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ARCADE VIDEO-GAME
"Encyclopedia"
1970-1976
copy/paste
by
DaddaRuleKonge
DaddaRuleKonge
An arcade game or coin-op is a coin-operated enter- and had volume-controllable sound-effects. That game arcades in North America, for example, more
tainment machine typically installed in public busi- same year, Sega released an electro-mechanical ar- than doubled between 1980 and 1982; reaching a
nesses such as restaurants, bars and amusement ar- cade racing game, Grand Prix, which had a first-per- peak of 10,000 video game arcades across the region
cades. Most arcade games are video games, pinball son view, electronic sound, a dashboard with a racing (compared to 4,000 as of 1998). Beginning with
machines, electro-mechanical games, redemption wheel and accelerator, and a forward-scrolling road Space Invaders, video arcade games also started to
games or merchandisers. projected on a screen. Another Sega 1969 release, appear in supermarkets, restaurants, liquor stores,
The first popular “arcade games” included Missile, a shooter and vehicle-combat simulation, gas stations and many other retail establishments
early amusement-park midway games such as shoot- featured electronic sound and a moving film strip to looking for extra income. Video game arcades at
ing galleries, ball-toss games, and the earliest coin- represent the targets on a projection screen. It was the time became as common as convenience stores,
operated machines, such as those the earliest known arcade game while arcade games like Pac-Man and Space Invad-
that claimed to tell a person’s to feature a joystick with a fire ers would appear in most locations across the United
fortune or that played mechani- button, which formed part of an States, including even funeral homes. The sales of
cal music. The old Midways early dual-control scheme, where arcade video game machines increased significant-
of 1920s-era amusement parks two directional buttons are used ly during this period, from $50 million in 1978 to
(such as Coney Island in New to move the player’s tank and $900 million in 1981, with 500,000 arcade machines
York) provided the inspiration a two-way joystick is used to sold in the United States at prices ranging as high as
and atmosphere for later arcade shoot and steer the missile onto $3000 in 1982 alone. By 1982, there were 24,000
games. In the 1930s the first oncoming planes displayed on full arcades, 400,000 arcade street locations and 1.5
coin-operated pinball machines the screen; when a plane is hit, million arcade machines active in North America.
emerged. These early amusement an animated explosion appears The market was very competitive; the average life
machines differed from their lat- on screen, accompanied by the span of an arcade game was four to six months.
er electronic cousins in that they sound of an explosion. In 1970 Some games like Robby Roto failed because they
were made of wood. They lacked 1932 Ballyhoo piball machine Midway released the game in were too complex to learn quickly, and others like
plungers or lit-up bonus surfaces North America as S.A.M.I.. In Star Fire because they were too unfamiliar to the
on the playing field, and used mechanical instead of the same year, Sega released Jet Rocket, a combat audience. Qix was briefly very popular but, Taito’s
electronic scoring-readouts. By around 1977 most flight-simulator featuring cockpit controls that could Keith Egging later said, “too mystifying for gamers
pinball machines in production switched to using move the player aircraft around a landscape dis- ... impossible to master and when the novelty wore
solid-state electronics both for operation and for played on a screen and shoot missiles onto targets off, the game faded”. At around this time, the home
scoring. that explode when hit. video game industry (second-generation video game
In 1966, Sega introduced an electro-me- In 1971 students at Stanford University set consoles and early home computer games) emerged
chanical game called Periscope - an early submarine up the Galaxy Game, a coin-operated version of as “an outgrowth of the widespread success of video
simulator and light gun shooter which used lights the Spacewar video game. This ranks as the earli- arcades” at the time.
and plastic waves to simulate sinking ships from a est known instance of a coin-operated video game. While color monitors had been used by sev-
submarine. It became an instant success in Japan, Later in the same year, Nolan Bushnell created the eral racing video games before (such as Indy 800
Europe, and North America, where it was the first first mass-manufactured game, Computer Space, for and Speed Race Twin), it was during this period
arcade game to cost a quarter per play, which would Nutting Associates. that RGB color graphics became widespread, fol-
remain the standard price for arcade games for many In 1972, Atari was formed by Nolan Bushnell lowing the release of Galaxian in 1979. Namco’s
years to come. In 1967 Taito released an electro-me- and Ted Dabney. Atari essentially created the coin- Rally-X in 1980 featured multi-directional scrolling,
chanical arcade game of their own, Crown Soccer operated video game industry with the game Pong, and introduced a radar tracking the player position.
Special, a two-player sports game that simulated as- the first successful electronic ping pong video game. Sega’s Space Tactics that year was a space combat
sociation football, using various electronic compo- Pong proved to be popular, but imitators helped keep game allowing multi-directional scrolling from a
nents, including electronic versions of pinball flip- Atari from dominating the fledgling coin-operated first-person perspective. The following year, Nam-
pers. video game market. co’s Bosconian allowed the player’s ship to freely
Sega later produced gun games which re- In the early 1970s to mid 1980s, the era of move across open space that scrolls in all directions.
semble first-person shooter video games, but which greatest popularity and technological innovation for By the early 1980s, scrolling had become popular
were in fact electro-mechanical games that used rear arcade video games, the industry came to what is among arcade video games and would make its way
image projection in a manner similar to the ancient called “the golden age of arcade video games”. to third-generation consoles, where it would prove
zoetrope to produce moving animations on a screen. The golden age was a time of great techni- nearly as pivotal as the move to 3D graphics on later
The first of these, the light-gun game Duck Hunt, ap- cal and design creativity in arcade games. The era fifth-generation consoles.
peared in 1969; it featured animated moving targets saw the rapid spread of video arcades across North The Golden Age also saw developers experi-
on a screen, printed out the player’s score on a ticket, America, Europe, and Asia. The number of video menting with vector displays, which produced crisp
THE HISTORY OF ARCADE VIDEO GAMES
9
lines that couldn’t be duplicated by raster displays. tem used two Z8002 microprocessors and one Z80 Arcade games at the time affected on the
A few of these vector games became great hits, such microprocessor, along with a Namco 6-channel ster- music industry, revenues for which had declined by
as 1979’s Asteroids, 1980’s Battlezone and Tempest eo PSG sound chip for the sound. $400 million between 1978 and 1981 (from $4.1
and 1983’s Star Wars from Atari, as well as 1982’s Developers also experimented with laserdisc billion to $3.7 billion), a decrease that was direct-
Star Trek from Sega. However, vector technology players for delivering full motion video based games ly credited to the rise of arcade games at the time.
fell out of favor with arcade game companies due to with movie-quality animation. The first laserdisc Successful songs based on video games also began
the high cost of repairing vector displays. video game to exploit this technology was 1983’s appearing. The pioneering electronic music band
Several developers at the time were also ex- Astron Belt from Sega, soon followed by Dragon’s Yellow Magic Orchestra (YMO) sampled Space In-
perimenting with pseudo-3D and stereoscopic 3D Lair from Cinematronics; the latter was a sensation vaders sounds in their 1978 self-titled album and the
using 2D sprites on raster displays. In 1979, Nin- when it was released (and, in fact, the laserdisc play- hit single “Computer Game” from the same album,
tendo’s Radar Scope introduced a three-dimensional ers in many machines broke due to overuse). While the latter selling over 400,000 copies in the United
third-person perspective to the shoot ‘em up genre, laserdisc games were usually either shooter games States. In turn, YMO would have a major influence
later imitated by shooters such as Konami’s Juno with full-motion video backdrops like Astron Belt on much of the video game music produced during
First and Activision’s Beamrider in 1983. In 1981, or interactive movies like Dragon’s Lair, Data East’s the 8-bit and 16-bit eras. The song “Pac-Man Fever”
Sega’s Turbo was the first racing game to feature a 1983 game Bega’s Battle introduced a new form of reached No. 9 on the Billboard Hot 100 and sold
third-person rear view format, and use sprite scal- video game storytelling: using brief full-motion vid- over a million singles in 1982, while the album Pac-
ing with full-colour graphics. Namco’s Pole Position eo cutscenes to develop a story between the game’s Man Fever sold over a million records, with both re-
featured an improved rear-view racer format in 1982 shooting stages, which would years later become the ceiving Gold certifications. That same year, R. Cade
that would remain the standard for the genre; the standard approach to video game storytelling. By the and the Video Victims also produced an arcade-in-
game provided a perspective view of the track, with mid-1980s, the genre dwindled in popularity, as la- spired album, Get Victimized, featuring songs such
its vanishing point swaying side to side as the player serdiscs were losing out to the VHS format and the as “Donkey Kong”. In 1984, former YMO member
approaches corners, accurately simulating forward laserdisc games themselves were losing their novel- Haruomi Hosono produced an album entirely from
movement into the distance. That same year, Sega ty, due to their linearity and, in many cases, depend- Namco arcade game samples entitled Video Game
released Zaxxon, which introduced the use of iso- ing less on reflexes than on memorizing sequences Music, an early example of a chiptune record and the
metric graphics and shadows; and SubRoc-3D, of moves. first video game music album.
which introduced the use of stereoscopic 3D through Some games of this era were so popular that Arcade games also influenced the film indus-
a special eyepiece; they entered popular culture. The first to do so was try; beginning with Space Invaders, arcade games
This period also saw significant advances Space Invaders. The game was so popular upon its began appearing at many movie theaters, while early
in digital audio technology. Space Invaders in 1978 release in 1978 that an urban legend blamed it for a films based on video games were also produced,
was the first game to use a continuous background national shortage of 100 yen coins in Japan, leading most notably Tron, which grossed over $33 million
soundtrack, with four simple chromatic descending to a production increase of coins to meet demand in 1982 which began the Tron franchise which in-
bass notes repeating in a loop, though it was dynam- for the game (although 100 yen coin production was cluded a video game adaptation that grossed more
ic and changed pace during stages. Rally-X in 1980 lower in 1978 and 1979 than in previous or subse- than the film. Other films based on video games in-
was the first game to feature continuous background quent years, and the claim does not withstand logical cluded the 1983 films WarGames (where Matthew
music, which was generated using a dedicated sound scrutiny: arcade operators would have emptied out Broderick plays Galaga at an arcade), Nightmares,
chip, a Namco 3-channel PSG. That same year saw their machines and taken the money to the bank, thus and Joysticks, the 1984 film The Last Starfighter,
the introduction of speech synthesis, which was keeping the coins in circulation). It would soon have and the anime Super Mario Bros.: Peach-Hime Ky-
first used in Stratovox, released by Sun Electron- a similar impact in North America, where it has ap- ushutsu Dai Sakusen! in 1986.
ics in 1980, followed soon after by Namco’s King peared or is referenced in numerous facets of popu- The golden age cooled around the mid-1980s
& Balloon, which was an early example of multiple lar culture. By 1980, 86% of the 13–20 population as copies of popular games began to saturate the ar-
CPUs, using two Z80 microprocessors, the second in the United States had played arcade video games, cades. Arcade video game revenues in the United
to drive a DAC for speech. Multi-CPUs were used and by 1981, there were more than 35 million gam- States had declined from $8 billion in 1981 and $7
by several arcade games the following year, includ- ers visiting video game arcades in the United States. billion in 1982 to $5 billion in 1983, reaching a low
ing Frogger, which used two Z80 microprocessors The game that most affected popular culture of $4 billion in 1986. Despite this, arcades would
and an AY-3-8910 PSG sound chip, and Scramble, in North America was Pac-Man. Its release in 1980 remain commonplace through to the early 1990s as
which used two Z80 microprocessors and two AY- caused such a sensation that it initiated what is now there were still new genres being explored. In 1987,
3-8910 sound chips. In 1983, Gyruss, known for its referred to as “Pac-Mania” (which later became the arcades experienced a short resurgence with Dou-
stereo sound and musical score, utilized multi CPUs, title of the last coin-operated game in the series, re- ble Dragon, which started the golden age of beat
which included two Z80 microprocessors, one 6809 leased in 1987). Though no one could agree what the ‘em up games, a genre that would peak in popular-
microprocessor, and one 8039 microprocessor, along “hero” or enemies represented (they were variously ity with Final Fight two years later. In 1988, arcade
with five AY-3-8910 sound chips and a DAC for the referred to as ghosts, goblins or monsters), the game game revenues in the United States rose back up to
sound. That same year, the Namco Pole Position sys- was extremely popular. $6.4 billion, largely due to the rising popularity of
THE HISTORY OF ARCADE VIDEO GAMES
10
violent action games in the beat ‘em up and run and billion in 1994 ($21 billion in 2016) was nearly two service, typically snacks and fast food. Referred to
gun shooter genres. After yet another relative de- and a half times the $5 billion revenue grossed by as “fun centers” or “family fun centers”, some of the
cline, U.S. arcade video game revenues had fallen movies in the United States at the time. longstanding chains such as Chuck E. Cheese’s and
to $2.1 billion by 1991, by which time the sales of Around the mid-1990s, the fifth-generation Gatti’s Pizza (“GattiTowns”) also changed to this
arcade machines had declined, with 4000 unit sales home consoles, Sega Saturn, PlayStation, and Nin- format. Many 1980s-era video game arcades have
being considered a hit at the time. tendo 64, began offering true 3D graphics, improved long since closed, and classic coin-operated games
One of the causes of decline was new gen- sound, and better 2D graphics, than the previous have become largely the province of dedicated gam-
erations of personal computers and video game con- generation. By 1995, personal computers followed, ers and hobbyists. In the 2010s, some movie theaters
soles that sapped interest from arcades. In the early with 3D accelerator cards. While arcade systems and family fun centers still have small arcades.
1990s, the Genesis/Mega Drive and Super NES/Su- such as the Sega Model 3 remained considerably In the 2000s and 2010s, arcades have found
per Famicom greatly improved home play and some more advanced than home systems in the late 1990s, a niche market by providing games that use special
of their technology was even integrated into a few the technological advantage that arcade games had, controllers largely inaccessible to home users, such
video arcade machines. in their ability to customize and use the latest graph- as dance games that have a floor that senses the us-
Sega AM2’s Hang-On, designed by Yu Suzu- ics and sound chips, slowly began narrowing, and er’s dancing. An alternative interpretation (one that
ki and running on the Sega Space Harrier hardware, the convenience of home games eventually caused includes fighting games, which continue to thrive
was the first of Sega’s “Super Scaler” arcade sys- a decline in arcade gaming. Sega’s sixth generation and require no special controller) is that the arcade
tem boards that allowed pseudo-3D sprite-scaling at console, the Dreamcast, could produce 3D graphics is now a more socially-oriented hangout, with games
high frame rates. The pseudo-3D sprite/tile scaling comparable to the Sega NAOMI arcade system in that focus on an individual’s performance, rather
was handled in a similar manner to textures in later 1998, after which Sega produced more powerful ar- than the game’s content, as the primary form of nov-
texture-mapped polygonal 3D games of the 1990s. It cade systems such as the Sega NAOMI Multiboard elty. Examples of today’s popular genres are rhythm
was controlled using a video game arcade cabinet re- and Sega Hikaru in 1999 and the Sega NAOMI 2 in games such as Dance Dance Revolution (1998) and
sembling a motorbike, which the player moves with 2000, before Sega eventually stopped manufacturing DrumMania (1999), and rail shooters such as Virtua
their body. This began the “Taikan” trend, the use of expensive proprietary arcade system boards, with Cop (1994) and House of the Dead (1996). In the
motion-controlled hydraulic arcade cabinets in many their subsequent arcade boards being based on more Western world, the arcade video game industry still
arcade games of the late 1980s, two decades before affordable commercial console or PC components. exists, but in a greatly reduced form. Video arcade
motion controls became popular on video game con- Arcade video games had declined in popu- game hardware is often based on home game con-
soles. larity so much by the late 1990s, that revenues in the soles to reduce development costs; there are video ar-
In the early 1990s, the arcades experienced a United States dropped to $1.33 billion in 1999, and cade versions of Dreamcast (NAOMI, Atomiswave),
major resurgence with the 1991 release of Capcom’s reached a low of $866 million in 2004. The gap in PlayStation 2 (System 246), Nintendo GameCube
Street Fighter II, which popularized competitive release dates and quality between console ports and (Triforce), and Microsoft Xbox (Chihiro) home
fighting games and revived the arcade industry to a the arcade games they were ported from dramati- consoles and PC (e.g. Taito Type X). Some arcades
level of popularity not seen since the days of Pac- cally narrowed, thus setting up home consoles as a have survived by expanding into ticket-based prize
Man, setting off a renaissance for the arcade game major competitor with arcades. Furthermore, by the redemption and more physical games with no home
industry in the early 1990s. Its success led to a wave early 2000s, networked gaming via computers and console equivalent, such as skee ball and Whac-A-
of other popular games which mostly were in the then consoles across the Internet had also appeared, Mole. Some genres, particularly dancing and rhythm
fighting genre, such as Pit-Fighter (1990) by Atari, replacing the venue of head-to-head competition and games (such as Konami’s Dance Dance Revolution),
Mortal Kombat by Midway Games and The King of social atmosphere once provided solely by arcades. continue to be popular in arcades.
Fighters (1994–2005) by SNK. The arcades also lost their status as the forefront of Worldwide, arcade game revenues gradually
3D polygon graphics were popularized by new game releases. Given the choice between play- increased from $1.8 billion in 1998 to $3.2 billion
the Sega Model 1 games Virtua Racing (1992) and ing a game at an arcade three or four times (perhaps in 2002, rivalling PC game sales of $3.2 billion that
Virtua Fighter (1993), followed by racing games 15 minutes of play for a typical arcade game), and same year. In particular, arcade video games are a
like the Namco System 22 title Ridge Racer (1993) renting, at about the same price, exactly the same thriving industry in China, where arcades are wide-
and Sega Model 2 title Daytona USA, and light gun game—for a video game console—the console be- spread across the country. The US market has also
shooters like Sega’s Virtua Cop (1994) and Mesa came the preferred choice. Fighting games were the experienced a slight resurgence, with the number
Logic’s Area 51 (1995), gaining considerable popu- most attractive feature for arcades, since they offered of video game arcades across the nation increasing
larity in the arcades. By 1994, arcade games in the the prospect of face-to-face competition and tourna- from 2,500 in 2003 to 3,500 in 2008, though this is
United States were generating revenues of $7 billion ments, which correspondingly led players to practice significantly less than the 10,000 arcades in the early
in quarters (equivalent to $11.3 billion in 2016), in more (and spend more money in the arcade), but they 1980s. As of 2009, a successful arcade game usually
comparison to home console game sales of $6 billion, could not support the business all by themselves. sells around 4000 to 6000 units worldwide.
with many of the best-selling home video games in To remain viable, arcades added other ele- The relative simplicity yet solid gameplay of
the early 1990s often being arcade ports. Combined, ments to complement the video games such as re- many of these early games has inspired a new gen-
total US arcade and console game revenues of $13 demption games, merchandiser games, and food eration of fans who can play them on mobile phones
THE HISTORY OF ARCADE VIDEO GAMES
11
or with emulators such as MAME. Some classic ar-
cade games are reappearing in commercial settings,
such as Namco’s Ms. Pac-Man 20 Year Reunion /
Galaga Class of 1981 two-in-one game, or inte-
grated directly into controller hardware (joysticks)
with replaceable flash drives storing game ROMs.
