Arcade Monitors  
MAME and Monitors
Arcade Monitors
Saturn Mod
Arcade Primer
Finding a Cabinet
IC Pinouts

Vector Monitors
So far, I've only been talking about raster monitors
These monitors make up an image by scanning electron gun(s) at a constant speed across the display
Building up an image one line at a time, and 'sweeping' the guns back between each display line,
then finally sweeping the guns back from the bottom right hand corner to the top left hand corner
after each complete display cycle

During the 80's there were several games that used Vector rather than raster monitors

The idea was this :

Instead of describing a game's display as a set of bitmaps or sprites,
describe the game as a collection of lines
  The main reason for it was economic -
High resolution 'raster' displays could not be made cheaply

So ,instead, pass the monitor a collection of lines, which would govern the movement of the monitor's
electron gun(s),rather than forcing the monitor to use a high horizontal scanrate so it could fit all
the 'hires' lines into one display cycle
It's like the difference between a normal printer and a printer plotter

Vector monitors were troublesome (with cases of a certain manufacture's vector monitors actually catching fire)
and they fell out of favour as it became economic to produce medium or hires raster monitors

Today, nobody produces any arcade games which use vector monitors

The only way to accurately display a vector game is with a vector monitor

For instance the 'flicker' option in MAME is designed to emulate the way vector displays were created
i.e. vector monitors relied quite heavily on 'after image'

That is, they were going through each line to be drawn in the image one at a time and moving the
electron gun(s) around the display to draw that individual line
So they worked on the basis that the phospors would still 'glow' for a certain amount of time after
they were hit by the electron beam

Hopefully - every line in the image could be drawn and the 'after glow' of the phosphors would make the image
appear stable. Generally, this was not the case and the image would 'flicker' slightly

In fact, many vector monitors used long persistence phospors in attempt to reduce flicker
This meant that the phospors glowed brighter and for a longer period of time
after they were hit by the electron beam than phospors used in a 'normal' monitor

Which is why you used to get 'after images' or 'trails' in Asteriods as the rocks moved around the screen
and why blowing up the Death Star in Star Wars resulted in such a bright explosion

So, displaying a vector game on any raster monitor produces a noticable different result to the original

Displaying it on a 15.75kHz arcade monitor with interlacing, automatically introduces a flicker to the display
Using a PC monitor, you can run the game at a higher resolution, to try and closer emulate the vector monitor

Neither look like exactly like a vector monitor - as nothing does.

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