even win. The machine could even go red and you win loads. And the lurker makes the connection that being a lurker really does pay off. But the reality is the machine could literally sit there, taking money off everyone, all week. The machine owner sets the payout ratio they choose (and a new machine in a pub is often set significantly higher for the first week or two to generate interest). But internally, that machine might be way higher or lower than the fixed amount at any given time. The machine might take a thousand pounds off people without giving a single prize. The internal clock says it's payout ratio is Zero. Then one day, some random player gets ten jackpots in a row and the internal ratio is now 20% or 50% or maybe 90%. Nobody knows. Over the lifetime of the machine it will have paid out exactly 73%, the percentage that the owner set. If you could access the internal accountancy screens you'd be better informed and maybe could exploit that knowledge, but that refill key you got from eBay isn't going to tell you too much. For me, the machines that pay out tickets are the worst. I really believe it's insidious, teaching kids from an early age how much fun gambling can be. Luckily, the golden age of fruit machines seems to be in the past now. These days, the pub still has machines but you rarely see people playing them. Not like they used to. Maybe we all learned. This post is brought to you by insomnia. You light up another cigarette and I pour the wine. Its 4am in the morning and it's starting to get liiiight.
  16. Im playing ROM files from an external drive and PPSSPP doesn't seem to remember games in its "recents" menu for this reason. Apparently you can use the same file structure as a real psp memory card on the PSP install directory but this involves occupying your valuable Xbox ssd space with emulator guff. But Duckstation will load those PSX to PSP conversions right away and make them all HD and beautiful, whereas PPSSPP (I think) would need them in the "right place" which is on the SSD.
  17. Weirdly, if you have any PSX2PSP conversions they play fantastically well in Duckstation.
  18. I find Rage Racer's vehicles feel abnormally wide. You clip the side of the road and lose a lot of speed very easily. But, as with the original Ridge Racer there's a really twitchy handling that is easy to learn but hard to perfect. Ridge Racer games slid away from the originals handling to an on-rails drift system that's really really easy. In many ways I prefer Ridge Racer to many of the others - it's just one track, one main car, and it's up to to you do the course forwards , backwards, beat the devil car... There's a massive sense of achievement when you nail it. But Ridge Racers 2 PsP looks amazing on Xbox and I love the music and courses I can overlook the basic handling.
  19. Not really missing any, but in my experience Retroarch has so many options it gets overwhelming and also the controls seem way more laggy on RA than on other emulators I've tried. That's true of PC over the years as well as Xbox now. I just wondered because I'm having better results with Duckstation stand alone than Duckstation's Retroarch core and wondered if Dev mode opened up a world of stand alone emulators.
  20. As a 12 year old, a couple of years shy of being allowed to drive a C5, I was utterly convinced it was going to be the biggest thing ever and in just two short years Id have saved enough pocket money. What with this and also Norm McDonald yesterday I feel really sad right now.
  21. Ok, so the thing I did wasn't fruit machines, it was quiz machines, specifically for me it was Hangman and Telly Addicts from the 1990s. Like all these quiz machines they promote themselves as a reward for testing knowledge. It's a quiz, so you're going to win the money if you get all the questions right. They even had their own tax breaks and regulations because these machines were not amusements with prizes, these were SKILL with prizes. SWP machines. Keep that in mind. It's all about the skill. We sussed out the con of Telly Addicts while playing it in the pub. The game consisted of 20 questions, and a correct answer scored 3 points. Some questions randomly awarded you a 'telly test card' as well as the points. Then, at the end of the game you'd be presented with a matching pairs card game. 30 cards on the screen. Turn over 2 and hope to find a pair. Find all 15 pairs and you win the jackpot. If you won any telly test cards during the quiz, each one would uncover one pair automatically, saving you a lot of time. If you know all the answers to all the questions you'd go into the end game with a full 60 seconds on the clock and a random handful of testcards. Let's say the machine randomly awarded you 5. This leaves you with just 10 pairs to find. We had a system for turning over the cards and we nailed this game, winning the jackpot every time. Unless... Someone else had won the jackpot that day. Because as you've probably worked out, the machine gives telly test cards at "random". You might get none, you might get 10. But without them you're stuffed. The maximum 60 seconds just isn't long enough to match the pairs. The machines heavily implied they were skill with prizes, but it didn't matter how skilled you were, you could not win if the machine decided it wasn't time to pay today. As soon as someone got the jackpot you stopped seeing telly test cards