Video summary
MAME Work-In-Progress: Panic! at the Park (Namco System 23, Panic Park)
Main summary
Key takeaways
Context and overall message
- In the late 1990s arcades were declining as development shifted to console-based chipsets. Manufacturers responded with large “Super Deluxe” cabinets intended to offer ride-like, out-of-home experiences.
- Super Deluxe titles are historically important but rarely ported to home systems and are difficult to emulate because very few dumps/test cases exist across the various Namco System 23 board variants.
- The referenced video is a work-in-progress (WIP) report showing progress getting Panic Park to boot and be mostly playable in MAME, narrated by the MOG Miner.
Arcade / Super Deluxe examples
- Final Furlong
- Rapid River
- Downhill Bikers
- Time Crisis 2
- Panic Park
Namco System 23 family (concise breakdown)
- System 22.5 (a.k.a. Gorgon): adds a 133 MHz MIPS CPU and upgraded 3D hardware; only two games known.
- System 23: removes sprites, ups CPU to 166 MHz; about four games.
- Super System 23: unknown upgrades; six games released, only one currently runs in MAME.
- System 23 Evolution 2: ups CPU to ~200 MHz; one known game (Crisis Zone).
- Primary emulation problem: very few games/dumps serve as test cases, making educated guesses unreliable — likened to a “Mount Everest” problem for driver development.
About Panic Park
- Released in 1997. Considered an early predecessor to microgame compilations (WarioWare-style rapid minigames).
- Two-player competitive cabinet: players stand side-by-side and each control a pair of levers with identical ranges; the goal is to physically push your control motion into the opponent’s space.
- Gameplay is physical and intense — reports of elbowing and shoulder-checking; the rumor of a US ban due to injuries is likely apocryphal but understandable.
- Notable for its cabinet-driven social and physical interaction rather than conventional head-to-head video combat.
MAME progress and technical state (WIP)
- After a couple of days’ work, Panic Park boots and is “mostly playable” in MAME.
- Major graphical and rendering issues remain:
- No lighting implementation.
- No alpha blending (transparency) working.
- Multiple triangle depth-sorting issues, causing invisible obstacles and blocking gameplay (the most significant blocker).
- The developer is building a graphical debugger for System 23 to help diagnose and fix rendering problems.
- Having Panic Park running provides a valuable additional test case for the System 23 driver.
Strategies and tips
For players (arcade context)
- Expect very physical play; be mindful of safety and machine durability.
- Aggressive positioning and timing matter because the game rewards invading the opponent’s space.
For emulation developers
- Acquire more test cases — small game libraries per board variant make debugging fragile and slow.
- Prioritize fixes to the rendering pipeline (lighting, alpha blending, and especially correct triangle depth sorting) since depth errors can produce game-blocking invisible geometry.
- Use or develop graphical debugging tools specific to System 23 to inspect geometry, blending and sort order.
Other notes and commentary
- The presenter (MOG Miner) had previously posted a WIP video about System 23, paused development for years due to work, and has returned to progress the driver.
- The arcade scene has shifted toward redemption/gambling-focused setups (ticket/cheap-prize machines), changing the nature of modern arcades.
- Reference to a film quote from Lock, Stock and Two Smoking Barrels (“Dog”) appears in the presentation.
Gamers, sources and people mentioned
- The MOG Miner (presenter)
- Zophar of Zophar’s Domain (upcoming interview mentioned)
- Mike (subtitle reads “Mike Tedar”) — described as the original author of Project Unreality (an early N64 emulator); name uncertain in auto-generated subtitles
- “One of the original two authors” of a short-lived Nintendo 64 emulator (unnamed in the subtitles)
- Other references/sources: arcade event California Extreme
Panic Park is now booting in MAME and is nearly playable, but critical rendering problems (especially triangle depth-sorting) remain. The additional test case and an upcoming graphical debugger should accelerate System 23 emulation progress.
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