Arcade classics have also been reappearing as mo-
bile games, with Pac-Man in particular selling over
30 million downloads in the United States by 2010.
Arcade classics have also begun to appear on multi-
game arcade machines for home users.
In the Japanese gaming industry, arcades
have remained popular through to the present day.
As of 2009, out of Japan’s $20 billion gaming mar-
ket, $6 billion of that amount is generated from ar-
cades, which represent the largest sector of the Japa-
nese video game market, followed by home console
games and mobile games at $3.5 billion and $2 bil-
lion, respectively. In 2005, arcade ownership and
operation accounted for a majority of Namco’s for
example. With considerable withdrawal from the ar-
cade market from companies such as Capcom, Sega
became the strongest player in the arcade market
with 60% marketshare in 2006. Despite the global
decline of arcades, Japanese companies hit record
revenue for three consecutive years during this pe-
riod. However, due to the country’s economic re-
cession, the Japanese arcade industry has also been
steadily declining, from ¥702.9 billion ($8.7 billion)
in 2007 to ¥504.3 billion ($6.2 billion) in 2010. In
2013, estimation of revenue is ¥470 billion.
In the Japanese market, network and card
features introduced by Virtua Fighter 4 and World
Club Champion Football, and novelty cabinets such
as Gundam Pod machines have caused revitaliza-
tions in arcade profitability in Japan. The reason for
the continued popularity of arcades in comparison to
the west, are heavy population density and an infra-
structure similar to casino facilities.
Former rivals in the Japanese arcade indus-
try, Konami, Taito, Bandai Namco Entertainment
and Sega, are now working together to keep the ar-
cade industry vibrant. This is evidenced in the shar-
ing of arcade networks, and venues having games
from all major companies rather than only games
from their own company.
Arcade cabinet
12
A video game arcade cabinet, also known as a vid- - A power supply to provide DC power to the arcade The sides of the arcade cabinet are usually decorated
eo arcade machine or video coin-op, is the housing system boards and low voltage lighting for the coin with brightly coloured stickers or paint, representing
within which a video arcade game’s hardware re- slots and lighted buttons. the gameplay of their particular game.
sides. Most cabinets designed since the mid-1980s - A marquee, a sign above the monitor displaying There are many types of arcade cabinets, some in
conform to the JAMMA wiring standard. Some in- the game’s title. They are often brightly colored and fact being custom-made for a particular game; how-
clude additional connectors for features not included backlit. ever, the most common are the upright, the cocktail
in the standard. - A bezel, which is the border around the monitor. It or table, and the sit-down.
Because arcade cabinets vary according to may contain instructions or artwork.
Upright cabinets
the games they were built for or contain, they may - A control panel, a level surface near the monitor,
Upright cabinets are by far the most common in
well not possess all of the parts listed below: upon which the game’s controls are arranged. Con-
North America. They are usually made of wood and
- A monitor, on which the game is displayed. They trol panels sometimes have playing instructions.
metal, about six feet or two meters tall, with the con-
may display either raster or vector graphics, raster Players often pile their coins or tokens on the control
trol panel set perpendicular to the monitor at slightly
being most common. Standard resolution is between panels of upright and cocktail cabinets.
above waist level. The monitor is housed inside the
262.5 and 315 vertical lines, depending on the re- - Coin slots, coin returns and the coin box, which al-
cabinet, at approximately eye level. The marquee is
fresh rate (usually between 50 and 60 Hz). Slower low for the exchange of money or tokens. They are
above it, and often overhangs it.
refresh rates allow for better vertical resolution. usually below the control panel. Very often, trans-
Controls are most commonly a joystick for as
Monitors may be oriented horizontally or vertically, lucent red plastic buttons are placed in between the
many players as the game allows, plus action buttons
depending on the game. Some games use more than coin return and the coin slot. When they are pressed,
and “player” buttons which serve the same purpose
one monitor. Some newer cabinets have monitors a coin or token that has become jammed in the coin
as the start button on console gamepads. Trackballs
that can display high-definition video. mechanism is returned to the player. Early coin slots
are sometimes used instead of joysticks, especially
- Printed circuit boards (PCB) or arcade system could be defeated using a piezo-electric gas fire or
in games from the early 1980s. Spinners (knobs for
boards, the actual hardware upon which the game gas oven igniter held against the steel bodywork of
turning, also called “paddle controls”) are used to
runs. Hidden within the cabinet. Some systems, such the cabinet, thus enabling free credits to be obtained.
control game elements that move strictly horizon-
as the SNK Neo-Geo MVS, use a main board with In some arcades, the coin slot is replaced with a card
tally or vertically, such as the paddles in Arkanoid
game carts. Some main boards may hold multiple reader that reads data from a game card bought from
and Pong. Games such as Robotron: 2084, Smash
game carts as well. the arcade operator.
TV and Battlezone use double joysticks instead of
action buttons. Some versions of the original Street
Fighter had pressure-sensitive rubber pads instead of
buttons.
If an upright is housing a driving game, it
may have a steering wheel and throttle pedal instead
of a joystick and buttons. If the upright is housing a
shooting game, it may have light guns attached to the
front of the machine, via durable cables. Some ar-
cade machines had the monitor placed at the bottom
of the cabinet with a mirror mounted at around 45
degrees above the screen facing the player. This was
done to save space, a large CRT monitor would oth-
erwise poke out the back of the cabinet, and possibly
to avoid eye strain from looking directly up-close at
the monitor. To correct for the mirrored image, some
games had an option to flip the video output using
a dip switch setting. Other genres of game such as
Guitar Freaks feature controllers resembling musical
instruments.
Upright cabinet shape designs varies from
the simplest symmetric perpendicular boxes as with
Star Trek to complicated asymmetric forms.
Games are typically for one or two players;
however, games such as Gauntlet feature as many as
four sets of controls.
Pictures from “jammaboards.com”
ARCADE CABINET
13
Cocktail or table cabinets Candy cabinets Racer Full Scale, in which the player sat in a full size
Cocktail cabinets are shaped like low, rectangular Owing to the resemblance of the plastic to hard Mazda MX-5 road car.
tables, with the controls usually set at either of the candy, they are often known as “candy cabinets”, by Cockpit and environmental cabinets
board ends, or, though not as common, at the nar- both arcade enthusiasts and by people in the indus- These are close relatives to deluxe cabinets except
row ends, and the monitor inside the table, the screen try. They are also generally easier to clean and move the player sits inside the game itself. Examples of
facing upward. Two-player games housed in cock- than upright cabinets, but usually just as heavy as this are games such as Star Wars, Sinistar or Discs
tails were usually alternant, each player taking turns. most have 29” screens, as opposed to 20”-25”. They of Tron.
The monitor reverses its orientation (game software are positioned so that the player can sit down on a
Mini cabinets
controlled) for each player, so that everything seems chair or stool and play for extended periods. SNK
The mini or cabaret is a squatter version of the up-
right-side-up from each perspective. This requires sold many Neo-Geo MVS cabinets in this configura-
right cabinet. It may also have a smaller monitor.
special programming of the cocktail versions of the tion, though most arcade games made in Japan that
Mini cabinets spare bulk and are easier for small
game (usually set by dip switches). The monitor’s only use a joystick and buttons will come in a sit-
children to play than some full-size cabinets.
orientation is usually in player two’s favour only in down cabinet variety. In Japanese arcades, this type
two-player games when it’s player two’s turn, and of cabinet is generally more prevalent than the up- Countertop cabinets
in player one’s favour all other times. Simultaneous, right kind, and they are usually lined up in uniform- Countertop or bartop cabinets are usually only large
4 player games that are built as a cocktail include looking rows. A variant of this, often referred to as enough to house their monitors and control panels.
Warlords, and others. “versus-style” cabinets They are often used for trivia and gambling-type
are designed to look like games, and are usually found installed on bars or
two cabinets facing each tables in pubs and restaurants. These cabinets of-
other, with two monitors ten have touchscreen controls instead of traditional
and separate controls al- push-button controls. They are also fairly popular
lowing two players to with home use, as they can be placed upon a table
fight each other without or countertop.
having to share the same Large-scale satellite machines
monitor and control Usually found in Japan, these machines have multi-
area. Some newer cabi- ple screens interconnected to one system, sometimes
nets can emulate these with one big screen in the middle. These also often
“versus-style” cabinets feature the dispensing of different type of cards, ei-
through networking. ther a smartcard in order to save stats and progress,
or trading cards used in the game.
Deluxe cabinets
Most commonly used for games involving gam-
bling, long stints of gaming, or vehicles, such as
fighting games, flight simulators, and racing games.
These cabinets typically have equip-
ment resembling the controls of a ve-
hicle (though some of them are merely
large cabinets with fair features such as
a great screen or chairs). Driving games
Cocktail cabinet versions were usually released may have a bucket seat, foot pedals, a
alongside the upright version of the same game. stick shift, and even an ignition, while
They were relatively common in the 1980s, espe- flight simulators may have a flight yoke
cially during the Golden Age of Arcade Games, but or joystick, and motorcycle games han-
have since lost popularity. Their main advantage dle bars and a seat shaped like a full-size
over upright cabinets was their smaller size, making bike. Often, these cabinets are arranged
them seem less obtrusive, although requiring more side-by-side, to allow players to com-
floor space (more so by having players seated at each pete together. Some of these cabinets
end). The top of the table was covered with a piece are very elaborate, and include hydrau-
of tempered glass, making it convenient to set drinks lics which move the player according to
on (hence the name), and they were often seen in the action on screen. Sega is among the
bars and pubs. biggest manufacturers of these kinds of
cabinets, while Namco released Ridge
Restoration
14
Since arcade games are becoming increasingly guishable from original. Some even surpass the orig- usually be obtained via coin-op distributors or parts
popular as collectibles, an entire niche industry has inals in quality. Once these pieces are acquired, they suppliers. spray). Paint used is often just convention-
sprung up focused on arcade cabinet restoration. usually snap right into place. al paint with a finish matching the cabinet’s original
There are many websites (both commercial and hob- If the controls are worn and need replacing, paint.
byist) and newsgroups devoted to arcade cabinet res- if the game is popular, they can be easily obtained.
Wiring
toration. They are full of tips and advice on restoring Rarer game controls are harder to come by, but some
If a cabinet needs rewiring, some wiring kits are
games to mint condition. shops stock replacement controls for classic arcade
available over the Internet. An experienced hobbyist
games. Some shops manufacture controls that are
Artwork can usually solve most wiring problems through trial
more robust than originals and fit a
Often game cabinets were used to and error.
variety of machines. Installing them
host a variety of games. Often af- Many cabinets are converted to be used to
takes some experimentation for nov-
ter the cabinet’s initial game was host a game other than the original. In these cases,
ices, but are usually not too difficult
removed and replaced with another, if both games conform to the JAMMA standard, the
to place.
the cabinet’s side art was painted process is simple. Other conversions can be more
over (usually black) so that the Monitors difficult, but some manufacturers such as Nintendo
cabinet wouldn’t misrepresent the Raster monitors are easier to service have produced kits to ease the conversion process
game contained within. The side art than vector monitors. Normally, un- (Nintendo manufactured kits to convert a cabinet
was also painted over to hide dam- less the main tube is blown, a raster from Classic wiring to VS. wiring).
aged or faded artwork. monitor will provide good display
Of course, hobbyists prefer characteristics with perhaps a few mi- DIY projects
cabinets with original artwork in nor color adjustments. Vector moni- Some cabinets are constructed entirely by hobby-
the best possible condition. Since tors, on the other hand, can be chal- ists to mimic an arcade cabinet using emulators such
machines with good quality art are lenging or very costly to service, and as MAME and a PC to replace the game hardware.
hard to find, one of the first tasks is some can’t be repaired at all (they These home built cabinets have many of the features
stripping any old artwork or paint have dwindled in use since the 1980s of real arcade cabinets (such as a coin box, marquees
from the cabinet. This is done with and parts are hard to come by). Some- etc.). MAME arcade units can combine several ar-
conventional chemical paint strip- times they will have to be replaced cade controls (such as two types of joysticks and a
pers or by sanding (preferences completely, but even finding replace- trackball) in one unit to enable play of many differ-
vary). Normally artwork cannot be ment monitors is difficult since few, ent games.
preserved that has been painted over if any, are produced any longer. Bare Other projects can involve converting a reg-
and is removed with any covering new CRTs are still available from ular single game arcade cabinet into a MAME cabi-
paint. New paint can be applied in some suppliers (vector monitors use net, eliminating the need for building a cabinet.
any manner preferred (roller, brush, the same basic tube as a raster, just At least one company manufactures flat-pack
spray). Paint used is often just conventional paint with different electronics), but as they are bare tubes style cabinet kits made from Medium-density fibre-
with a finish matching the cabinet’s original paint. they usually require the yoke to be removed from board. These remove the need for the hobbyist to cut
Many games had artwork which was silk- the old tube and fitted to the new tube and setting to shape large panels of the material, but still require
screened directly on the cabinets. Others used large up, which isn’t usually a job that can be undertaken assembly, painting and finishing; and fitting out with
decals for the side art. Some manufacturers produce by the amateur arcade collector. Retrofitting other a game-system, controls and display.
replication artwork for popular classic games—each monitor technologies to emulate vector graphics can Bespoke arcade cabinets can also be custom
varying in quality. This side art can be applied over also be done. built to order, allowing the hobbyist to design the
the new paint after it has dried. These appliqués can Some electronic components are stressed by cabinet removing the manual skills necessary for
be very large and must be carefully applied to avoid the hot, cramped conditions inside a cabinet. Elec- putting a cabinet together.
bubbles or wrinkles from developing. Spraying the trolytic capacitors dry out over time, and in many Other projects have involved building DIY
surface with a slightly soapy water solution allows classic arcade cabinets their service life is nearing tabletop cabinets and disassembling the casing of
the artwork to be quickly repositioned if wrinkles or the end. If a game has its original raster monitor, it Game Boy Advance handhelds thanks to the abun-
bubbles develop like in window tinting applications. will usually need to be “re-capped”—that is, some dance of arcade classics compilations such as Nam-
Control panels, bezels, marquees capacitors will need to be replaced so the monitor co Museum and other titles. Some pre-manufactured
Acquiring these pieces is harder than installing them. will deliver a proper image. Due to the size of the arcade cabinets were even introduced for using the
Many hobbyists trade these items via newsgroups or capacitors and the voltages present inside a video iPad as a monitor.
sites such as eBay (the same is true for side art). As monitor, this can be a dangerous activity and should
with side art, some replication art shops also produce only be attempted by experienced hobbyists or pro-
replication artwork for these pieces that is indistin- fessionals. If a monitor is broken, a replacement can
JAMMA
15
The Japan Amusement Machine and Marketing As- with negative composite sync; single-speaker sound It specifies the retail value of a prize item cannot ex-
sociation, abbreviated JAMMA, is a Japanese trade output; and inputs for coin, service, test, and tilt. ceed 800 yen. In addition, following items cannot
association headquartered in Tokyo. The connector circuitry of some later games, be manufactured, sold, or transferred to arcades as
JAMMA is run by representatives from vari- such as Street Fighter II: The World Warrior (1991) prizes:
ous arcade video game manufacturers, including and X-Men (1992), implement extra buttons, differ- - Tobacco and tobacco-themed items
Namco Bandai, Sega, Taito, Tecmo, Capcom, Kona- ent controller types, or support more players by add- - Alcohol and alcohol-themed items
mi and Atlus, among others. ing extra connectors—or even by utilizing dormant - Drugs, or items containing material that causes
The corporation was renamed after they JAMMA pins. Circuitry designs that overstep the high, dizziness, hallucination
merged with the Nihon Shopping Center Amuse- JAMMA specification in this way are unofficially - Medium containing contents that interferes with
ment Park Operator’s Association (NSA) and the called JAMMA+. proper youth growth or good social order
Japan Amusement Park Equipment Association (JA- - Items for sex, and items resembling sexual organs
PEA). JAMMA Video Standard - Underwear
Before 2012, JAMMA had been organizing The JAMMA Video Standard (JVS) is a newer JAM- - Coupon or similar items
an annual trade fair called the Amusement Machine MA connector standard designed for contemporary - Item violating food safety laws
Show for many years. In 2013, they began collabo- USB peripherals. The standard specifies communi- - Counterfeit brand or counterfeit character items, or
rating with the Amusement Machine Operators’ Un- cation protocols and physical interfaces for periph- items violating intellectual property
ion (AOU), who had their own trade show, to pro- eral devices. - Item causing physical or mental harm (e.g., weap-
mote a new event: the Japan Amusement Expo. ons)
Connector standards - Life forms violating the spirit of animal protection
JAMMA is the namesake of a widely used wiring
standard for arcade games. An arcade cabinet wired
to JAMMA’s specification can accept a motherboard
for any JAMMA-compatible game. JAMMA intro-
duced the standard in 1985; by the 1990s, most new
arcade games were built to JAMMA specifications.
As the majority of arcade games were designed in
Japan at this time, JAMMA became the de facto
standard internationally.
Before the JAMMA standard, most arcade
PCBs, wiring harnesses, and power supplies were
custom-built. When an old game became unprofit-
able, many arcade operators would rewire the cabi-
net and update the artwork in order to put different Per the first edition of the JVS, published in 1996,
games in the cabinets. Reusing old cabinets made a peripheral devices connect to a dedicated I/O board.
lot of sense, and it was realized that the cabinets were The main board connects to the I/O board via an
a different market from the games themselves. The USB Type-A to USB Type-B interface cable, and
JAMMA standard allowed plug-and-play cabinets peripherals connect to the I/O board via USB-A.
to be created (reducing the cost to arcade operators) JAMMA published the second edition of the
where an unprofitable game could be replaced with JVS on 17 July 1997, and the third edition on 31
another game by a simple swap of the game’s PCB. May 2000. The third edition adds support for AS-
This resulted in most arcade games in Japan (outside CII and Shift-JIS output; device drivers for second-
racing and gun shooting games that required deluxe ary and tertiary input devices; a device driver for a
cabinets) to be sold as conversion kits consisting of mahjong controller; and recommended values for
nothing more than a PCB, play instructions and an SYNC-code timing.
operator’s manual.
