Arcade Resources
Screen printing / color seperations diagram of Defender marquee
After my post yesterday on “Artwork Bleed for Screen Printing Reproduction Arcade Artwork” I got some awesome feedback from industry experts like Rich at This Old Game, and Brian at Oleszak Creative. As I still grasp at understand some of the ideas in screening arcade game marquees, I thought it might be best to draw up a little illustration to show how I am picturing how a typical marquee would be printed in an exploded view.
Putting accuracy of the artwork found on Local Arcade aside (view my breakdown of the Midway Pac-man sideart artwork inaccuracies), I went out and grabbed the Defender marquee for demonstration purposes.
Defender marquee vector file at Local Arcade – (http://www.localarcade.com/arcade_art/r29.search.htm).
Assuming the colors in this file are correct, and taking each color of Defender marquee artwork and separating them into layers, I would have six layers total, a black, a blue, a yellow, and orange and a red.
As you can see from the illustration above, this is my understanding and how I picture the screen printing order, with the black being printed first (to trap all of the other colors below it, and to hide the bleed) , the blue second, the orange third, the yellow fourth and the finally the red with a white sealing coat over the back. In the illustration, I have shown the Defender artwork in a fashion so you would be able to recognize it, but in reality, the films would be printed in reverse, and if you looked straight down at the marquee, you would also see the printing in reverse. In fact, the Defender marquee artwork might looks something like this;
Plus, this isn’t a really good illustration to show bleed amounts, but I wanted to check to make sure I had the bigger screen printing concepts correct. (I don’t know the detailed history of my games enough to know if the Williams Defender marquee was on glass, or plexi. Probably glass.)
Some good resources that are written simply and helped me get a better understanding on this topic.
- eHow : How to Design a Multiple-Color Stencil for Silk Screen Printing
- YouTube – Screen printing multiple color print video 1
- YouTube – Screen printing multiple color print video 2
Worth a note, I am not starting from scratch on my experience and knowledge base on this topic. I silk screened a couple of shirts way back in 8th grade. How much that counts, not a lot. But it does give me some familiarity with inks, and frames for the screens. But we never “burned” our films, and we never messed with more than one color or registration. These are the areas where I am shaky. A quick (10 minute) search didn’t bring up any visual tutorials on bleeds in screen printing. I didn’t think there would be resources specifically for arcade reproduction artwork screen printing, but thought there would be something else. I must not have searched with the right terms.
So, I need feedback. Is my thinking wrong? Is there a white sealing layer, and what is that actually called? Do you have any good links, or even better yet, and great visual image based tutorials on screen printing that focus specifically on multiple colors, registrations, and bleeds? Leave a comment.
Want a copy of the Illustrator (CS) file I worked on above? Download it here (.zip – 2MB). Edit it and send it back to me if you want, show me where I am wrong. (I just whipped this up quickly, not wanting to spend hours doing accurate separations for artwork I never intended to have printed, so remember this file is for illustrative purposes to help me understand screen printing and films.)
Artwork Bleed for Screen Printing Reproduction Arcade Artwork
If you have been following my blog, I have slowly been working on vectorizing every piece of the original Pengo artwork to have reproductions made for sale. I have another contact that is doing some vectorizing of a couple pieces of artwork, and he asked me if the Illustrator artwork pieces had to have any bleed on them for registration coverage when taking the pieces to the Screen Printing stage. I knew from working with Brian at Oleszak, that there needed to be some offset bleed on the shapes when making stencils, but I figured this was more for the home arcade game collector, who generally wouldn’t know much about registration for different colors of artwork. A “CYOA” kind of nicety.
So, I emailed Rich at This Old Game. I asked how much of a bleed he would add to individual shapes. 1/8″ bleed seemed too much to me for finer details, but for the larger details, only adding 1/16″ – 1/32″ didn’t seem hardly enough to make a difference. This is what he said;
Basically, to allow the color laps about center of the Black detail that it would cover. Also white is usually full coverage on the back of 2nd surface prints. On fine detail, I go in and just split the difference in specific spots where the thickness of the black may vary. But to answer your question, I do tend to add approx 1/8″ bleed unless that bleed doesn’t fit the artwork then I have to manually go in and split that difference. Any text I usually outline 5 to 10 pts.
