[net.micro] Dragon's Lair hardware

chips1@houti.UUCP (H.BIMS) (08/08/83)

	I saw the game at Six Flags' Great Adventure in
New Jersey.  From the cartoon quality graphics displayed,
it is my estimation that a computer could not possibly
generate the images in real-time.  Hence, there must be
some type of videodisk memory system, from which the frames
are retrieved.
	Along those same lines, I noticed that the game will
only monitor input from the console during certain times.
Also, there is only one correct move in a particular situation.
(Note, there may be several situations per scene).
	Have you noticed how the scene jumps after a response
has been entered with the joystick?  I also noticed a longer
delay for incorrect responses, than for correct ones.
	Thus my guess for the hardware design is that it uses a
videodisk.  Each situation is contained within a given data
block area on the videodisk.  For simplicity of operation, the 
disk probably only spins in the forward direction while the game
is playing.  The most plausible organization of the block is as 
follows:

	______________________________________
	+                                    +
	+	New situation segment        +
	+____________________________________+
	+                                    +
	+	Correct response segment     +
	+____________________________________+
	+                                    +
	+	Incorrect response segment   +
	+____________________________________+


	Intersituation and intrasituation scan time delays would
cause momentary blackouts of the screen.  An IF-THEN-ELSE construct
is probably used to decide which segment to read from for the next
sequence of images and to keep track of score, etc.
	In the final analysis, the game hardware design is probably 
not that much more complicated than your average video game.  The
only difference is the use of a videodisk player.


			Harry Bims
			ATTIS - Holmdel, NJ
			houti!chips1