The JAMMA standard uses a 56-pin edge Amusement Machine Prize guideline
connector on the board with inputs and outputs com- The Amusement Machine prize guideline is a guide
mon to most video games. These include power in- for the type of prize that should be provided by ar-
puts (5 volts for the game and 12 volts for sound); cade operator. The standard was enacted in 1 No-
inputs for two joysticks, each with three action but- vember 2004. Megalo City 29-inch 15KHz JAMMA arcade machine.
tons and one start button; analog RGB video output (Based on the look of Sega’s New Versus City cabinets)
Emulators
16
Video game console emulators are programs that al- systems (X/MAME), Macintosh (MacMAME and be purchased and assembled (with optional PC and
low a personal computer or video game console to later MAME OS X) and Windows (MAME32). MAME preinstalled).
emulate another video game console. They are most Since 24 May 2001 with version 0.37b15, the main Although MAME contains a rudimentary
often used to play older 1980s-era video games on development occurs on the Windows platform, and user interface, the use of MAME in arcade game
2010s-era personal computers and more contem- most other platforms are supported through the cabinets and home theater PCs necessitates special
porary video game consoles. They are also used SDLMAME project, which was integrated into the launcher applications called front ends with more
to translate games into other languages, to modify main development source tree in 2006. In addition, advanced user interfaces. Front ends provide vary-
existing games, and in the development process of different versions of MAME have been ported to ing degrees of customization – allowing one to see
“home brew” DIY demos and in the creation of new other computers, game consoles, mobile phones and images of the cabinets, history of the games and tips
games for older systems. The Internet has helped in PDAs, and at one point even to digital cameras. In on how to play, and even video of the game play or
the spread of console emulators, as most - if not all - 2012, Google ported MAME to Native Client, which attract mode of the game.
would be unavailable for sale in retail outlets. allows MAME to run inside Chrome. The information contained within MAME is
Major releases of MAME occur approxi- free for re-use, and companies have been known to
MAME mately once a month. Windows executables in both utilize MAME when recreating their old classics on
MAME (originally an acronym of Multiple Arcade 32-bit and 64-bit fashion are released on the official modern systems. Some have gone as far as to hire
Machine Emulator) is a free and open source emula- web site of the development team, along with the MAME developers to create emulators for their old
tor designed to recreate the hardware of arcade game complete source code. Smaller, incremental “u” (for properties. An example of this is the Taito Legends
systems in software on modern personal comput- update) releases were released weekly (until version pack.
ers and other platforms. The intention is to preserve 0.149u1) as source diffs against the most recent ma- Since 2012 MAME is maintained by then
gaming history by preventing vintage games from jor version, to keep code in synchronization among MESS project leader Miodrag Milanović.
being lost or forgotten. The aim of MAME is to be a developers. The MAME source code is developed On May 27, 2015 (0.162), the games console
reference to the inner workings of the emulated ar- on a public GitHub repository. This allows those and computer system emulator MESS was integrat-
cade machines; the ability to actually play the games with the required expertise & tools to build the most ed with MAME.
is considered “a nice side effect”. Joystiq has listed up-to-date version of the code and contribute en- In May 2015, it was announced that MAME’s
MAME as an application that every gamer should hancements in the form of Pull Requests. developers were planning to re-license the software
have. The architecture of MAME has been exten- under a more common free and open source license,
The first public MAME release (0.1) was on sively improved over the years. Support for both away from the original MAME-license. MAME
February 5, 1997, by Nicola Salmoria. The emula- raster and vector displays, as well as multiple CPUs developer Miodrag Milanovic explained that the
tor now supports over seven thousand unique games and sound chips, were added to MAME in the first change is intended to draw more developer interest
and ten thousand actual ROM image sets, though not six months of the project. A flexible timer system to the project, allow the manufacturers of games to
all of the supported games are playable. MESS, an to coordinate the synchronization between multiple distribute MAME to emulate their own games, and
emulator for many video game consoles and com- emulated CPU cores was implemented, and ROM make the software a “learning tool for developers
puter systems, based on the MAME core, was inte- images started to be loaded according to their CRC32 working on development boards”. The transition of
grated upstream into MAME in 2015. hash in the ZIP files they were stored in. MAME has MAME’s licensing to the BSD/GPL licenses was
pioneered the reverse engineering of many undocu- completed in March 2016. With the license change,
The project was started by the Italian programmer mented system architectures, various CPUs (such most of MAME’s source code (90%+) is available
Nicola Salmoria. MAME traces its roots to an earlier as the M6809-derivative custom Konami CPU with under a three-clause BSD license and the complete
emulator project called Multi-Pac, but the name was new instructions) and sound chips (for example the project is under the GNU General Public License
changed as more and more games started to be emu- Yamaha FM sound chips), and MAME developers version 2 or later.
lated within the MAME framework. In April 1997, have been instrumental in the reverse engineering of On Feb 24, 2016 (0.171), MAME embedded
Salmoria stepped down for his national service com- many proprietary encryption algorithms utilized in MEWUI front-end (and developer joined the team),
mitments, handing stewardship of the project to fel- arcade games. Examples of these include the Neo providing MAME with a flexible and more full-fea-
low Italian Mirko Buffoni for a period of half a year. Geo, CP System II, CP System III and many others. tured UI.
In May 2003, David Haywood took over the job of The popularity of MAME has well since
the coordinator. From April 2005 to April 2011, the The MAME core coordinates the emulation of sev-
broken through to the mainstream, with enthusiasts
project was coordinated by Aaron Giles. Angelo eral elements at the same time. These elements rep-
building their own arcade game cabinets to relive the
Salese stepped in as the new coordinator. In 2012, licate the behavior of the hardware present in the
old games, and with companies producing illegal de-
Miodrag Milanovic took over. The project is sup- original arcade machines. MAME can emulate many
rivative works of MAME to be installed in arcades.
ported by hundreds of developers around the world different central processing units (CPUs) and asso-
Cabinets can be built either from scratch or by taking
and thousands of outside contributors. ciated hardware. These elements are virtualized so
apart and modifying a genuine arcade game cabinet
At first, MAME was developed exclusively MAME acts as a software layer between the original
that was once used with the real hardware inside.
for MS-DOS, but it was soon ported to Unix-like program of the game, and the platform MAME runs
Cabinets inspired by classic arcade games can also
EMULATORS
17
on. MAME supports arbitrary screen resolutions, re- and encoded into digital files that can be read by Portability and genericity are also important to
fresh rates and display configurations. Multiple em- MAME. MAME does not support the use of external MAME. Combined with the uncompromising stance
ulated monitors, as required by for example Darius, analog devices, which (along with identical speak- on accuracy, this often results in high system require-
are supported as well. er and speaker enclosures) would be required for a ments. Although a 2 GHz processor is enough to run
Individual arcade systems are specified by 100% faithful reproduction of the arcade experience. almost all 2D games, more recent systems and par-
drivers which take the form of C preprocessor mac- A number of games use sound chips that have not ticularly systems with 3D graphics can be unplay-
ros. These drivers specify the individual components yet been emulated successfully. These games require ably slow even on the fastest computers. MAME
to be emulated and how they communicate with sound samples in WAV file format for sound emula- does not currently take advantage of hardware ac-
each other. While MAME was originally written in tion. MAME additionally supports artwork files in celeration to speed up the rendering of 3D graphics,
C, the need for object oriented programming caused PNG format for bezel and overlay graphics. in part because of the lack of a stable cross-platform
the development team to begin to compile all code 3D API, and in part because software rendering can
The stated aim of the project is to document
as C++ for MAME 0.136, taking advantage of ad- in theory be an exact reproduction of the various
hardware, and so MAME takes a somewhat purist
ditional features of that language in the process. custom 3D rendering approaches that were used in
view of emulation, prohibiting programming hacks
Although a great majority of the CPU emu- the arcade games.
that might make a game run improperly or run faster
lation cores are interpretive, MAME also supports
at the expense of emulation accuracy. Components Owning and distributing MAME itself is legal in
dynamic recompilation through an intermediate
such as CPUs are emulated at a low level (meaning most countries, as it is merely an emulator. Compa-
language called the Universal Machine Language
individual instructions are emulated) whenever pos- nies such as Sony have attempted in court to prevent
(UML) to increase the emulation speed. Back-end
sible, and high-level emulation (HLE) is only used other software such as Virtual Game Station, a Sony
targets supported are x86 and x64. A C backend is
when a chip is completely undocumented and cannot Playstation emulator from being sold, but they have
also available to further aid verification of the cor-
be reverse-engineered in detail. Signal level emula- been ultimately unsuccessful. MAME itself has thus
rectness. CPUs emulated in this manner are SH-2,
tion is used to emulate audio circuitry that consists far not been the subject of any court cases. Early
MIPS R3000 and PowerPC.
of analog components. coverage of MAME tended to be sensationalist, such
The original program code, graphics and sound data We want to document the hardware. Now a lot of as IGN highlighting the use of MAME among con-
need to be present so that the game can be emulated. people will say; “Where’s your document? You just sole pirates.
In most arcade machines, the data is stored in read- write a bunch of source code.” And yes, that’s true. Most arcade games are still covered by cop-
only memory chips (ROMs), although other devices One thing I’ve learned is that keeping documenta- yright. Downloading or distributing copyrighted
such as cassette tapes, floppy disks, hard disks, laser- tion synced with source code is nearly impossible. ROMs without permission from copyright holders is
discs, and compact discs are also used. The contents The best proof that your documentation is right is almost always a violation of copyright laws. Howev-
of most of these devices can be copied to computer “does this code work”. er, some countries (including the US) allow the own-
files, in a process called “dumping”. The resulting — Aaron Giles, California Extreme 2008 | er of a board to transfer data contained in its ROM
files are often generically called ROM images or chips to a personal computer or other device they
MAME emulates well over a thousand dif-
ROMs regardless of the kind of storage they came own. Some copyright holders have explored making
ferent arcade system boards, a majority of which are
from. A game usually consists of multiple ROM arcade game ROMs available to the public through
completely undocumented and custom designed to
and PAL images; these are collectively stored inside licensing. For example, in 2003 Atari made MAME-
run either a single game or a very small number of
a single ZIP file, constituting a ROM set. In addi- compatible ROMs for 27 of its arcade games avail-
them. The approach MAME takes with regards to
tion to the “parent” ROM set (usually chosen as the able on the internet site Star ROMs. However, by
accuracy is an incremental one; systems are emulat-
most recent “World” version of the game), games 2006 the ROMs were no longer being sold there. At
ed as accurately as they reasonably can be. Bootleg
may have “clone” ROM sets with different program one point, various Capcom games were sold with
copies of games are often the first to be emulated,
code, different language text intended for different the HotRod arcade joystick manufactured by Hana-
with proper (and copy protected) versions emulated
markets etc. For example, Street Fighter II Turbo is ho, but this arrangement was discontinued as well.
later. Besides encryption, arcade games were usually
considered a variant of Street Fighter II Champion Other copyright holders have released games which
protected with custom microcontroller units (MCUs)
Edition. System boards like the Neo Geo that have are no longer commercially viable free of charge
that implemented a part of the game logic or some
ROMs shared between multiple games require the to the public under licenses that prohibit commer-
other important functions. Emulation of these chips
ROMs to be stored in “BIOS” ROM sets and named cial use of the games. Many of these games may be
is preferred even when they have little or no imme-
appropriately. downloaded legally from the official MAME web
diately visible effect on the game itself. For exam-
Hard disks, compact discs and laserdiscs site. The Spanish arcade game developer Gaelco has
ple, the monster behavior in Bubble Bobble was not
are stored in a MAME-specific format called CHD also released World Rally for non-commercial use
perfected until the code and data contained with the
(Compressed Hunks of Data). Some arcade ma- on their website.
custom MCU was dumped through the decapping of
chines use analog hardware, such as laserdiscs, to The MAME community has distanced itself
the chip. This results in the ROM set requirements
store and play back audio/video data such as sound- from other groups redistributing ROMs via the in-
changing as the games are emulated to a more and
tracks and cinematics. This data must be captured ternet or physical media, claiming they are blatantly
more accurate degree.
EMULATORS
18
infringing copyright and harm the project by poten- The license is similar to other copyleft licenses in In 2013 the Internet Archive began to provide aban-
tially bringing it into disrepute. Despite this, illegal requiring that rights and obligations provided in the donware games browser-playable via JSMESS (a
distributions of ROMs are widespread on the inter- license must be remain intact when MESS or deriva- JavaScript port of the MESS emulator), for instance,
net. tive works are distributed. the Atari 2600 game E.T. the Extra-Terrestrial.
In addition to the MESS Licence, The MESS
MAME was formerly distributed under a custom
Team required that: “MESS must be distributed only RetroArch
own-written copyleft license, called “MAME li-
in the original archives. You are not allowed to dis- RetroArch is the reference implementation of the
cense” or “MAME-like license”, which was adopted
tribute a modified version, nor to remove and/or add libretro API. It is free, open source, cross-platform
also by other projects, e.g. Visual Pinball. This old
files to the archive. Adding one text file to advertise software, licensed under the GNU GPLv3.
“MAME license” ensures the source code availabil-
your web site is tolerated only if your site contrib- It is described as a front-end for emulators,
ity, while the redistribution in commercial activities
utes original material to the emulation scene.” The game engines, video games, media players and other
is prohibited. Due to this clause, the license is in-
MAME license required source code be included applications, designed to be fast, lightweight, port-
compatible with the OSI’s Open source definition
with versions of MESS that are modified from the able and without dependencies.
and the FSF’s Free software definition. The non-
original source, while the MESS legal page states RetroArch runs programs converted into dy-
commercial clause was designed to prevent arcade
that when distributing binary files “you should also namic libraries called libretro cores, using several
operators from installing MAME cabinets and prof-
distribute the source code. If you can’t do that, you user interfaces such as command-line interface, a
iting from the works of the original manufacturers
must provide a pointer to a place where the source few graphical user interfaces (GUI) optimized for
of the games. The ambiguity of the definition “com-
can be obtained.” gamepads (the most famous one being called XMB,
mercial” lead to legal problems with the license.
While MESS was available in both binary a clone of Sony’s XMB), several input, audio and
In March 2016 with version 0.172 MAME itself
and source code forms, the restrictions on commer- video drivers, plus other sophisticated features like
switched to common free and open source software
cial exploitation cause it to fall outside of the Free dynamic rate control, audio filters, multi-pass shad-
licenses, the BSD and GPL licenses.
Software Foundation’s definition of free software. ers, netplay, gameplay rewinding, cheats etc.
Similarly MESS was not considered to be open RetroArch has been ported to many plat-
MESS source software if appraised according to the criteria forms. It can run on several PC operating systems
Multi Emulator Super System (MESS) is an emu- of the Open Source Definition. (Windows, OS X, GNU/Linux), home consoles
lator for many game consoles and computer sys-
Generally the emulation only includes raw hardware (PlayStation 3 , Xbox 360, Wii U, etc.), handheld
tems, based on the MAME core and now a part of
logic, such as for the CPU and RAM, and special- consoles (PlayStation Vita, Nintendo 3DS, etc.), on
MAME. MESS emulates portable and console gam-
ized DSPs such as tone generators or video sprites. smartphones (Android, iOS, etc.), embedded sys-
ing systems, computer platforms, and calculators.
The MESS emulator does not include any program- tems (Raspberry Pi, ODROID, etc.) and even on
The project strives for accuracy and portability and
ming code stored in ROM chips from the emulated web browsers by using the Emscripten compiler.
therefore is not always the fastest emulator for any
one particular system. Its accuracy makes it also use- computer, since this may be copyrighted software. Formerly known as SSNES, initially based on pseu-
ful for homebrew game development. Obtaining the ROM data by oneself directly donymous programmer byuu’s libretro predecessor
As of April 2015 MESS supported 994 from the hardware being emulated can be extremely libsnes, it began its development in 2010 with Hans-
unique systems with 2,106 total system variations. difficult, technical, and expensive, since it may re- Kristian “themaister” Arntzen committing the first
However, not all of the systems in MESS are func- quire desoldering of integrated circuit chips from the change on GitHub. It was intended as a replacement
tional; some are marked as non-working or are in circuit board of the device they own. The desoldered to bsnes’s Qt-based interface but it grew to support
development. MESS was first released in 1998 and IC is placed into a chip reader device connected to more emulation “cores”. On April 21, 2012, SSNES
has been under constant development since. a USB or serial port of another computer, with pin was officially renamed to RetroArch to reflect this
MAME and MESS were once separate ap- sockets on the reader specifically designed to match change in direction.
plications, but were later developed and released to- the chip package shape in question, to perform a On February 16, 2016, RetroArch became
gether from a single source repository. MAMEDEV memory dump of the ROM to a data file. one of the first ever applications to implement sup-
member David Haywood maintained and distrib- Removal of a soldered chip is often far easier port for the Vulkan graphics API, having done so on
uted UME (Universal Machine Emulator) which than reinstalling it, especially for extremely small the same day of the API’s official release day.
combined much of the functionality of MAME and surface mount technology chips, and the emulated On November 27, 2016, the Libretro Team
MESS in a single application. More recently, on device in question may be effectively destroyed be- announced that, alongside Lakka (LibreELEC-based
May 27, 2015, MESS was formally integrated with yond recovery after the ROM has been removed for RetroArch operating system), RetroArch would be
MAME and became a part of MAME. reading. on the Patreon crowdfunding platform to allow pro-
However, if one has a working system, it is viding bounties for developers who fix specific soft-
MESS was distributed under the MAME Licence, far easier to dump the ROM data to tape, disk, etc. ware bugs and to cover the costs for matchmaking
which allowed for the redistribution of binary files and transfer the data file to one’s target machine. servers.
and source code, either modified or unmodified, but
disallowed selling MESS or using it commercially.
EMULATORS
19
On December, 2016, GoGames - a company con-
tracted by video game developer and publisher Sega
- approached the RetroArch developers with the in-
tention of using their software in their SEGA Forev-
er project but ultimately the cooperation didn’t come
to fruition due to licensing disagreements.
Its major features include:
- Advanced GPU shader support - A multi-pass post-
processing shader pipeline allows efficient use of
image scaling algorithms, emulation of complex
CRT, NTSC video artifacts and other effects;
- Dynamic Rate Control to synchronize video and
audio while smoothing out timing imperfections;
- FFmpeg recording - Built-in support for lossless
video recording using FFmpeg’s libavcodec;
- Gamepad abstraction layer called Retropad.