I got a file from him, demonstrating some of this, but I don’t completely understand all of the concepts for screen printing reproductions yet. If you don’t have any idea what I am talking about, here is a photo of my Pengo marquee. You can see the bleed for the “TM” text showing through, as well as some of the halftone patterns and other pieces of artwork that overlap to make sure there is enough coverage.
The main idea I got from the information he sent was, yes, add bleed to the artwork to help with registration of colors, and it is a judgement call based on the detail of the artwork. The finer details of the reproduction arcade artwork add 1/16″ to 1/32″ of an inch bleed, and on some of the bigger, thicker details add 1/8″. (Not to mention, even though I didn’t ask this, I am sure that I need to start separating my artwork in colored layers) I know that both Brian and Darin read what I write here when they have time, and I figured they could lend their expertise in the information, or even Rich if he stops by. My main question remaining is what Rich said above;
Also white is usually full coverage on the back of 2nd surface prints.
Rich is the absolute best in terms of response time, although his emails are sometimes hard to understand because of the way they are worded. Here is a tight crop of the final prepped file he used reproduce the Professor Pac-man overlays from my vector artwork.
This looks exactly like the “TM” above, except, if the text is yellow, why have the color “white”. Wouldn’t that bled color be yellow there, showing really fat lettering?
So, there is a lot of work to do, added work to the final vectorizing Pengo files that I thought I had finished. But, they need to be right. I haven’t added bleed to any of them, so I will have to go back through and do that. Here are some close up details of my start to adding bleed to the Pengo artwork. There is a before vector trace (Purple Outline), and an after vector trace with the additional bleed (Light Blue Outline). (And after I got into the file and tried it for myself, I found that even 1/32″ bleed would overlay some of the surrounding pieces of artwork, and that I had to go down as small as 1/64″ (.016 of an inch rounded) bleed to prevent overlap.)
Pengo Locked Up During Gameplay
I had never had this happen before today, but today it happened twice when I was playing my Pengo arcade game.
The first time, a sno-bee got stuck at the top of the screen between two ice blocks, and just kept bouncing there. I didn’t mind, because that meant I could go around the playing field and match up the diamond blocks for my bonus points. I was able to break one of the ice blocks that Sno-Bee was wedged against, and then I smashed him with another block.
But the second time in less than 10 minutes, I was trying to match up the diamond blocks, so I decided I would guide Pengo up next to the dormant Sno-Bee. Well, some of the game code stick executed, Pengo died when he touched the Sno-Bee, but then, the game just sat there, playing the music. Check it out;
I had to turn the upright machine off and back on again. I hadn’t even seen this error in Pengo that causes it to lock up, or freeze. I know sometimes I can run through some of the ghosts in Ms. Pac-man, and even in Pengo, it seems like I get lucky either touching a Sno-Bee without dying or running through one. But not in this case.
Anyone else have this issue with their Pengo PCB board? Is it just mine? If you have issues, does the Sno-Bee only get stuck at the upper right of the play field? Or is it only one board configuration? Or maybe this is just this revision of the PCB, since I know there are a couple. Voice your thoughts.
Local Arcade Pac-man Sideart Illustrator File Inaccurate
Brian Jones at Oleszak Creative picked up on my post the other day on the small inaccuracies in the Pengo Marquee vector artwork available on Local Arcade. As most classic arcade collectors already know, the Ms. Pac-man and Pac-man sideart Illustrator files available for download are also inaccurate, but until today I hadn’t dug any deeper to identify the inaccuracies of the artwork.
Brian sent me a Photoshop file showing just one small piece of the Pac-man sideart that is so wrong, I feel embarassed for tbombaci who originally traced it. A baby jacked up on meth could have done a better job.