on future games. Once the machine had taken in enough money they came back, with the machine properly regulating the payout just like a fruit machine. But my favourite (and thanks for staying on my forum post this long) was JPM Hangman. We spent loads on this in the pub in the 90s or 2000s and when it turned up on MAME I spent a lot of time on it. I even created cheats for it that became part of the official MAME cheat files. What's fascinating about Hangman on MAME is that when it asks a question you just pause the game and Google the answer. So why don't you win any money? Well... initially you do! Cheating catches the machine by surprise and you win.... Once. Once you've pocketed that jackpot the machine starts to play in a devious new way. The hangman words get longer. The clues earn less points. The timers get shorter. The questions get more obtuse. You get a new bonus round that looks good but it's there to give them another way to kill you off and sometimes it's a dead end where every option ends the game. But that's OK because you're on MAME and you downloaded my cheat file, so you can still try and win, right? And this is where it gets silly. First the question timer gets so short you can't even read the question. But that's no problem. Just add the "stop the timers" cheat. Then, as the words get harder, pause and Google the clues. Give yourself infinite extra lives. Keep adding a cheat every time the game finds a new way to get you and watch as it starts asking questions that not even Google knows the answer to. Then you'll notice that you used to need 400 points to win the jackpot but now you need 1000 points just to get your 50p back. And as you continue to get the correct answers (because you're cheating) the machine has no idea what to do. It's not going to let you win, and it goes ballistic, firing off impossible questions, giving you half a second to answer them, to guess letters in really long phrases for very low points. There's simply no way you could ever stand a chance of winning a penny in a pub, yet these are apparently games of skill, rewarding knowledge. If you like the sound of this, give it a go. It's completely fascinating to see how the machine squirms and does everything it can to make sure you cannot win, but as it doesn't understand youre using cheat codes it goes completely crazy. Anyway, to cut a long story short TOO LATE. And my tea is ready. Rip Norm McDonald.
  22. As stated, it wasn't me it was Rev Stu. He did some amazing work in this area. The key areas he covered were: 1 - The machines would choose the result of the next hi/lo spin after you made your choice. You go high, or low, it makes no difference. If the machine wants you to lose, you lose. 2 - some machines had a screen inside that was not visible to the player. When you got a gamble, the screen might say "Limit 4". This meant that if you gambled you might win or lose but you'll never win the 4th time. Proof the games were cheating. 3 - the payout ratio doesn't have a legal bottom limit. So you can make a fruit machine which only pays out each prize once every year and it would be legal. That, for me, was the big one. Fruit machines need to pay out to keep the player playing so machines tend to be programmed to 70% at least. But by law you could have a machine that has a 1% payout and there nothing wrong with that. And 4 - the odds of playing are not the odds that are displayed. As explained in point 1 above, all aspects of the game program can cheat as much as they like. Implied odds in a fruit machine give the player the illusion of having some input, but it's a lie. You're more likely to go higher than a 2, lower than an 11 or stick on a 6 but it makes no difference. To me, that's the equivalent of presenting a roulette wheel to a player, and not telling them there's a magnet under the zero. Like if you toss a coin there's an assumption it's 50/50 because you know how coins work. Fruit machines know you picked heads and immediately reveal the coin shows tails , if it wants to. So that's all Stu Campbells work and I thought it was a very good thing to campaign about. However I did my own similar thing and I'll post that in a few minutes because my kettle just boiled.
  23. Blown away by the emulator PPSSPP runing Ridge Racers 2 (psp) on the Xbox Series S/X . It's quite extraordinary. Firstly because it is, and always has been, an absolute belter. All the tracks , all the music, great handling, what's not to like. But Xbox (and I assume PC) is a game changer. Pop the resolution up to 5xPSP for a 1080p image and the emulator will also bring it to 60fps. And it looks so close to being a current gen game and plays perfectly. There are no loading times, you can fast forward any intro parts. The HD visuals disguise the PSP game from 2006 and make it feel like a current title. There's a little bit of pop up, the reflections in the car windows are obviously fake, but it blows my mind how good a 480x272 image when upscaled in this way. It's stunning, and it's like having a whole new Ridge Racer game to play.
  24. From what I read, Retroarch is the emulator to use for most formats on XBox Series. Duckstation and PPSSPP are the only other ones I've seen. The discord whitelisting guy gives you those three. So are there other emulators? Or any other benefits to getting developer mode?
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