- Gamepad auto-configuration - Zero-configuration
needed from the user after plugging a gamepad in;
- Peer-to-peer netplay that uses a rollback technique
similar to GGPO;
- Audio DSP plugins like an equalizer, reverb and
other effects;
- Advanced savestate features - Automatic savestate
loading, disabling SRAM overwritting, etc.;
- Frame-by-frame gameplay rewinding at the press
of a button;
- Button overlays for touchscreen devices like smart-
phones;
- Thumbnails of game boxarts;
- Low input and audio lag options;
- Automatically build categorized playlists by scan-
ning directories for games/ROMs;
- Multiple interfaces including: CLI, XMB (opti-
mized for gamepads), GLUI/MaterialUI (optimized
for touch devices) and RGUI (available everywhere);
- ROM/ISO scanner able to create playlists.
- Libretro database of cores, games, cheats, etc.
- OpenGL and Vulkan API support.
RetroArch can run any libretro core. While Retro-
Arch is available for many platforms, the availabil-
ity of a specific core varies per platform.
RetroArch has been praised for the number of sys-
tems and games it can play under a single interface.
It has been criticized for how hard it is to set up, due
to the extensive number of options available to the
user and at the same time praised for the more ad-
vanced features it possesses. On the PC, some users
feel like it is better controlled by a gamepad than a
mouse and keyboard.
Reference Guide
20
and Killer List of Videogames Most of the information in this book comes either from
at Museum of the Game flyers, manuals and wikipedia. If I have used another
source, a credit will be shown at the bottom of the text. The Golden Age Historian
• Used a lot, for both pictures, info, and as
These are web sites that i use alot for pictures/screen- “A blog dedicated to the history of arcade
a database from what I base this book on.
shots, reference and much of the information. I can video games from the bronze and golden
recommend all of these websites, as they are very ages (1971-1984)”
This is the main place I use for info for
informative and fun to look through. • Used for info and pictures.
this book. I use their “killer-list” as a
If you are the owner of one of these sites and feel that
base for the arcade machines release
i have done you wrong, then please send me an e-mail An extremely well made, researched and
date. Their information may be incor-
and I will make the necessary change to your wish. interesting blog on coin-op machines
rect on several things, but I found this
place was the most comprehensive and and the history regarding them. A very
detailed place to use information from. big recommendation on visiting this site.
https://www.arcade-museum.com/ http://allincolorforaquarter.blogspot.no/
VGMRIPS
GAMING HISTORY EMULAB “Welcome to VGMRips,
“A gaming database featuring all coin-op, “The purpose of this wiki and website is The biggest and most active
arcade games, slot machines, home video to be a repository of links and information site for retro Video Game Mu-
games and more...” for all arcade games for which there are sic rips”
• Used for info. no known ROM dump, due to the lack of
• Used for a some info.
original boards from which to obtain the
necessary information. ”
A database on different video games, in- A website detailing music and sound in-
cluding coin-op games. • Used for some info on the Undumped cluded on different video games.
Wiki.
ADK Corporation was a Japanese video game pro- American Laser Games was a company based in Al- Atari, Inc. was an American video game developer
duction company throughout the 1980s and 90s. buquerque, New Mexico that created numerous light and home computer company founded in 1972 by
ADK began as a developer of arcade games but is gun laserdisc video games featuring live action full Nolan Bushnell and Ted Dabney. Primarily responsi-
best known for their library of Neo Geo titles, main- motion video. ble for the formation of the video arcade and modern
ly produced in the 1990s in partnership with SNK. The company was founded in the late 1980s video game industries, the company was closed and
ADK was founded in July 1980 in Ageo, by Robert Grebe, who had originally created a sys- its assets split in 1984 as a direct result of the North
Saitama, Japan. At the time, it was known as Alpha tem to train police officers under the company name American video game crash of 1983.
Denshi or Alpha for short. Originally a producer of ICAT (Institute for Combat Arms and Tactics) and Atari was named after Japan’s centuries old
audio and telecommunications equipment, Alpha later adapted the technology for arcade games. Its classic, Go. The term “atari” is used by Go players to
first ventured into video games in 1980 with two ar- first hit game was Mad Dog McCree, a light gun politely inform their opponent that they are about to
cade titles: Dorachan by Craul Denshi and Tehkan’s shooter set in the American Old West. By mid-1995 be overrun. The company was created in 1972 with
Shogi, a basic Japanese chess game. Dorachan was they were recognized as the leading company in the money earned by Bushnell’s first game Computer
recalled shortly after release due to unlicensed usage medium of laserdisc-based arcade games. Almost all Space. While this initial game was not considered
of the fictional character Doraemon. arcade games released by the company were light to be a success financially, it seeded the ideas for
Despite an inauspicious start, Alpha con- gun shooters and a number of them also had an Old the game Pong, which would become the first gam-
tinued to develop arcade games in 1981. Janputer, West theme. ing classic the gaming industry would see. By most
published by Sanritsu Giken, was one of the earliest Later, the company turned toward compact gaming historians, this is considered to be the true
arcade Mahjong titles and helped Alpha to establish disc technology to release its games. Ports of its ar- birth of the gaming industry.
themselves in the industry. In 1983, Alpha expanded cade titles were released for the Sega CD, CD-i and Several financial problems would eventually
into sports games with their self-published Exciting DOS computers equipped with CD-ROM drives. lead to the sale of Atari to Warner Communications
Soccer and two Champion Baseball titles for Sega. The company was particularly supportive of the in 1976 for $28 - $32 Million (est .).
Alpha would produce several more games for Sega 3DO, not only releasing versions of its games for the In 1977 Atari was able to release what would
through the mid 1980s while continuing to publish console, but also offering a modified version of the become their lasting legacy, the Atari 2600.
others on their own. 3DO platform as an upgrade kit for existing arcade In July of 1984, a $240 million deal was
Alpha Denshi began developing games al- video game cabinets, supporting compressed video struck between Atari and ex-head of Commodore,
most exclusively for SNK hardware in 1987. In versions of their games at a lower cost. In 1995, Jack Tramiel, and all of Atari was sold except for the
1990, SNK was developing a new unified video American Laser Games released Mazer for the 3DO small coin-operated arcade business, Ataritel. Warn-
game platform for both the home and arcades. home market and Orbatak (3DO-powered) for the er retained the arcade division, continuing it under
In 2000, ADK released its last video game ti- arcade - their first and only in-house non-Full mo- the name Atari Games and eventually selling it to
tle, Dynamite Slugger, and was primarily focused on tion video based games. Namco in 1985. Warner also sold Ataritel to Mit-
developing content for Japanese i-mode-based mo- American Laser Games lasted until the mid- subishi.
bile devices. After their bankruptcy, SNK Playmore to-late 1990s, by which time it had begun making Atari would eventually be renamed Atari
bought up ADK’s relinquished intellectual proper- “games for girls” for the PC under the moniker Her Corporation and would never be able to regain con-
ties. To this day, ADK characters are still known to Interactive, beginning with McKenzie & Co. The trol of the console market, or have the same amount
occasionally appear in SNK Playmore games. company eventually closed its doors and was bought of clout that they had during the peak of the 2600’s
out by Her Interactive. popularity.
“giantbomb.com”
CORPORATIONS
23
Atlus Co., Ltd. is a Japanese video game developer, Bally Manufacturing, later renamed Bally Enter- Banpresto Co., Ltd. is a Japanese toy com-
publisher and distribution company based in Tokyo, tainment, was an American company that began as pany, and a former game developer and publishing,
and a subsidiary of Sega. It is best known for devel- a pinball and slot machine manufacturer, and later headquartered in the Shinagawa Seaside West Build-
oping the Megami Tensei, Persona, Etrian Odyssey expanded into casinos, video games, health clubs, ing in Shinagawa, Tokyo. The current iteration of the
and Trauma Center series. and theme parks. It was acquired by Hilton Hotels company was formed on April 1, 2008, with the fo-
Atlus began in April 7, 1986 as a video game in 1995. Its brand name is still used by several busi- cus on the toy consumer business.
developer of computer games for other companies. nesses previously linked to Bally Manufacturing, The original company was founded April
In January 1987, Atlus started selling amusement most notably Bally Technologies. 1977 as Hoei Sangyo, Co. Ltd.. During the 1980s
equipment. It expanded into the sale of karaoke The Bally Manufacturing Corporation was it worked mainly as a subcontractor for Sega and
equipment in March 1989. Atlus released the first founded by Raymond Moloney on January 10, 1932, its arcade division, and the company was renamed
video game under its own name in 1989: Puzzle Boy when Bally’s original parent, Lion Manufacturing, Coreland in 1982. It started to be partially owned by
for the Game Boy. established the company to make pinball games. The Bandai in 1989, when it gained its current name. It
Atlus started in the arcade industry in the company took its name from its first game, Ballyhoo. became a wholly owned subsidiary of Bandai Nam-
1990s by manufacturing its first arcade video game, Throughout the 1960s, Bally continued to co Holdings in March 2006.
BlaZeon, in 1992. In 1995, Atlus launched Print Club dominate the slot machine industry, cornering over Banpresto has created a variety of Japan-
Arcades in partnership with Sega. In its goal to fur- 90% of the worldwide market by the end of the only video games, most notably the Super Robot
ther increase its presence in the amusement industry, decade. In the late 1960s, Bally became a publicly Wars series. Other projects include anime tie-in
Atlus acquired the manufacturer Apies from Yubis traded company and made several acquisitions, one games such as the Slam Dunk basketball games and
Corporation in 1999. Atlus suffered from deficit fi- being Midway Manufacturing, an amusement game Tenchi Muyou! Game Hen. Banpresto also made
nancial results in both 1999 and 2000. To address the company from Schiller Park, Illinois. the Another Century’s Episode series, a collabora-
issue, Atlus established a management reform plan During the 1970s and early 1980s, Midway tion with FromSoftware, and the Compati Hero se-
in 2001. In its restructuring efforts, Atlus sold two became a primary source of income for Bally as it ries of games which crosses over the Ultraman, Ka-
subsidiaries (one of them being Apies) to their re- became an early arcade video game maker and ob- men Rider and Gundam franchises. Banpresto also
spective employees as part of a management buyout. tained the licenses for three of the most popular vid- makes several varieties of mechanical prize-winning
On 30 August 2010, Index Holdings an- eo games of all time: Space Invaders, Pac-Man and games. As Coreland, the company has produced a
nounced its merger with Atlus. Although fans were Ms. Pac-Man. Also in the late 1970s, Bally made an number of games for Sega, including Pengo, 4-D
concerned about the company’s future, CEO Shinichi entry into the growing market for home computer Warriors and I’m Sorry.
Suzuki said that Atlus would continue to provide the games. The Bally Professional Arcade, as the ma- Banpresto’s video game operations were ab-
“finest quality game experiences possible” and the chine was called, had advanced features for the time. sorbed into Bandai Namco Games on April 1, 2008.
merger “further strengthens the foundation of Atlus, These included a palette of 256 colors and the ability As part of the merger, two of Banpresto’s subsidiar-
both in Japan and here in the United States.” After to play 4-voice music. ies, Pleasure Cast Co. Ltd and Hanayashiki Co. Ltd,
the dissolution, the name Atlus continued as a brand In 1995, Bally Entertainment was purchased became Namco subsidiaries. Banpresto itself now
used by Index Corporation for video game publish- by Hilton Hotels Corporation. Later the casino re- focuses on its prize machines business.
ing until 2013. Atlus in its current incarnation was sorts division of Hilton Hotels became Park Place
founded as Sega Dream Corporation in September Entertainment, (later Caesars Entertainment) and in
2013, a new shell corporation established by Sega. 2005 was acquired by Harrah’s Entertainment.
CORPORATIONS
24
Capcom Co., Ltd. is a Japanese video game develop- CAVE Interactive CO., acronym for “Computer Art Chicago Coin was one of the early major manufac-
er and publisher known for creating multi-million- Visual Entertainment”, is a Japanese video game turers of pinball tables to operate in the coin-operat-
selling franchises such as Mega Man, Street Fighter, company founded in 1994 by former employees of ed amusement industry.
Resident Evil, Devil May Cry, Ace Attorney, and Toaplan following its bankruptcy. They are known Sam Gensburg founded Chicago Dynamic
Monster Hunter as well as games based on the Dis- primarily for their “bullet hell” shoot ‘em ups; from Industries after a stint as the co-founder of Chicago
ney animated properties. Established in 1979, it has 1995 up to 2010, CAVE was one of the most pro- Coin Machine Exchange with brother-in-law Sam
become an international enterprise with subsidiaries lific shoot ‘em up developers in the Japanese mar- Wolberg and third partner Lou Koren, a company
in North America, Europe, and East Asia. ket. Alongside this, CAVE has produced a variety of which had a business of trade-ins for coin-operat-
The original companies that spawned Cap- other types games for arcades, home consoles, PCs, ed games. In 1931, Sam Genburg’s brothers Louis
com’s Japanese branch were I.R.M Corporation as and smartphones, also dating back to 1995. Gensburg, David Gensburg, and Meyer Gensburg
well as its subsidiary Japan Capsule Computers Co., Key staff members include Tsuneki Ikeda had founded Genco as an amusement manufacturer
Ltd., both of which were devoted to the manufac- (director and COO) and Makoto Asada (game de- and Sam decided to enter that business by estab-
turing and distribution of electronic game machines. velopment department head) who left the company lishing Chicago Dynamic Industries with the label
The name Capcom is a clipped compound of “Cap- in 2013. On January 24, 2014, community manager Chicago Coin to use on its products. The company
sule Computers”, a term coined by the company to “Masa-King” announced that the Cave-World Twit- started off by making replacement boards for early
describe the arcade machines it solely manufactured ter and blog were shutting down on February 28, pinball games before creating the table Blackstone
in its early years, designed to set themselves apart 2014, terminating all existing English social media (1933) which was manufactured by a partner named
from personal computers that were becoming wide- presence in the west. Stoner.
spread at that time. The word capsule alludes to how CAVE’s arcade titles have used various ar- Though never a technologically-driven or
Capcom likened its game software to “a capsule cade boards over the years. Earlier titles used a innovative company, Chicago Coin was highly suc-
packed to the brim with gaming fun”, as well as to CAVE-designed board based on a Motorola 68000 cessful in the years preceding and immediately suc-
the company’s desire to protect its intellectual prop- CPU, with later releases moving over to the PGM ceeding World War II. Their pinball table Beam-Lite
erty with a hard outer shell, preventing illegal copies (Poly Game Master) hardware, and then, starting (1935) which featured a lighted playfield sold 5,703
and inferior imitations. with Mushihimesama, onto boards based on the Hi- units and their flipperless game Kilroy (1947) sold
In the first few years after its establishment, tachi SH-3 CPU. CAVE dabbled in PC-based hard- 8,800 units which was the highest selling pinball ta-
the Japanese branch of Capcom had three develop- ware for Deathsmiles II, but switched back to SH-3 ble up until the 1970s. The company also diversified
ment groups referred to as “Planning Rooms”, led for later titles. in later years, creating sports tables and shuffle al-
by Tokuro Fujiwara, Takashi Nishiyama and Yoshiki Since 2006, CAVE has hosted CAVE Mat- leys.
Okamoto, respectively. Later, games developed suri, a yearly festival in which several announce- In 1973, Chicago Coin was one of the many
internally used to be created by several numbered ments regarding company affairs are made. Also, companies who created Pong clones with TV Ping
“Production Studios”, each assigned to different some titles are offered exclusively at this event such Pong. In subsequent years, the company took to li-
games. Starting in 2002, the development process as Mushihimesama Cave Matsuri ver 1.5. censing games from other manufacturers.
was reformed to better share technologies and exper- Within the Guinness World Records, Cave Following subsequent financial trouble, Chi-
tise, and all of the individual studios were gradually holds the record for the “most prolific developer of cago Dynamic Industries sold the assets of Chicago
restructured into bigger departments responsible for danmaku shooters”, having released 48 games in the Coin which were incorporated into the new compa-
different tasks. genre since 1995 as of October 2010. ny Stern Electronics, Inc.
CORPORATIONS
25
Cinematronics Incorporated was a pioneering arcade Data East Corporation, also abbreviated as DECO, Enix Corporation was a Japanese video game pub-
game developer that had its heyday in the era of vec- was a Japanese video game and electronic engineer- lisher that produced video games, anime and manga.
tor display games. While other companies released ing company. The company was in operation from Enix is known for publishing the Dragon Quest se-
games based on raster displays, early in their histo- 1976 to 2003, and released 150 video game titles. ries of role-playing video games.
ry, Cinematronics and Atari released vector-display Data East was founded on April 20, 1976 by Enix was founded on September 22, 1975 as
games, which offered a distinctive look and a greater Tokai University alumnus Tetsuo Fukuda. Data East Eidansha Boshu Service Center by Japanese archi-
graphic capability (at the time), at the cost of being developed and released in July 1977 its first arcade tect-turned-entrepreneur Yasuhiro Fukushima. The
only black and white (initially). game Jack Lot, a medal game based on Blackjack for company initially published tabloids that advertised
Cinematronics Inc. was founded in 1975 by business use. This was followed in January 1978 by real estate.
Jim Pearce, Dennis Parte and Gary Garrison in El Super Break which was its first actual video game. In February 1980, Eidansha Boshu Service
Cajon, California, although early on Parte and Gar- More than 15 arcade games were released by Data created a wholly owned subsidiary for the purpose
rison sold their shares to Tom “Papa” Stroud. Cin- East in the 1970s. of specializing in real estate trading and brokerage.
ematronics’ first games, a Pong clone, a Flipper Ball Data East established a U.S. division in This new subsidiary would take on the name of Ei-
copy and their first original game design, Embargo, 1979, after its chief competitors Sega and Taito had dansha Systems in August 1981. The following year,
were released in 1975, 1976, and 1977, but they already established a market presence. In 1980, Data in August 1982, Eidansha Systems was renamed
were not particularly notable. The company really East published Astro Fighter which became its first Enix Corporation. The name “Enix” is a play on the
began to prosper after the Space Wars game came major arcade title. While making games, Data East words “phoenix”, a mythical bird that is reborn from
into production about a year later. released a series of interchangeable systems compat- its own ashes, and “ENIAC”, the world’s first digital
Space Wars was the first arcade game to ible with its arcade games, notably the DECO Cas- computer.
utilize black & white vector graphics, which ena- sette System which soon became infamous among After a failed attempt of Eidansha Boshu
bled it to display sharp, crisp images. Space Wars users due to technical problems. Data East dropped Service to go nationwide in 1982, its newly estab-
had graphics which were far more detailed than the the DECO Cassette by 1985. lished Enix subsidiary began a foray into the gam-
raster displays of the time. Cinematronics shipped Data East continued to release arcade video ing market by holding a personal computer game
over 30,000 units and was a top seller in 1978. games over the next 15 years following the video programming contest. One of the winners was Love
In 1982, Cinematronics started releasing game crash of 1983. Some of its most famous coin- Match Tennis, created by Yuji Horii. It would go
games which used raster display, such as Naughty op arcade games from its 1980s heyday included to become one of the company’s first PC releases.