The Pac-man artwork area in question is circled here (click on the image for a larger view);
The circled piece of detailed artwork is right below the curving “N” in Pac-man, where there are some black shapes that have the appearance of brush strokes. (You can download the Pac-man sideart Illustrator file here) The Local Arcade Pac-man file looks like this;
At first glance, any artist with a sense of detail should run screaming. If you are considering whether or not to take the Pac-man Side Art file from Local Arcade and print it, or makes stencils from it for your own project, this post is for you. Unless you want to throw the potential resale value of your machine into the toliet, listen up. Here is a detailed scan of that same area on the Pac-man sideart and I have also provided a photo of the same section from my own machine (just in case your a “Doubting Thomas” on the accuracy;
Wow! Seriously. I have frequented the BYOAC and Mame forums, and tbombaci (Tom) is actually very good at tracing classic arcade sideart, so, I don’t know what happened with this particular file. It was uploaded in 2004, so maybe this was one of Tom’s first forays into tracing sideart, maybe he didn’t have an accurate scan to work from, or maybe he just provided an auto trace version quickie for the Mame guys who didn’t really care how true this artwork was to the original Midway Pac-man. But if this single portion was so lazily reproduced, you can just imagine how wrong the rest of the Pac-man artwork is.
I don’t know the original circumstances, hopefully Tom will find this and fill us in. (I just wish that Local Arcade had more of a community, with collectors rating and commenting on the artwork. The usability of that site, including the search, is horrendous. Thank you to Mahuti for starting it, but we as a collecting community need to get more involved to make it a better resource. But that is another topic entirely.)
Here is a good vector trace of the same artwork, and you can see the richer detail that is more true to the original Pac-man artwork;
Like I mentioned in the Pengo marquee post, there is some line irregularity that makes any arcade artwork more interesting.
The point of my post is not a new one, do your research before using any of the artwork on Local Arcade. But in the case of the more popular arcade artwork files, there are no short cuts. You are better to start from scratch and know it is accurate than to take any shortcuts.
Standing Sega Pengo Marquee
Since 2005, there has been a vector file version of the standing Sega Pengo marquee on Arcade Art Library (localarcade.com). The author is “rockworm”, and I don’t recognize that name on any other forum. Right away, I question the accuracy of the file. “Rockworm” hasn’t added another file over the last two years, so it is hard to know if he just printed out a copy on an inkjet and therefore the Pengo artwork didn’t have to be exact, or what the final use was. So before I assumed I could use the artwork in my Pengo reproductions, I decided that I should do some close up comparisons of the Pengo artwork to the original marquee scan. Here is what I found;
You can see some differences in the line shapes in the Pengo marquee vector drawing detail (first image) vs. the Pengo marquee scan. Some lines have been smoothed out and some angles aren’t the same. And let’s not forget, the most important idea is the attention to detail. If you look closely, there is a piece missing completely. What else is wrong with this vector Pengo marquee file? It is hard to trust the integrity when there are pieces of the Pengo artwork missing. The accuracy is close, don’t get me wrong, but it isn’t perfect.
So, at the very least, I have already redrawn the standing Pengo character on this marquee. I will check the lettering for accuracy, maybe I can reuse that artwork. I will post progress hopefully in the next day or two since the Pengo bezel is complete.
Back to the shapes of the original lines. When I think about restoring this old artwork, I try to think about the original process the art director at Sega would have gone through. To make this artwork into a screen to print onto different materials he would have had to have drawn it, and then transferred it to film. In my mind, the original Pengo artwork shouldn’t have the most crisp lines, there would be some variances in line thickness because it was a hand drawn line, not computer generated. So, when looking at a small zoomed in portion of the original Arcade Art Library artwork;
I see the vector lines resolved and reduced. The accuracy of the original Pengo shapes is off, and even though the details will be so small when printed only a true expert would know the difference, I like to detail it out here because these Pengo reproductions are for everyone, not just me. Not to mention, some portions look like they could have been run through an auto trace function because of how sharp some of the edges are.