Boy and Zzyzzyxx. During this time Cinematronics Karate Champ, Heavy Barrel, BurgerTime, Bump Another winner was the puzzle game Door Door by
filed for Chapter 11 bankruptcy protection. ‘n’ Jump, Karnov and Atomic Runner Chelnov. Koichi Nakamura, which would become one of the
In 1983 Cinematronics released Dragon’s In 1981, three staff members of Data East company’s better known home computer titles. Na-
Lair, one of the first laserdisc-based arcade games. founded Technōs Japan, who then supported Data kamura would stay on board as one Enix’s key pro-
In 1987, Cinematronics was acquired by East for a while before becoming completely inde- grammers.
Tradewest and renamed the Leland Corporation and pendent. The company merged with its competitor
continued to make arcade and PC game software. Most of Data East’s intellectual properties Square in 2003 to form Square Enix, in order to mu-
Tradewest was bought out by WMS in 1994 to be- were acquired in February 2004 by G-Mode, a Japa- tually decrease development costs and to compete
come their console division. nese mobile game content provider. with foreign developers.
CORPORATIONS
26
Exidy was one of the largest creators of arcade video G.rev Ltd. , short for G.revolution, is a Japanese vid- The General Computer Corporation (GCC) is a
games during the early period of video games, from eo game developer. The company was founded by printer company formed in 1981 by Doug Macrae,
1974 until at least 1986 (when Chiller was released). former employees of Taito’s arcade division who had John Tylko, and Kevin Curran. The company began
The company was founded by H.R. “Pete” Kauff- worked on G-Darius and RayStorm, and is known as a video game company. They later changed to
man. The name “Exidy” was a portmanteau of the primarily for their arcade shoot ‘em up games. make computer peripherals.
words “Excellence in Dynamics.” G.rev was founded with the mission of de- They started out making mod-kits for exist-
Exidy found competing with larger video veloping arcade shooters, but they realized the cost ing arcade games - for example Super Missile At-
game companies such as Atari, Inc. difficult. The of development was more than their initial invest- tack, which was sold as an enhancement board to
company’s Lila Zinter claimed in 1983 that “Exidy ment capital. To generate revenue, they took on Atari’s Missile Command. At first Atari sued, but
is an innovator, but ... we have a hard time breaking contract work for Taito and Treasure, co-developing ultimately dropped the suit and hired GCC to devel-
through the politics of getting a game a fair chance.” the popular shooter Ikaruga with the latter. This re- op games for Atari (and stop making enhancement
One of Exidy’s efforts aimed at trivia lovers lationship would remain fruitful, with G.rev assist- boards for Atari’s games without permission). They
during the 1980s was the quiz game Fax, a multi- ing again on Gradius V, and Ikaruga director Hiroshi created an enhancement kit for Pac-Man called Cra-
level game housed in a large wooden cabinet that Iuchi assisting on G.rev’s own Strania. G.rev’s first zy Otto which they sold to Midway, who in turn sold
stood about 4 feet high and looked nothing like other independent release was a puzzle game, Doki Doki it as the sequel Ms. Pac-Man; they also developed Jr.
video games of the time period. Much like the 2000s Idol Star Seeker, a Mine Sweeper-like arcade puzzle Pac-Man, that game’s successor.
game show, Who Wants to Be a Millionaire?, players game, created with low investment and high returns Under Atari, Inc., GCC made the original
were shown a series of questions with four possible in mind. arcade games Food Fight, Quantum, and the unre-
answers. A point value “clock” ran down to zero af- With the money in place to develop a full- leased Nightmare; developed the Atari 2600 ver-
ter answers were shown, meaning players answering fledged arcade shooter on their own, the team, under sions of Ms. Pac-Man and Centipede; produced over
quicker earned more points for their correct answers. direction of president Hiroyuki Maruyama, set out half of the Atari 5200 cartridges; and developed the
Beginning in 1983, Exidy released a series to develop Border Down a spiritual successor to the chip design for the Atari 7800, plus the first round of
of light gun games, the first and most well known Taito arcade classic Metal Black. Border Down was cartridges for that base unit.
of which was Crossbow. These games were also the met with wide acclaim among shooter fans follow- In 1984, the company changed direction to
first to feature fully digitized sound for all sound ing the release of its Dreamcast port, with particular make peripherals for Macintosh computers: the Hy-
effects and music. Other “C” series games include praise paid to its unique beam mechanics and “bor- perDrive (the Mac’s first internal hard drive), the
Cheyenne, Combat, Crackshot, Clay Pigeon and der system” WideWriter 360 large format inkjet printer, and the
Chiller. Chief designer for these games was Larry Later, G.rev chose to develop for the Taito Personal Laser Printer (the first QuickDraw laser
Hutcherson. Exidy also made two rarely seen mo- X2 hardware, allowing the graphical quality of the printer).
tion cabinet games with vector graphics called Ver- arcade version to match the later Xbox 360 port. HyperDrive was unusual because the origi-
tigo and Top Gunner. G.rev continued to develop on the Taito X2 nal Macintosh did not have any internal interface
In 2006, it was announced that Mean Ham- hardware, releasing Strania: The Stella Machina, a for hard disks. It was attached directly to the CPU,
ster Software acquired rights to develop new Exidy vertically scrolling shooter. For the first time, G.rev and ran about seven times faster than Apple’s “Hard
arcade games. decided to forgo a retail release, instead releasing at Disk 20”.
In 2015, CollectorVision Games acquired Xbox Live Arcade. Presently the company focuses exclusively
rights to the Exidy name and logo. on laser printers.
CORPORATIONS
27
Genki Co., Ltd. is a Japanese developer of computer Gottlieb (formerly D. Gottlieb & Co.) was an Ameri- Gremlin Industries was an arcade game manufac-
and video games. It was founded in October 1990 by can arcade game corporation based in Chicago, Il- turer active from the 1971 to 1983 based San Diego,
Hiroshi Hamagaki and Tomo Kimura, who left Sega linois. The company was initially producing pinball California, USA.
to form the company. The company is best known machines while later expanding into various other Gremlin was founded in 1971 as a contract
for its racing game titles. According to MobyGames, games including pitch-and-bats, bowling games, engineering firm by Harry Frank Fogleman and Carl
the company logo is a picture of Hiroshi Hamagaki, and eventually video arcade games (notably Reactor E Grindle. In 1973 they became a manufacturer of
drawn by his son when he was 3 years old. and Q*bert and, leading to the demise of Mylstar; coin-operated wall games with their first game Play
In its early years, Genki dabbled in a few dif- M*A*C*H*3). Ball (1973). Gremlin joined the video game market
ferent genres, looking for its niche. On one end of Like other manufacturers, Gottlieb first made in 1976 by releasing its first video arcade game enti-
the spectrum, there was Devilish, a game similar to mechanical pinball machines, including the first suc- tled Blockade (1976).
Arkanoid that was released for Sega’s Game Gear cessful coin-operated pinball machine Baffle Ball In 1978, Gremlin was acquired by Sega En-
and Mega Drive systems in 1991. On the other end, in 1930. The 1947 development of player-actuated, terprises Inc. and their games acquired the label of
there was Kileak: The DNA Imperative, a first-per- solenoid-driven 2-inch bats called “flippers” revo- Gremlin/Sega or Sega/Gremlin. Following the Sega
son mecha shooting game for the PlayStation which lutionized the industry. Players now had the ability purchase, Gremlin began to release games from both
was released in 1995. to shoot the ball back up the playfield and get more Sega and other Japanese companies. Among these
Genki found its niche in 1994 with the re- points. The flippers first appeared on a Gottlieb game video games were Namco’s Gee Bee (1978) and
lease of Shutokō Battle ‘94 Keichii Tsuchiya Drift called “Humpty Dumpty”, designed by Harry Mabs. Konami’s Frogger (1981).
King for the SNES—the first in a long-running se- By this time, the games also became noted for their In 1982 the name of the company was
ries of racing games. Shutokou Battle 2 followed artwork by Roy Parker. By the 1970s the company changed to Sega Electronics to better strengthen the
one year later, in 1995, and was also for the SNES. had begun designing their games with longer 3-inch Sega brand name in the United States. In mid-1983
Within the same year, Genki shifted towards flippers, now the industry standard. the arcade assets of the company were sold to Bally
developing 3D games, continuing the Shutokou Bat- Gottlieb was bought by Columbia Pictures Manufacturing and Sega Electronics was shuttered
tle series with Highway 2000 on the Sega Saturn. in 1976. In 1983, after the Coca-Cola Company had soon afterwards.
Genki also produced major titles for both the Play- acquired Columbia, Gottlieb was renamed to Myl- The company still exists as Ages Electronics
Station and Nintendo 64 consoles in the following star Electronics, but this proved to be short-lived. By under CBS.
two years. 1984 the video game industry in North America was Sega released emulated and playable ver-
In 2010, Genki created an alternate reality in the middle of a shakeout and Columbia closed sions of some of the early Sega/Gremlin arcade
game division called Genki ARG, to replace the cur- down Mylstar at the end of September 1984. A man- games as vault material for the Sega Genesis Collec-
rently discontinued Genki Racing Project. This divi- agement group, led by Gilbert G. Pollock, purchased tion for the PlayStation 2 and PlayStation Portable.
sion was closed in late of March 2012. Mylstar’s pinball assets in October 1984 and con-
The Shutokou Battle series was recently re- tinued the manufacture of pinball machines under a
vived with a Mobage version for mobile phones re- new company, Premier Technology. As a result of
leased in 2017. This is the first Shutokou Battle game this a number of prototype Mylstar arcade games,
after GRP was discontinued. The same year, however, which were not purchased by the investors, were
Genki announced that they were discontinuing the never released. Premier did go on to produce one last
service, to be shut down in late of that year. arcade game, 1989’s Exterminator.
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Hudson Soft Co., Ltd, commonly known by its brand Incredible Technologies (IT), based in Vernon Hills, Irem is a Japanese video game console developer
name Hudson, was a Japanese video game company Illinois, is a US-based designer and manufacturer and publisher, and formerly a developer and manu-
that released numerous games for video game con- of coin-operated video games and Class III casino facturer of arcade games as well.
soles, home computers and mobile phones, mainly games, best known for the Golden Tee Golf series. Irem’s ancestor was founded in 1969 by
from the 1980s to the 2000s. It was headquartered The company employs over 200 people at its subur- Kenzo Tsujimoto in Osaka Prefecture. Tsujimoto
in the Midtown Tower in Tokyo Midtown, Akasaka, ban Chicago campus. opened his store in Osaka to sell machines for cot-
Minato, Tokyo, Japan, with an additional office in Founded in July 1985 by Richard Ditton, ton candy stores. At the time, Tsujimoto was already
the Hudson Building in Sapporo. a NASA software engineer, and Elaine Hodgson, confident in the potential of the game entertainment
Hudson Soft was founded in Toyohira-ku, a biochemist, IT began as a software design gam- and started including the manufacturing of pachinko
Sapporo, Japan on May 18, 1973 by brothers Yuji ing firm. The company started in the basement of machines to his business as early as 1970.
and Hiroshi Kudo. The founders grew up admiring the owners’ home and focused on a wide variety of The success of the store led to the creation in
trains, and named the business after their favorite, work-for-hire entertainment projects, including pin- 1974 of IPM Co Ltd, with Tsujimoto as its president.
the Hudson locomotives (called the “4-6-4”, and es- ball hardware and game programming for Data East. “IPM” stood for International Playing Machine.
pecially Japanese C62). Initially, it dealt with per- In its early years, IT struggled to maintain profitabil- With Breakout and its various clones dominating the
sonal computer products, but later expanded to the ity without a solid hit. video game scene, IPM started to manufacture, sell,
development and publishing of video games, mobile In 1988 IT developed hardware and software and rent arcade hardware cabinets. In 1977, IPM
content, video game peripherals and music record- for its first coin-operated video game Capcom Bowl- partnered with Nanao Corporation of Ishikawa Pre-
ing. Primarily a video game publisher, it internally ing, which used a trackball to simulate the movement fecture to produce CRT monitors for its arcade cabi-
developed many of the video games it published, of a bowler’s toss. A dozen more titles followed in nets.
as well as a few published by other companies. It the 1990s under the brand name Strata Games. Irem is probably mostly known internation-
is known for series such as Bomberman, Adventure In September 1989 at the Amusement and ally for three 1980s arcade games: Moon Patrol
Island, Bloody Roar, and Bonk. Music Operators Association (AMOA) International (1982), Kung-Fu Master (1984), and R-Type (1987).
Hudson Soft made the TurboGrafx-16 in as- Expo the company launched a golf game titled Gold- Irem has been popular in Japan with games like Pho-
sociation with NEC, to compete against Nintendo, en Tee Golf, which used a trackball much like the toboy for the PC Engine and In the Hunt for the ar-
Sega, and SNK, while continuing making games on bowling game, this time to simulate a golfer’s swing. cades.
other platforms, as a second-party developer. The game slowly built a following throughout the As a result of the 2011 Tōhoku earthquake
Hudson Soft ceased to exist as a company 1990s, and by 1996 IT was producing updates to the and tsunami, Irem canceled the majority of its re-
on March 1, 2012, and merged with Konami Digital game every year. The game celebrated its 20th an- maining video game projects, including Zettai Zet-
Entertainment who was the surviving entity. Despite niversary in 2009 and IT released a new high defini- sumei Toshi 4: Summer Memories and Poncotsu
the demise of Hudson Soft, Konami had intended for tion version of the game in a Showpiece cabinet. Roman Daikatsugeki Bumpy Trot 2. Irem refocused
products and services to continue being developed In the face of declining coin-operated video to become primarily a slot-machine and pachinko
and offered under the Hudson brand. The Hudson game sales, IT looked to diversify its product line. developer, the industry it was in before turning to
website was even initially retained and maintained The company began researching the improvement of video games. Many Irem designers, including pro-
by Konami. In practice, however, there was no sig- Electronic Gaming Machine (EGM) or Slot Machine ducer Kazuma Kujo, gathered to form a new com-
nificant action from Konami with the Hudson brand, technology, and in 2008 released the Magic Touch pany called Granzella to continue creating video
save for some re-releases on the Virtual Console. collection of video slot, poker and keno games. games.
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Jaleco was founded on October 3, 1974 as the Ja- Kaneko Seisakusho, also referred to as Kaneko Co. The arcade game market is split into manufacturers,
pan Leisure Co., Ltd., a manufacturer of amusement Ltd., was a Japanese video game publisher founded distributors, and operators; manufacturers like Atari
equipment; its headquarters was in Setagaya-ku, To- in Suginami, Tokyo, Japan by Hiroshi Kaneko. It sell game machines to distributors—who handle
kyo, Japan. In 1982, the company started developing published a number of games both under its brand several types of electronic machines—who in turn
and manufacturing arcade video games. That year, and other companies, such as Air Buster, Nexzr, Sho- sell them to the operators of locations. In the early
the company shortened its brand name to Jaleco and gun Warriors, DJ Boy, Guts’n, and the Gals Panic 1970s, distributors bought games on an exclusive
formally changed its name to Jaleco Ltd. in 1983. series. Although most of the games that Kaneko pro- basis, meaning that only one distributor in each dis-
Jaleco was a video game company whose fo- duced were standard arcade fare, they also earned a tribution region would carry products from a given
cus lay in arcade titles, as well as titles for the NES degree of notoriety for both DJ Boy (for its reputedly arcade game manufacturer, restricting the manufac-
and other popular computer and video game con- racist plot and negative stereotyping) and the Gals turer to only the operators that distributor sold to.
soles of the 1980s and 1990s, most notably the Bases Panic series (the games often bordering on softcore Atari, in 1973 just over a year old and largely based
Loaded series and Carrier. pornography). on their hit first game Pong, felt that as a smaller
In 2006, it decided to become a pure holding The company began business as developer, manufacturer this setup severely limited their ability
company by renaming itself Jaleco Holding and split- manufacturer, vendor, trader of electronic machines, to sell arcade games: they could only contract with a
ting its video game operations into a newly created and manufacturing medical equipment. limited number of distributors, who would only buy
subsidiary that took its former name of Jaleco Ltd. In 1982, it began its video game business as a limited number of games per year.To work around
By 2000, Jaleco, still active in the develop- a developer of Taito Corporation’s video games. In this, Atari set up a secret subsidiary company in Sep-
ment of arcade and console video games, hadn’t pro- 1990, Kaneko began to make its own video game tember 1973, Kee Games, which was intended to
duced any hit title in years and was in a struggling under the KANEKO brand. In Summer 1994, Kane- sell clones of Atari’s games, in effect doubling their
state. Its American division Jaleco USA had already ko closed its US branch and cancelled game projects potential reach. The first such game by Kee, released
left the arcade industry in 1993. In 2000, Jaleco was such as Fido Dido and Socks the Cat Rocks the Hill. in March 1974, was Spike, a clone of Rebound.
acquired by Hong Kong company PCCW. Jaleco, In April 2000, Kaneko went through financial restruc- Kee was headed by Joe Keenan, a long-time
renamed PCCW Japan, gave the PCCW Group a turing, and exited video game business except for friend of Atari co-founder Nolan Bushnell. Keenan
foothold in Japan. PCCW heavily restructured the maintenance department. The company was moved managed to hire several defectors from Atari, and
company, shutting down Jaleco’s arcade division to Shibuya, Tokyo. In July 25, 2001, Kaneko filed a began advertising itself as a competitor.
and other non-profitable departments to focus on lawsuit against Hitachi Software Engineering over In December 1974, the relationship to Atari
video games for consoles of the sixth generation era. the Super Kaneko NOVA System arcade board, and was discovered by the public. However, Kee’s Tank
PCCW Japan itself acquired on April 2001 the VR-1 demanded 1.52 billion yen for damages. On August game had been so successful that the distributors
Group which included VR-1 Entertainment, a U.S. 12, 2004, Kaneko filed for bankruptcy. However, the wanted to buy the game even without an exclusivity
developer of massively multiplayer online role play- company’s founder, Hiroshi Kaneko, vowed to con- agreement. At the same time, Atari was having fi-
ing games, to bring a more global focus to its cur- tinue. In 2006, a civil lawsuit threatened to officially nancial and management problems, while Joe Keen-
rent and future software endeavors. In 2009, Jaleco close the company. As of September 2007 the fate of an had been very successful managing Kee Games.
Holding sold Jaleco Ltd to Game Yarou. On May the company is unknown, though assumed no longer The two companies merged, with Keenan promoted
21, 2014, Game Yarou was declared bankrupt by the existent. to president of Atari running the business side of
Tokyo District Court. Since then, Jaleco has disap- The last game released by the company was things, and Bushnell focusing on engineering.
peared and its website is no longer active. Gals Panic S3 for the arcade in 2002.
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Konami Holdings Corporation, commonly referred MicroProse Software Inc. was an American video Midway Games Inc. (formerly Midway Manufactur-
to as Konami, is a Japanese entertainment company. game publisher and developer founded by “Wild” ing and Midway) was an American video game de-
It operates as a product distributor (which produces Bill Stealey and Sid Meier in 1982. It developed and veloper and publisher. Midway’s franchises included
and distributes trading cards, anime, tokusatsu, slot published numerous games, many of which are re- Mortal Kombat, Rampage, NBA Jam and NFL Blitz.
machines and arcade cabinets), video game devel- garded as groundbreaking, classics and cult titles, in- Midway also acquired the rights to video games that
oper and publisher company. It also operates health cluding starting the Civilization and X-COM series. were originally developed by Williams Electronics
and physical fitness clubs across Japan. Most of their internally developed titles were vehicle and Atari Games, such as Defender, Joust, Robotron
Konami is famous for popular video game simulation and strategy games. 2084, Gauntlet, and the Rush series.
series such as Suikoden, Castlevania, Contra, Dance In the early 1990s, MicroProse attempted to The company’s predecessor Midway Manu-
Dance Revolution, Metal Gear, Pro Evolution Soc- diversify beyond its niche roots as a sim and strat- facturing was founded in 1958, as an amusement
cer, Silent Hill and Yu-Gi-Oh!. Konami is the twen- egy game company. Encouraged by the success of game manufacturer. In 1973 it moved into the inter-
tieth-largest game company in the world by revenue. Pirates!, MicroProse designed further action-strat- active entertainment industry, developing and pub-
The company’s founder and current chair- egy titles such as Covert Action (also designed by lishing arcade video games. The company scored
man, Kagemasa Kozuki, previously ran a jukebox Sid Meier) and Hyperspeed, and experimented with its first mainstream hit with the U.S. distribution of
rental and repair business in Toyonaka, Osaka before the role-playing genre by developing BloodNet and Space Invaders in 1978. Midway was purchased and
transforming the business into a manufacturer of Darklands (in addition to publishing The Legacy: re-incorporated in 1988 by WMS Industries Inc. Af-
amusement machines for video arcades. Their first Realm of Terror). The company invested (and sub- ter years as a leader in the arcade segment, Midway
coin-operated video game was released in 1978, and sequently effectively lost) a large sum of money to moved into the growing home video game market
they began exporting products to the United States create its arcade game division as well as their own beginning in 1996, the same year that it made its ini-
the following year. Konami began to achieve suc- graphic adventure game engine. However, the ar- tial public offering of stock. Midway was ranked the
cess with hit arcade games such as 1981’s Frogger, cade division was canceled after making only two fourth largest-selling video game publisher in 2000.
Scramble, and Super Cobra, many of which were games: F-15 Strike Eagle: The Arcade Game and After 2000, Midway continued to develop
licensed to other companies for stateside release, in- Battle of the Solar System (both of which featured and publish video games for home and handheld
cluding Stern Electronics and Gremlin Industries. high-end 3D graphics but failed to become popular video game machines, but it experienced large an-
The name “Konami” (/koʊˈnɑːmi/; Japanese as they were too different from existing machines), nual net losses and engaged in a series of stock and
pronunciation: [koꜜnami]) is a conjunction of the while the adventure game engine was used for just debt offerings and other financings and borrowings.
names Kagemasa Kozuki, Yoshinobu Nakama, and three games: Rex Nebular and the Cosmic Gender Sumner Redstone, the head of Viacom/CBS Corpo-
Tatsuo Miyasako. Bender, Return of the Phantom and Dragonsphere, ration, increased his stake in Midway from about
On March 3, 2015, Konami announced they before it was sold off to Sanctuary Woods. 15%, in 1998, to about 87% by the end of 2007. In
would be shifting focus away from individual stu- In 1993, the company lost most of their UK- December 2008, Redstone sold all his stock and $70
dios, notably Kojima Productions. Internal sources based personnel and became a subsidiary of Spec- million of Midway debt to Mark Thomas, a private
claimed the restructure was due to a clash between trum HoloByte. The brand was revived in 2007 investor, for $100,000.
Hideo Kojima and Konami. Kojima left Konami when Interactive Game Group acquired it from Atari In 2009, Midway Games filed in Delaware
several days afterwards, re-opening Kojima Produc- Interactive, formerly Infogrames. As of 2010, the for bankruptcy. Warner Bros. purchased most of
tions as an independent company. MicroProse brand is owned by Cybergun Group. Midway’s assets, and Midway settled with Mark
Thomas to relinquish his Midway stock and debt.
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Mitchell Corporation was a Japanese video game de- Namco Limited is a Japanese corporation that oper- Nihon Bussan Co., Ltd. was a Japanese video game
veloper based in the Suginami ward of Tokyo. Roy ates game centers and theme parks, but is best known manufacturer. The company had its headquarters in
Ozaki served as president, and Koichi Niida served for its previous identity as a video game developer Kita-ku, Osaka. In the past they had also manufac-
as vice-president. Some employees were former and publisher. Namco was a front-runner during the tured and sold yachts.
Capcom and TAD Corporation employees. The golden age of arcade video games. Pac-Man went The company’s founder Sueharu Torii estab-
company was originally established on February 1, on to become the best-selling arcade game in history lished Nihon Bussan in 1970 and the company was
1960, as an import/export business by the father of and an international popular culture icon. Namco is incorporated in 1972.
Roy Ozaki. Ozaki and Niida took over the company also known for creating successful franchises such 1978 saw Nihon Bussan entering the arcade
and began acting as exclusive overseas agents for as Galaxian, Dig Dug, Xevious, Ridge Racer, Ace game market, when they debuted with a copy of the
such video game companies as Visco, Video Sys- Combat, Tekken, Soul and Tales. game Breakout called Table Attacker. The same year,
tem, Seta, Metro, Home Data, and other small video Based in Tokyo, the company started out by Nihon Bussan settled with Taito by paying a license
game manufacturers in the 1980s. Company activity running children’s rides on the roof of a department fee to launch a copy of Space Invaders titled Moon
was suspended on 20 November 2012. store in Yokohama. The business eventually expand- Base. Also in 1979, a business alliance was formed
Mitchell Corporation develops titles for ed throughout the Tokyo area. Nakamura Seisakusho with Namco for a clone of Galaxian by the name of
home consoles, handhelds, Japanese mobile phones, underwent in 1959 a name change to Nakamura Moon Alien. However, Nihon Bussan violated the
the arcade and interactive kiosks located in res- Manufacturing Co, Ltd. Nakamura Manufacturing manufacturing agreement by exceeding production
taurants and other places. Mitchell also distributes Company would later be used to form the acronym of Moon Alien and ended up paying Namco the ex-
printed circuit boards for the arcade/coin-op market. “NAMCO” as a brand name in 1971 which eventu- cess of the license fee. Nihon Bussan continued to
The company also develops video games for other ally became the company’s own corporate name. release successful titles such as the 1980 original
publishers. Since 2004 they have developed games Namco was the industry’s first manufacturer works Moon Cresta and Crazy Climber. The same
only for Nintendo hardware. to develop and release a multi-player, multi-cabinet year, the company issued brochures that listed both
Mitchell Corporation is best known as the competitive game, Final Lap, in 1987. This game al- Moon Base and Moon Alien as original works of Ni-
game developer of Puzz Loop. Copyright and trade- lowed up to eight players to compete when four two- hon Bussan.
mark registration of Puzz Loop was established in player cabinets were linked in a simple network. By As with the arcades, several of Nihon Bus-
December 1999, the same year it was released to 1989, games for the Nintendo Entertainment System san’s titles and themes released for the household
the international coin-op arcade market. Prior to accounted for 40% of Namco’s sales. were Mahjong games. Nihon Bussan’s PC Engine
this, it developed the Pang! series of games, known In 2005, Namco merged with Bandai to form game Sexy Idol Mahjong incorporated undressing
in America as Buster Bros. and distributed there the holding company Namco Bandai Holdings, the elements and used the first “18 years of age or older
by Capcom. Puzz Loop was first released in North third largest video game entity in Japan. In 2006, recommended” software in the home market.
America, as well as Europe, under the title Ballistic Namco’s video game operations absorbed that of In March 2014, Nihon Bussan sold the rights
for the original PlayStation console and Game Boy Bandai’s, and the two companies’ game production of all video games to Hamster Corporation. This was
Color handheld. Infogrames published the PlaySta- assets were spun off into Namco Bandai Games. the result of the decision of Sueharu Torii to retire.
tion and Game Boy Color versions in North America From then on, the part of the company that was most Having declined an offer from Hamster to license
in late 1999, while THQ published these same ver- closely associated with the Namco label would be- Nihon Bussan’s games, Torii opted instead to sell
sions for European territories. Tokyo Crash Mobs is come Bandai Namco Games (now Bandai Namco them outright and to take his retirement.
the latest instalment of the Puzz Loop series. Entertainment).
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Nintendo Co., Ltd. is a Japanese multinational con- Nutting Associates was an arcade game Ocean Software Ltd (also known in the United States
sumer electronics and video game company head- manufacturer based in Mountain View, California, as Ocean of America, Inc.), commonly referred to
quartered in Kyoto. Nintendo is one of the world’s incorporated in February 1967 by William Gilbert as Ocean, was a British software development com-
largest video game companies by market capitali- Nutting. In 1977 the company was purchased by pany, that became one of the biggest European video
zation, creating some of the best-known and top- William “Si” Redd and eventually absorbed into the game developers and publishers of the 1980s and
selling video game franchises, such as Mario, The company Sircoma. 1990s.
Legend of Zelda, and Pokémon. Bill Nutting became involved in the coin- The company started out as Spectrum Soft-
Nintendo was founded as a card company by operated amusement industry when he took over ware in 1983 selling arcade clones for various home
Fusajiro Yamauchi on September 23, 1889. Based in marketing a device called the Knowledge Computer computers including the ZX81, ZX Spectrum and
Kyoto, the business produced and marketed a play- (1964), a trivia game created by the company Edex. VIC 20. Although not named after the ZX Spectrum,
ing card game called “Hanafuda”. The handmade In 1965 the company was purchased by Raytheon the name became confusing and had to be changed
cards soon became popular, and Yamauchi hired as- and Bill Nutting took over marketing of the machine so the company became Ocean Software. Some of
sistants to mass-produce cards to satisfy demand. himself. In January 1966 he founded Nutting As- their Spectrum Software games were re-released
In 1949, the company adopted the name Nintendo sociates to market the Knowledge Computer and a on Ocean with different titles so the Berzerk clone
Karuta Co., Ltd., doing business as The Nintendo redesigned version of the device called Computer Frenzy was reissued as the Ocean game Robotics
Playing Card Co. outside Japan. Nintendo continues Quiz (1967) created by Richard Ball of Marketing and Missile Attack became Armageddon. Their early
to manufacture playing cards in Japan and organizes Services. In 1968 the model was redesigned into a releases (Moon Alert, Hunchback, High Noon, Gilli-
its own contract bridge tournament called the “Nin- solid-state version. gan’s Gold, Daley Thompson’s Decathlon etc.) were
tendo Cup”. The word Nintendo can be translated In 1971, Nolan Bushnell sold Nutting Asso- developed in-house, but later in 1984 Ocean Soft-
as “leave luck to heaven”, or alternatively as “the ciates on manufacturing the game Computer Space ware acquired its former Liverpool rival, the defunct
temple of free hanafuda”. (1971). Afterwards, Bushnell wanted a large owner- software developer Imagine, and focus shifted from
By 1963, the company had tried several small ship stake in the company to continue creating games development to publication of games. Also in 1984,
niche businesses, such as cab services and love ho- for Nutting Associates, but left after not being given Ocean struck a deal with Konami to publish their
tels. Abandoning previous ventures in favor of toys that opportunity to form Atari Inc. with Ted Dabney. arcade games for home computers.
in the 1960s, Nintendo then developed into a video Nutting Associates continued manufactur- In 1985, Ocean Software managed to secure
game company in the 1970s, ultimately becoming ing video games up until 1977 when the company the first movie licences, such as Rambo, Short Cir-
one of the most influential in the industry and Ja- was sold to “Si” Redd. A new Nutting Associates cuit and Cobra, as well as the TV show Miami Vice
pan’s third most-valuable company with a market company was established in Nevada before being and RoboCop which spent about a year on the top of
value of over $85 billion. Since 1992 Nintendo has absorbed into the larger company Sircoma, a video the charts.
teamed with the Starlight Children’s Foundation poker manufacturer. In 1996, Ocean Software announced to
to build Starlight Fun Center mobile entertainment Nutting’s brother, David Judd Nutting, also merge with french publisher Infogrames for £100
units and install them in hospitals. 1,000 Starlight worked in the video game industry. He formed Dave Million. After the merger Infogrames kept Ocean
Nintendo Fun Center units were installed by the end Nutting Associates, a consulting firm that produced as a separate division publishing their own games.
of 1995. From 1992 until 2016, Nintendo was also many of Midway’s games during the 1970s and ear- Ocean later acquired Digital Image Design in 1998
the majority shareholder of Major League Baseball’s ly 80s. and in the same year, Infogrames renamed Ocean
Seattle Mariners. Software to Infogrames United Kingdom Limited.
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Rare is a British video game developer located in Raw Thrills, Inc. is an arcade game entertainment Sammy Corporation is a leading developer and re-
Twycross, Leicestershire. The company was estab- company based in Skokie, Illinois. It is best known tailer of pachinko and pachislot systems in Japan. It
lished in 1985 by Tim and Chris Stamper, founders of for developing arcade games based on films. is also known for publishing a small number of vid-
Ultimate Play the Game. During its early years, Rare Raw Thrills was founded in 2001 by Eugene eo games such as the Guilty Gear, The Rumble Fish
was backed by an unlimited budget from Nintendo, Jarvis, Deepak Deo, and Andrew Eloff. The staff also and Survival Arts series of fighting games. In 2004,
primarily concentrated on Nintendo Entertainment consists of other former Midway Games employees. it merged with Sega to form a new holding compa-
System games. During this time they created suc- Currently the staff runs around 25 employees, most ny called Sega Sammy Holdings Inc.. All the video
cessful titles such as Wizards & Warriors, Battle- of whom have been with the company for the major- game businesses were transferred over to Sega.
toads, and R.C. Pro-Am. Rare became a prominent ity of its existence. Sammy Corporation started in 1975 as Sam-
second-party developer for Nintendo, who came to Early on, the company made games for IGT my Industry Co., Ltd. from the spilt of Satomi Cor-
own a large minority stake of the company. During including Super Times Pay Poker, Multi-Play Black- poration’s manufacturing and marketing divisions
this period, Rare received international recognition jack, and Turbo Reelette with later games involving for amusement arcade machines. In 1978, Sammy
and critical acclaim for games such as Donkey Kong modifications of the Super Times Pay engine. Industry built a factory in Itabashi-ku, Tokyo in or-
Country, GoldenEye 007, Banjo-Kazooie, Perfect Raw Thrills’ first independent coin-op game der to take advantage of the growing popularity of
Dark, and Conker’s Bad Fur Day. was Target: Terror, a light-gun shooter game which video games, specifically Invader games. During
In 2002, Microsoft acquired Rare, who re- was later upgraded to Target: Terror Gold (also this year, it began game machine development.
tained their original brand, logo, and most intel- known as Target: Force) featuring bonus levels, end- In 1982, Sammy Industry started to market
lectual properties. It has since focused on develop- of-round awards, and other performance enhance- and sell pachislot machines. During this time, its
ing games exclusively for Microsoft Studios’ video ments. launched the Empire pachislot machine. In 1988, an
game consoles. Notable releases include Kameo: El- In 2006, Raw Thrills published two titles: American subsidiary of Sammy Industry was estab-
ements of Power, Perfect Dark Zero and Viva Piñata. Big Buck Hunter PRO, developed by Play Mecha- lished in California, USA. In this year, Sammy In-
In 2007, founders Tim and Chris Stamper left the nix; and The Fast and the Furious Superbikes. They dustry expanded its market by venturing into sales
company to pursue “other opportunities” and, in also released a continuation of the successful Big and marketing of video game software.
2010, the company’s focus shifted to the Xbox Live Buck series, Big Buck Safari in three different con- During 2003, Sammy was in talks with gam-
Avatar and Kinect, releasing three different Kinect figurations which included a standard 27” cabinet, ing conglomerate Sega to be part of the Sammy
Sports games. In 2015, Rare released Rare Replay, a a 42” LCD version and an 8’x6’ projected screen company. Despite Sega publicly declining the offer
compilation of 30 games produced by the company Theater version. because the two companies lacked synergies, a take-
to celebrate their 30th anniversary. Rare is currently After the success of their Fast and Furious over occurred in which Sammy purchased a 22.4
working on Sea of Thieves, a multiplayer adventure DRIFT racing title, the company set their sights on per cent stake in Sega from the company’s one-time
game. kart-style racing with Nicktoons Nitro. The game parent company, CSK. Since then, Sega and Sammy
Several key employees left Rare to form featured licensed characters from various Nickelo- became subsidiaries of the aforementioned holding
their own companies, such as Free Radical Design deon cartoon shows. company, with both companies operating independ-
and Playtonic Games. Rare was widely recognised In 2009, Raw Thrills teamed up with Konami ently, while the executive departments merged. Both
by the gaming industry and received numerous acco- and Activision to produce Guitar Hero Arcade. Raw companies are involved in the amusement business
lades from critics and journalists. The company has Thrills engineered the game while Konami and Activ- (Sega with arcade games, Sammy with pachinko
often been described as secretive and seclusive. ision were involved to cover patenting and licensing. machines).