Here is that same portion that I redrew. Note that the detail here is the side of the ice block Pengo is resting on, and in my drawing the side is a darker blue just like the original artwork. The file on AAL doesn’t have this.
When looking at the original artwork, I don’t trace every jagged edge, I make a judgement call. If the Pengo artwork seems like it should have a smooth line, then I add it in, but sometimes, the bumpiness of the line is what makes the artwork more authentic in my mind.
Agree? Know a little bit more about the original game manufacturer’s art making process? Know who “rockworm” is? Leave a comment and give us your insights.
Sega Pengo Bezel Vectoring Finished!
I thought for sure over Christmas break I would be able to crank through vectorizing one piece of Pengo artwork per day, and by the end I would have every single piece of Pengo artwork in a nice Illustrator file ready for reproductions. Time for working on classic arcade artwork was not easy to come by however.
I did manage to finish vectorizing the Pengo bezel….for now. I haven’t included the dot pattern, and I also still need to scan in the inner portions of the bezel that fold into the monitor and add those vector pieces to the complete artwork. But here is a small image of the finished piece, Sno-Bees and all.
Sinistar CPO’s and HUO Sinistar
Today is the day of Williams Sinistar.
Surfing Klov there was a mention that Quarter Arcade is doing reproduction artwork for William’s Sinistar control panel overlays. Here are the photos;
I emailed Anthony at Quarter Arcade, and he was nice enough to let me know that Darin at Phoenix Arcade did these Sinistar CPO’s and he just had a few he bought and now is re-selling them. I visited Phoenix Arcade, and I must have missed the listing of Sinistar before. Maybe the control panel overlay’s had sold out before 2006 when I got into collecting.
I would guess that Phoenix Arcade might have had the original Williams Sinistar films. I did a quick search on both Google and the arcade.collecting usenet group to see if there was a mention of the Williams films but I didn’t turn up much of anything I didn’t already know. I already knew that Darin produced the Multi Williams artwork for a number of successful runs up to 2004 and then he ebayed the files. I also found a mention to Illinois Pinball.com, but I assume they would have Williams films for for pinball artwork.
Any of the Sinistar artwork is a challenge to reproduce because of the detail in the splatter / speckle / pointilism effects. Like always, Darin did an awesome job, whether he scanned an NOS CPO or he had access to the original Sinistar films. Wikipedia says gives credit to Noah Falstein and John Newcomer for co-developing Sinistar. I don’t know which of them actually created the artwork, but maybe they were the inspiration for the “Idle Hands” movie:) (Surely, you must have a love of detail to create artwork like that, it would make you, and your hand crazy way before completion.)
Since I already “hunger” to share Sinistar news, how about jkoolpe in San Francisco scoring a Home Use Only (HUO) Sinistar.
Here is some backstory on his Sinistar Aquisition;
According to the guy I got this from, this baby was originally owned by a Cinematronics game designer…he also had a Boxing Bugs as this was the game that this previous owner had helped design (a fellow CAX staffer got the BB).
The Boxing Bugs designer who originally owned this machine was named Jack Ritter. For whatever reason, he apparently did not take the 3 games he had owned with him when he moved from my area and the new home owner assumed custody.
The 3rd game was a Defender that I think was also HUO (not 100% sure), but it needed a marquee and bezel, and the CPO was lifting. Otherwise, the cabinet was also in GREAT shape and worked fine (after I replaced one RAM chip)…he is also looking to sell it so someone will get a nice Defender once they replace the aforementioned items.
I still haven’t played Sinistar in person, but I love it on the William’s game collections for the playstation, even if playing causes pre-mature arthitis. I am sure as time goes on, over the next 20 years, as we see some of the original developers move into the later stages of life some of their classic games, artwork, notes and other materials will start to come up for sale. But Jon (jkoolpe) got a find this time and bragging rights for the week.