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Sega Games Co., Ltd., originally short for Service Seibu Kaihatsu Inc. is a Japanese manufacturer of SNK Corporation is a Japanese video game hard-
Games and officially styled as SEGA, is a Japanese arcade games. The company was founded in 1982 at ware and software company, successor to the Shin
multinational video game developer and publisher Chiyoda-ku, Tokyo, Japan as Seibu Denshi Inc., but Nihon Kikaku and current owner of the SNK video
headquartered in Tokyo, Japan, with offices around changed to its current name sometime in 1984. It is game brand and Neo Geo video game platform. The
the world. Sega is known for its multi-million selling currently owned by Hitoshi Hamada. Shin Nihon Kikaku Corporation was founded in
game franchises, such as Sonic the Hedgehog, Vir- One of their earliest arcade hits was the 1989 1978 by Eikichi Kawasaki. Initially called Shin Ni-
tua Fighter, Phantasy Star, Yakuza, and Total War. rail shooter Dynamite Duke, one of the first to fea- hon Kikaku (New Japan Project), the name was in-
The story of Sega start in 1940, where Ameri- ture close combat with long-range shooting. A year formally shortened to SNK Corporation in 1981 be-
can businessmen Martin Bromley, Irving Bromberg, later, Seibu Kaihatsu became best known for their fore becoming the company’s official name in 1986.
and James Humpert formed a company called Stand- 1990 vertical-scrolling shoot ‘em up arcade game SNK is most notable as creator of the Neo
ard Games in Honolulu, Hawaii, to provide coin-op- Raiden, which was successful enough to earn several Geo family of arcade, home, and handheld game
erated amusement machines to military bases. They sequels and spin-offs in its series of titles. In 1991, a consoles, beginning in 1990. The Neo Geo line was
saw that the onset of World War II, and the conse- development department known as Rise Corporation halted in 2001, when financial troubles forced SNK
quent increase in the number of military personnel, was spun from Seibu Kaihatsu. During the late ‘80s, Corporation to close on October 22, 2001. Antici-
would mean there would be demand for something Fabtek bought the rights to internationally distribute pating the end of the company, Kawasaki founded
for those stationed at military bases to do in their lei- Seibu Kaihatsu’s arcade titles outside Japan. Playmore Corporation on August 1, 2001. By Oc-
sure time. After the war, the founders sold that com- In 1999, its arcade division vanished and its tober, Playmore had acquired all of the intellectual
pany and established a new distributor called Serv- official website shut down. It was also rumored that property of the former SNK Corporation. In 2003,
ice Games, named for the military focus. In 1951, they filed for bankruptcy; in fact, Seibu Kaihatsu Playmore Corporation was renamed to SNK Play-
the government of the United States outlawed slot temporarily disbanded itself. Therefore, Fabtek’s more Corporation, to more firmly establish itself as
machines in US territories, so Bromley sent two of international distribution rights expired while clos- the successor to the SNK brand and legacy.
his employees, Richard Stewart and Ray LeMaire, to ing its business. During the same year, they estab- Traditionally, SNK operated primarily as
Tokyo, Japan, in 1952 to establish a new distributor. lished Mahjong Cats, right before the dissolution of a video game developer, publisher, and hardware
The company provided coin-operated slot machines their relationship with adult video game developers manufacturer, focusing on arcade games but also
to U.S. bases in Japan and changed its name again to h.m.p. and Mink to develop adult mahjong video working on console and PC games. In 2004, the
Service Games of Japan by 1953. arcade games. In 2005, the development staff left company started manufacturing pachislot machines,
Sega developed and manufactured numer- Seibu Kaihatsu to apply at MOSS, then bought the which the company leaned heavily into before with-
ous home video game consoles from 1983 to 2001, development rights to the Raiden franchise from drawing from the market in 2015. In 2009, the com-
but after financial losses incurred from its Dream- Seibu Kaihatsu to develop Raiden III and Raiden IV pany also entered an active wave of mobile game de-
cast console, the company restructured to focus on in order to keep the franchise’s fanbase hyped with velopment. Classic SNK franchises like Metal Slug,
providing software as a third-party developer. Sega Seibu Kaihatsu assisting them. Throughout the years Samurai Shodown and The King of Fighters feature
remains the world’s most prolific arcade producer, MOSS have diversified their portfolio outside of heavily in its recent offerings.
with over 500 games in over 70 franchises on more vertical shooters. In 2016, SNK dropped the “Playmore” name
than 20 different arcade system boards since 1981. from its logo and reintroduced its original slogan,
“The Future Is Now”, as a means to signify “a return
to SNK’s rich gaming history.”
CORPORATIONS
35
Sony Corporation (often referred to simply as Sony) Square Co., Ltd. was a Japanese video game com- Stern is the name of two different but related arcade
is a Japanese multinational conglomerate corpora- pany founded in September 1986 by Masafumi Mi- gaming companies. Stern Electronics, Inc. manufac-
tion. Its diversified business includes consumer and yamoto. It merged with Enix in 2003 and became tured arcade video games and pinball machines from
professional electronics, gaming, entertainment and Square Enix. The company also used SquareSoft as 1977-1985, and was known for 1980s Berzerk. Stern
financial services. The company is one of the lead- a brand name to refer to their games, and the term is Pinball, Inc., founded in 1999, is a creator of pinball
ing manufacturers of electronic products for the con- occasionally used to refer to the company itself. machines in North America.
sumer and professional markets. Sony was ranked Square originated in October 1983 as a com- Stern Electronics was formed when the Stern
105th on the 2017 list of Fortune Global 500. puter game software division of Den-Yu-Sha, a family bought the financially troubled Chicago Coin
Sony Corporation is the electronics business power line construction company owned by the fa- in 1977. Chicago Coin’s assets were purchased at
unit and the parent company of the Sony Group, ther of Masafumi Miyamoto, the eventual founder bankruptcy sales forming the core inventory of Stern
which is engaged in business through its four op- of Square Co Ltd in 1986. While at the time game Electronics, Inc.; however, as a separate company,
erating components: electronics (AV, IT & commu- development was usually conducted by only one they did not assume any of the debt Chicago Coin
nication products, semiconductors, video games, programmer, Masafumi Miyamoto believed that it had amassed.
network services and medical business), motion would be more efficient to have graphic designers, The first two games made by Stern were
pictures (movies and TV shows), music (record la- programmers and professional story writers work- Stampede and Rawhide, both originally made by
bels and music publishing) and financial services ing together on common projects. Square’s first two Chicago Coin, which only had changes made to their
(banking and insurance). These make Sony one of titles were The Death Trap and its sequel Will: The branding and logos. After a weak start, Stern Elec-
the most comprehensive entertainment companies in Death Trap II, both designed by part-time employee tronics’ sales started picking up by the end of 1977.
the world. The group consists of Sony Corporation, Hironobu Sakaguchi and released on the NEC PC- By 1978 they had switched over to fully solid-state
Sony Pictures, Sony Mobile, Sony Interactive Enter- 8801. Despite an initial reluctance to develop for electronics for their games. In 1979, Stern acquired
tainment, Sony Music, Sony Financial Holdings and video game consoles, Square entered the Nintendo the jukebox production assets of the bankrupt See-
others. Famicom market in December 1985 with the porting burg Corporation, and the company became known
Sony began in the wake of World War II. In of Thexder. as Stern/Seeburg. Coincidentally, Seeburg also
1946, Masaru Ibuka started an electronics shop in a A merger between Square and its competitor owned Williams in the 1960s, when Sam Stern was
department store building in Tokyo. The company Enix was in consideration since at least 2000; how- its president.
started with a capital of ¥190,000 and a total of eight ever, the financial failure of their first movie, Final When arcade video games became popular in
employees. In May 1946, Ibuka was joined by Akio Fantasy: The Spirits Within made Enix hesitant to 1980, Stern Electronics produced Berzerk. In 1983
Morita to found a company called Tokyo Tsushin join with a company which was losing money. With Stern became one of many victims of the amusement
Kogyo (Tokyo Telecommunications Engineering the company in its second year of financial loss, industry economic shakeout that occurred. In 1985,
Corporation). The company built Japan’s first tape Square approached Sony for a capital injection and Stern Electronics left the amusement industry. Per-
recorder, called the Type-G. In 1958, the company on October, 8th 2001, Sony Corp purchased 18.6% sonnel from Stern Electronics formed a short-lived
changed its name to “Sony”. stake in Square to bandage their loss. Following venture known as Pinstar, producing conversion kits
Sony has a weak tie to the Sumitomo Mitsui the success of both Final Fantasy X and Kingdom for old Bally and Stern machines. Gary Stern was
Financial Group (SMFG) keiretsu, the successor to Hearts, the company recovered its stability. It was the president of Stern Electronics, Inc, Pinstar Inc,
the Mitsui keiretsu. announced in 2002 that Square and Enix’s previous and Data East pinball.
plans to merge were to officially proceed.
CORPORATIONS
36
Sunsoft, stylized as SUNSOFT, is a Japanese video Taito Corporation is a Japanese video game devel- Treasure Co., Ltd. is a Japanese video game devel-
game developer and publisher. Sunsoft in itself is oper and publisher of arcade hardware and mobile oper, founded by former employees of Konami on
not a company, but instead the brand name of Japa- phones, and an operator of video arcades. It is also June 19, 1992. Treasure is best known for classic-
nese electronic manufacturer Sun Corporation for a former publisher of home video games. Taito is style action games that employ innovative gameplay
its video games operations. Its U.S. subsidiary oper- known for producing hit arcade games, such as Space systems. Their greatest commercial successes have
ated under the name Sun Corporation of America, Invaders, Bubble Bobble, and Arkanoid. It has pro- been games like Wario World and Mischief Mak-
though, as in Japan, games published there showed a duced arcade games all around the world, while also ers, but they are better known for their critical suc-
logo that read only Sunsoft. importing and distributing American coin-op video cesses, such as Sin and Punishment, Gunstar Heroes,
In April 1971, Sun Electronics Corporation games in Japan. Taito owns several arcades in Japan Bangai-O, and Ikaruga. Their first released game
(alternatively called Sun Denshi) was founded in known as Taito Stations or Game Taito Stations. was Gunstar Heroes, although McDonald’s Treasure
Kōnan, Aichi as a manufacturer and vendor of elec- The company was founded in 1953 by a Rus- Land Adventure was developed first.
tronics equipment. sian Jewish businessman named Michael Kogan as Treasure is a small, privately held company,
Sun Corporation’s history in video games Taito Trading Company. Taito started out importing consisting of around 30-40 members, though this
began in October 1978 in arcades with two titles: and distributing vending machines. It was also the number is somewhat misleading as they also employ
Block Challenger and Block Perfect. Sun Corpora- first company to distill and sell vodka in Japan. Lat- independent contractors to assist development and
tion had several arcade hits in the early 1980s such er, it began leasing jukeboxes and eventually started sometimes partner with other companies like Sega,
as Arabian, Ikki and Kangaroo. At the time, its ar- to manufacture its own. Taito began producing elec- G.rev and Nintendo to increase the size of their
cade video games were released under its own cor- tro-mechanical arcade games in the 1960s. teams. They have worked on many titles based on
porate name of Sun Electronics Corporation. On August 22, 2005, it was announced that licenses, including Astro Boy, McDonald’s, Bleach
The brand Sunsoft first appeared in the lat- the gaming conglomerate Square Enix would pur- and Tiny Toon Adventures, as well as partnering
ter of the 1980s when Sun Corporation began devel- chase 247,900 Taito shares worth ¥45.16 billion with companies like Sega, Enix and Nintendo to pro-
oping original games and technology for the home ($409.1 million), to make Taito Corporation a sub- duce original properties.
video game console market, with emphasis mostly sidiary of Square Enix. The purpose of the takeover Treasure does not have a rigid hierarchy.
on the Famicom. Sunsoft had gone international at by Square Enix was to both increase Taito’s profit There are not designated “directors” from project to
that time, and it had the publishing might to secure margin exponentially as well as begin its company’s project; all directors also work as programmers, art-
major licenses of the day (such as Batman and The expansion into new forms of gaming (most notably, ists, or composers, and may work on other projects
Addams Family). In the 1990s, Sun Corporation of the arcade scene), and various other entertainment that they are not directing.
America joined forces with Acclaim Entertainment venues. The takeover bid from Square Enix was ac- For the first five years of Treasure, the com-
to handle ad sales rights to Sunsoft’s video games for cepted by previous stockholder Kyocera, making pany produced games exclusively for Sega consoles.
game consoles. Taito an official Square Enix subsidiary. By March, According to a Treasure representative, their first
Finally, in 1995, Sun Corporation of Amer- 2006 Taito became a subsidiary wholly owned by game (Gunstar Heroes) was developed on the Sega
ica heavily restructured in the face of bankruptcy, Square Enix and was delisted from the First Section Genesis for hardware performance reasons, and af-
and all the company’s pending projects were either of the Tokyo Stock Exchange. Despite being a sub- ter that they continued developing for Sega consoles
sold to other companies or cancelled. On September sidiary to Square Enix Holdings, the parent company since their fan base consisted of owners of those
14, 2006, Nintendo announced that Sunsoft was a has kept the branding of Taito distinct from Square consoles.
partner on the Wii’s Virtual Console. Enix.
CORPORATIONS
37
Tecmo Co., Ltd. , was a Japanese video game cor- Universal Entertainment Corporation, formerly WMS Industries, Inc. is an American electronic
poration founded in 1967. Tecmo is known for the known as Aruze Corporation, is a Japanese manu- gaming and amusement manufacturer in Enterprise,
Star Force, Dead or Alive, Ninja Gaiden, Deception, facturer of pachinko, slot machines, arcade games Nevada. WMS traces its roots to 1943, to the Wil-
Monster Rancher, Rygar, Tecmo Bowl, Fatal Frame and other gaming products, and a publisher of video liams Manufacturing Company, founded by Harry E.
and Gallop Racer video game series. When it was games. Aruze possesses licenses to both manufac- Williams. However, the company that became WMS
still called Tehkan, the company released arcade ture and distribute casino machines in the American Industries was formally founded in 1974 as Williams
games such as Bomb Jack and Tehkan World Cup. states of Nevada, Mississippi and New Jersey. The Electronics, Inc.
The company was founded on July 31, 1967 as a company’s corporate headquarters are in Tokyo. Williams initially was a manufacturer of
supplier of cleaning equipment. By 1969, it started Aruze is also the licence holder of the video game pinball machines. In 1964, Williams was acquired
to sell amusement equipment. franchise Shadow Hearts. The company owns 21% by jukebox manufacturer Seeburg Corp. and re-
The origins of Tecmo dates as a company of Wynn Resorts. On November 1, 2009 Aruze Cor- organized as Williams Electronics Manufacturing
specialized in the management of building main- poration changed its name to Universal Entertain- Division. In 1973, the company branched out into
tenance including the supplying of cleaning equip- ment Corporation. the coin-operated arcade video game market with
ment. It was founded on July 31, 1967 as Tehkan Universal Lease Co., Ltd was established in its Pong clone Paddle Ball, eventually creating a
Ltd. with roots dating three years earlier as the Em- December 1969. It later changed its name to Uni- number of video game classics, including Defender
pire Administration Co., Ltd founded in September versal Ltd in Japan and Universal USA in America. and Robotron: 2084. In 1974, Williams Electronics,
1964. The company was renamed Tecmo in 1986. Universal Distributing Company opened as a U.S. Inc. was incorporated as a wholly owned subsidiary
Tecmo’s first internally developed home video game subsidiary to sell video games direct to operators. of Seeburg. Williams Electronics was sold as an in-
Mighty Bomb Jack was released for the Family Universal’s greatest hit game was “Mr. Do!” in 1982. dependent company during the bankruptcy of See-
Computer in April 1986. Other games include the hugely influential platform burg in 1980.
By the turn of the decade, Tecmo was firmly game Space Panic (1980) and the maze game Lady In 1987, Williams changed its parent name
in the camp of video game consoles. Though still Bug (1981). Cashing-in on the success of laserdisc to WMS Industries, Inc. when it made its public of-
involved in the arcade industry, much of the success video games, Universal released Super Don Quix- fering. WMS is a shortening of Williams, which it
was achieved on the Nintendo Entertainment Sys- ote in 1984, on a new standardized laserdisc video also selected for its NYSE ticker symbol. In 1988,
tem with titles such as Ninja Gaiden, Tecmo Bowl game system they called the Universal System 1. it acquired competitor Bally/Midway, which it spun
and the Japan-only Tsuppari Ōzumō. When Sony re- A new game was planned every six months for the off in 1998, together with its video game business.
leased its PlayStation in the 1990s, Tecmo joined the Universal System 1, including an unreleased la- WMS entered the reel-spinning slot machine market
endeavor which set the tone for series such as Dead serdisc adventure game based on Mr. Do!, but the in 1994. It closed its pinball division in 1999.
or Alive, Monster Rancher, Deception and Gallop company stopped producing arcade games in 1985, WMS merged with Scientific Games in Oc-
Racer. and Super Don Quix-ote ended up being the only tober 2013, becoming a wholly owned subsidiary of
In 2009, Tecmo merged with Koei to form game released for the system. Universal Distributing Scientific Games. Scientific Games paid $1.5 billion
the holding company Tecmo Koei Holdings and was of Nevada (UDN) was established to begin selling for WMS, and WMS shareholders received $26.00
operated as a subsidiary until its disbandment in ear- Universal’s first slot machines direct to the gaming per share. At the time of the merger, the company’s
ly 2010. In April 2010, Tecmo was dissolved and its industry. In January 2005, the company became a stock ceased trading on the New York Stock Ex-
video game franchises are now published by Koei wholly owned subsidiary of Aruze. change.
Tecmo Games.
Arcade system board
38
An arcade system board is a dedicated computer sys- Atari did a big mistake at the begining. As a mat- Atari 6502 Black & White Raster (1976-1980)
tem created for the purpose of running video arcade ter of fact, a game without patent has no protection
Atari 6502 Color Raster (1977-1989)
games. Arcade system boards typically consist of a against bootlegers, even if it uses an analog or a
main system board with any number of supporting digital system without software. Atari did not pat- Atari 6502 Vector (1979-1980)
boards. ent PONG until 1973 and many competitors started
The earliest non-microprocessor based ar- making their own version of PONG just a few weeks
cade system boards were designed around codeless after the release of Atari’s game. Some copies are
state machine computers with the main board and nearly same, even so similar that the printed circuit
any support boards consisting of discrete logic cir- board looks identical. However, some other versions
cuits comprising each element of the game itself. were designed from scratch, or at least from basic
The next generation of arcade system boards, with elements of Atari PONG such as sync, paddle and
ball generators. ATARI 6502 B&W RASTER ATARI 6502 VECTOR
the inclusion of microprocessor based technology,
“pong-story.com”
incorporated the game program code directly on the Atari Centipede Hardware (1980-1983)
main system board via game code stored in ROM Atari 6800 Based (1976-1979) Atari Cyberball Hardware (1989)
chips mounted on the main board. The 6800 is an 8-bit microprocessor designed The Atari Cyberball Hardware is an arcade system
Later arcade system boards, including the and first manufactured by Motorola in 1974. The board used for the games Cyberball and Cyberball
DECO Cassette System, SNK’s Neo-Geo, Cap- MC6800 microproc- 2072.
com’s CPS-2, and Sega’s NAOMI, separated the essor was part of the
system board from the game program itself, akin to M6800 Microcomputer Atari Gauntlet Hardware (1985-1988)
a home video game console and cartridge/CD/DVD/ System that also in- Based upon some of the most elaborate hardware
Hard Disk. This method benefitted both manufac- cluded serial and paral- design in Atari’s history to date, it is the company’s
turers and arcade game owners. Once the system lel interface ICs, RAM, first coin-operated game that features a voice syn-
board was purchased, the owner could switch out ROM and other sup- thesizer chip.
the games at a fraction of the price and with less ef- port chips. A significant design feature was that the Atari Hard Drivin’ Hardware (1988-1993)
fort, and the manufacturers could produce fewer of M6800 family of ICs required only a single five-volt
the costly system boards and more of the less-costly power supply at a time when most other microproc- Atari Missile Command Hardware (1980-1983)
games. essors required three voltages. The M6800 Micro- Atari Kangaroo (1982-1983)
Currently, the company with the record of computer System was announced in March 1974 and
the highest number of original arcade system boards was in full production by the end of that year. Atari Star Wars Vector (1983-1985)
is Sega. The 6800 architecture and instruction set CPU: 2 x 6809 @ 1.5 MHz
were influenced by the then popular Digital Equip- Sound: 4 x Pokey @ 1.5 MHz, TMS5220 @ 640 kHz
Atari ment Corporation PDP-11 mini computer. The 6800 The game features several digitized samples of
has a 16-bit address bus that could directly access 64 voices from the movie. The Star Wars Vector board
PONG (1972-1976)
was used for the games Star Wars and The Empire
Unlike modern video games, PONG did not use a kB of memory and an 8-bit bi-directional data bus. It
Strikes Back.
CPU, nor did it produce graphics with pixels. Every has 72 instructions with seven addressing modes for
object put on the screen was generated by timing cir- a total of 197 opcodes. The original MC6800 could Atari System 1 (1984-1987)
cuits used to encode the video signal and turn it on or have a clock frequency of up to 1 MHz. Later ver- Main PCB: A043096 SYS I LSI MAIN
off depending on its location. The global schematic sions had a maximum clock frequency of 2 MHz. Main CPU: Motorola MC68010L8 [DIP] @ 7.159090 MHz
of PONG can seem complicated, but in fact every In addition to the ICs, Motorola also pro- Sound CPU: MOS Technology M6502 @ 1.789772 MHz
section is not very hard to understand once the main vided a complete assembly language development Sound Chips: Yamaha YM2151 @ 3.579545 MHz, 2 x
Pokey @ 1.789772 MHz, TMS5220 @ 625 KHz
operation is understood. Moreover, PONG happens system. The customer could use the software on a
remote timeshare computer or on an Main Rom: 136032
to have one ghost hole Protection Chip: Slapstic 137412-1** - Slapstic F.A.Q.
on the upper left corner in-house minicomputer system. The
Video Resolution: 336 x 240
of the screen where the Motorola EXORciser was a desk-
Colours: 256 colours from a palette of 1024
ball can only pass, and top computer built with the M6800 Pinouts : Atari System 1 Pinouts
it even has a bug in the ICs that could be used for proto- PCB : Original TTL PCB Version
bounce circuitry (the typing and debugging new designs. The Atari System 1 was Atari Games’ first upgrade-
schematic is correct, but The 6800 was popular in computer able arcade game hardware platform. Introduced in
the pcb has a mistake). peripherals, test equipment applica- 1984, the System 1 platform was used for the games:
Top view of the PCB diagram. shows the top view of the
tions and point-of-sale terminals. Marble Madness, RoadBlasters Peter Pack Rat, Road
PCB. The three transistors are shown in red. “revolvy.com”
Runner, Indiana Jones and the Temple of Doom and
ARCADE SYSTEM BOARDS
39
Relief Pitcher. Atari System 1 (1984-1987) Oscillators: 14.31818
The hardware used a large circuit board with Main PCB: A042571 ATARI SYSTEM II CPU Protection Chip: Slapstic 137412-1** F.A.Q.
a Motorola 68010 main CPU running at 7.159 MHz, Main CPU: DEC T11 @ 10 MHz (DEC 21-17311-02) Custom Chip: 8932 137419-104 [40pin DIP, 60H]
a MOS Technology 6502 sound CPU running at Sound CPU: MOS Technology M6502 2.2 MHz Motorola: SOS, ZKZKAE8949, 137550-001 [40pin DIP,
1.789 MHz, a system ROM, text and graphics dis- Sound Chips: Yamaha YM2151 @ 3.579545 MHz, 2 110J/120J]
x Atari Pokey @ 1.789772 MHz, Texas Instruments Video resoution: 336 x 240
play hardware, and control interfaces. Two large
TMS5220 @ 625 KHz Hardware Features: Run-length encoded, hardware
edge-card connectors allowed a “cartridge board” to Oscillators: 14.31818 & 20.000 zoom, 256 priority levels
be plugged in; the cartridge board supplied the main VLSI: 645 V D727B, VGC7205-0672, 137304-2002 The Atari G1 is a 16-bit arcade system board manu-
program ROMs, sound program ROMs, graphics [40pin DIP, row 7] factured by Atari Games. Games using this system
ROMs, graphics shift registers, a “SLAPSTIC” copy Other Chips: 8645 137430-001 [40pin DIP, row 6/row 7] board is Hydra and Pit Fighter.
protection chip, a Yamaha YM2151 FM sound gen- Protection Chip: Slapstic 137412-1** - Slapstic F.A.Q.
erator, a POKEY and (for some games) TI TMS5220 Video Resolution: 512 x 384 Atari G42 (1991-1992)
LPC speech synthesis chip. System 1 was capable of Board composition: A main board and a video board, PCB: A049757 FSG42-B
LPC speech synthesis chip. System 1 was capable of with eeproms in both. Main CPU: MC68HC000P12
generating a max resolution of 336 x 240 with 256 Very soon after the introduction of the Atari System Oscillators: 14.31818 & 20.000
colors from a palette of 1024 colors. 1, the Atari System 2 was introduced. The System Sound: Stand-Alone Audio III (6502 @ 1.790 MHz, driv-
2 platform was used for the games: 720°, Paper- ing YM-2151 + OKI 6295 ADPCM)
Converting one System 1 game into another
boy, Championship Sprint, Super Sprint, APB : All Motorola: SOS, 137550-001 [40pin DIP, 12F/18D]
generally required replacing the cartridge board, at- Other Chips: 9151, 137419-104 [40pin DIP, 18J]
traction marquee, control panel, and in some cases Points Bulletin, Accelerator (unreleased prototype)
Other Chips: LC9208, 137665-1020 [44pin PLCC, 3E]
installing additional controls (e.g., foot pedal for and Gremlins (unreleased prototype). Video resoution: 336 x 240
Road Blasters). Probably the most noticeable difference be- Other Features: Run-length encoded, hardware zoom,
Early System 1 boards and cartridge boards tween the System 2 and System 1 games was the fact 256 priority levels
used large numbers of 7400 series TTL chips. These that the System 2 used higher resolution graphics The Atari G42 is a 16-bit arcade system board man-
boards were later replaced by the functionally iden- ics. The video resolution was 512x384 and as such ufactured by Atari Games. Games using this sys-
tical “System 1 LSI Main” and “LSI Cartridge” a medium-resolution monitor was used (System 1 tem board is Road Riot 4WD and Guardians of the
boards, which used ASICs for reduced manufactur- used low resolution). ‘Hood.
ing costs. Atari 68000 Based (1982-1992)
Modular or upgradeable video games were Atari Arcade Classics Hardware (1992)
The Motorola 68000 series (also termed 680x0,
not commonly offered by the major video game com- m68000, m68k, or 68k) is a family of 32-bit CISC Atari GX2 (1992)
panies in the 1970s and 1980s, because it was more microprocessors. During the 1980s and early 1990s, PCB: A049810 GX2
profitable to sell an entirely new machine. System 1 they were popular in personal computers and work- Main CPU: MC68EC020FG16
and the Japanese JAMMA wiring standard were at- Oscillators: 14.31818MHz
stations and were the primary competitors of Intel’s
tempts to move to a modular solution, though there Sound: Stand-Alone Audio II (6502 @ 1.790 MHz, driv-
x86 microprocessors. They were most well known ing YM-2151 + OKI 6295 ADPCM)
were many smaller companies that sold conversion as the processors powering the early Apple Macin-
kits for competitors’ hardware. Motorola: SOS, 137550-001 [40pin DIP, 3L]
tosh, the Commodore Amiga, the Sinclair QL, the Other Chips: 9220, 137419-104 [40pin DIP, 5L]
The System 1 and its games are noted for the Atari ST, the Sega Genesis/Mega Drive, and several
use of “raw” sounding FM Synthesizers for sound The Atari GX2 is a 32-bit arcade system board man-
others. Although no modern desktop computers are ufactured by Atari Games. Games using this system
effects and music: that is, the music many times used based on processors in the 68000 series, derivative
instruments that had the modulation settings turned board is Moto Frenzy, Space Lords and Road Riot’s
processors are still widely used in embedded sys- Revenge.
too high or too low to emulate realistic sounding in- tems.
struments, instead creating a warbly or noisy sound. “revolvy.com” Atari GT (1994)
“system16.com” Atari DUAL 68000 Based (1989-1990) Main CPU: 68020
ATARI SYSTEM 1 Main CPU: 2 x MC68000P8 @ 7.159090MHz Sound CPU & Chip: CAGE Audio System
Sound CPU: 6502 @ 1.7895MHz Video resoution: 336 x 240
Sound Chips: YM2151 @ 3.579MHz, TMS5220 @ The Atari G42 is a 16-bit arcade system board.
650.727 KHz Games using this system board is Road Riot 4WD
Atari G1 (1990) and Guardians of the ‘Hood.
PCB: A047896-01 G1 Atari Cojag (1994-1996)
Main CPU: 68000 (MC68HC000P12F @ 16MHz [DIP]) Main CPU: R3000 @ 33 Mhz (68EC020 @ 25Mhz for
ROM: 136079 Area 51 only)
Sound: Stand-Alone Audio II (6502 @ 1.790 MHz, driv- Graphics Chip: “Tom” @ 26MHz
Motherboard Marble Madness cartridge
ing YM-2151 + OKI 6295 ADPCM) Sound - I/O Chip: “Jerry” @ 26 MHz
ARCADE SYSTEM BOARDS
40
The main CPU of the I/O ASIC, SMC91C94 ethernet controller, ADC0848 8 x instructions.
Cojag board is a R3000 A-to-D converters, The MediaGX CPU was mostly used for
@ 33 Mhz (68EC020 Board composition: Main PCB and Hard Drive. subcompact laptops. It was also used in the CTX
@ 25Mhz for Area 51 Hardware Features: Textured 3D, all normal 3DFX fea- EzBook V92C266, Compaq Presario 1220 and 1230
only). It has a video tures. laptops, Compaq Presario 2100 and 2200 desktops,
controller to generate The Flagstaff arcade board are made for the two San Casio Cassiopeia Fiva tablet PC, and many others,
all the video signals Francisco Rush games. as well as in high-performance embedded applica-
needed. It has an ob- Atari Seattle (1997-1998) tions such as the Pinball 2000 arcade pinball system
ject processor which can render sprites or bitmaps, Main CPU: MIPS R5000 @ Either 144MHz/150MHz/ and Atari Games arcade platforms. Sun Microsys-
scaled or straight, in a number of different formats. 192MHz/200MHz (system clock 48MHz/50MHz) tems used MediaGXm in the Dover JavaStation.
It also has a blitter which can do complex object ma- System Memory: 8MB, 512KB Boot ROM.
Graphics: 3DFX FBI with 2MB frame buffer, 3DFX TMU Atari Vegas (1998-1999)
nipulations like rotation, scaling, Main CPU: MIPS RM7000
Z buffering and Gouraud shading. Finally, there is a with 4MB texture memory.
Sound CPU: DCS Sound System (ADSP 2115 @ 16MHz) Graphics: 3DFX Voodoo Banshee Chipset
RISC DSP built into the graphic chip, Tom, which Sound: DCS Sound System
Sound Memory: 4MB DRAM, 32KB Boot ROM.
runs a custom instruction set designed by Atari. The Board composition: CPU board, IO board, 3Dfx Banshee
Other Chips: Galileo GT64010 system controller, Na-
DSP is designed to run in parallel with the main CPU video card and Hard Drive.
tional Semiconductor PC87415 IDE controller, Midway
to handle fancy graphics. The sound - I/O Chip is a I/O ASIC. Hardware Features: Textured 3D, all normal 3DFX Ban-
“Jerry” @ 26 MHz. Board composition: Main PCB and Hard Drive. shee features.
It has several timers and is connected to a Hardware Features: Textured 3D, all normal 3DFX fea- Atari Denver (1999-2003)
pair of 16-bit DACs. These are controlled by another tures. Main CPU: MIPS RM5000
RISC DSP, related to the one in Tom, that is gener- There are actually 4 Graphics: 3DFX Voodoo 3 Chipset
ally used to play sounds. It is also responsible for all types of Seattle board Sound: DCS Sound System
the I/O with controllers and other parts of the sys- systems, with vary- Board composition: CPU board, IO board and Hard
tem. ing speeds. They will Drive.
“system16.com” Games that use the board include the two San Fran-
interchange but if a
Atari Playstation (1996) cisco Rush 2049 games.
200Mhz game is on a
Atari Phoenix (1996) 150 Mhz board, it will run slow during high process-
Main CPU: MIPS R4700 @ 100MHz (50MHz system ing moments. This system was also used by Midway. Bally
clock) “system16.com” Bally Sente Sac 1 (1984-1987)
System Memory : 4MB, 512KB Boot ROM.
Atari Media GX (1998) Main CPU: M6809 @ 1.25 MHz
Graphics: 3DFX FBI with 2MB frame buffer, 3DFX TMU
Hardware : Cyrix Media GX PC with Daughter Board. Sound CPU: Z80 @ 4 MHz
with 4MB texture memory.
Sound CPU: DCS Sound System (ADSP 2115 @ 16MHz) The MediaGX CPU is an x86 compatible processor Sound chip: 6 x CEM3394
Sound Memory: 4MB DRAM, 32KB Boot ROM. that was manufactured and designed by Cyrix and Bally Sente Sac 2 (1987)
Other Chips: Galileo GT64010 system controller, Na- later after merger manufactured by National Semi- Main CPU: 68000 @ 8MHz, M6809 @ 1.25 MHz
tional Semiconductor PC87415 IDE controller, Midway conductor, and was introduced in 1997. The core is Sound CPU: Z80 @ 4 MHz
I/O ASIC. based on the integration of the Cyrix Cx5x86 CPU Sound chip: 6 x CEM3394
Board composition: Main PCB and Hard Drive.
core with hardware to process video and audio out- Sentec Sac 2 are used for the game Shrike Avenger.
Hardware Features: Textured 3D, all normal 3DFX fea-
tures.
put (XpressRAM, XpressGRAPHICS, XpressAU-
The game using this board is Wayne Gretzky’s 3D DIO). BrezzaSoft
Hockey. Whether this processor belongs in the fourth
Crystal System (2001–2003)
or fifth generation of x86 processors can be consid- CPU: ADC SE3208 32bit RISC CPU @ 43 MHz
Atari Flagstaff (1996-1997) ered a matter of debate as the processor was based Video and Sound: Magic Eyes VRender0 Chip
Main CPU: MIPS R5000 @ 200MHz (system clock on the 5x86 (a scaled down version of the Cyrix Memory: Main - 8MByte, Texture - 8Mbyte, Frame -
50MHz) 6x86). While the 5x86 was intended to compete with 8Mbyte, Data - Programmable
System Memory: 8MB, 512KB Boot ROM. the Intel Pentium line, the 5th generation x86, it was Interface: JAMMA
Graphics: 3DFX FBI with 2MB frame buffer, 2 x 3DFX
designed to interface with a 4th generation (80486) VRender0 Notes: The Magic Eyes VRender0 chip con-
TMU with 4MB texture memory.
motherboard and had tains:
Sound CPU: CAGE Sound System (33MHz TMS32C031
only the 486’s instruc- - CPU Core ADC SE3208
@ 33MHz)
tion set, lacking the ab- - 32 channels wavetable synth (8bit linear, 16bit linear
Sound Memory: 8MB ROM, 512KB Boot ROM.
and 8bit ulaw sample format)
Other Chips: Galileo GT64010 system controller, Na- ility to run software re-
- Custom 2D video rendering device (Zoom in/out, Rota-
tional Semiconductor PC87415 IDE controller, Midway quiring Pentium’s new
tion, Shading, Texture Mapping, Alpha-Blending - all MS
ARCADE SYSTEM BOARDS
41
Direct X compatible) CP System II (1993–2003) keys. This is known to hobbyists as the “suicide bat-
- All associated I/O Main CPU: 68000 @ 16 MHz tery”. It is possible to bypass the original battery and
of the processing work Sound CPU: Z80 @ 8 MHz swap it out with a new one in-circuit, but this must
is done by the “Magic Sound Chips: Q Sound @ 4 MHz be done before the original falls below 2V or the
Eyes VRender0”, a Color Palette: 32 bit keys will be lost.
large IC in the middle Total On Screen Colors: 4096
Consequently, the board would just die any-
of the PCB. Colors per tile: 16 (4 bits per pixel)
way, meaning even if used legally it would not play
Object Number: 900 (16 x 16 pixels)
Brezzasoft Crystal Sy- after a finite amount of time (Unless a fee was paid
Scroll Faces: 3
stem is an arcade system released by Brezzasoft in Resolution: 384 x 224 to Capcom to replace it).
2001, shortly after the SNK went bankrupt. It was Maximum Rom Capacity: 322 Megabits Due to the heavy encryption, it was believed
coined the “Ultimate 2D Rendering Game Machine”, The CP System II or CPS-2 is an arcade system for a long time that CP System II emulation was next
poised to replace the SNK Neo Geo MVS. The main board that Capcom first used in 1993 for Super Street to impossible. However, in January 2001, the CPS-
PCB is small (approx 6” square) and contains only a Fighter II. It was the successor to their previous CP 2 Shock group was able to obtain unencrypted data
few components. All of the processing work is done System and Capcom Power System Changer arcade from the original ROM images, making emulation
by the “Magic Eyes VRender0”, a large IC in the hardware and was succeeded by the CP System III possible, as well as restoring cartridges that had been
middle of the PCB. hardware in 1996. erased because of the suicide system.
“system16.com”
The earlier Capcom system board, the origi- In January 2007, the encryption method
nal CP System, while successful, was very vulner- was fully reverse-engineered by Andreas Naive and
Capcom able to bootleggers making unauthorized copies of Nicola Salmoria. It has been determined that the
Capcom Commando Hardware (1985-1988) the games. In order to rectify the situation, Capcom encryption employs two four-round Feistel ciphers
CPU: Z80 (Different speed per game) took the CP System hardware (with QSound) with with a 64-bit key. The algorithm was thereafter im-
Sound CPU: Z80 (Different speed per game) minimal changes and employed encryption on the plemented in this state for all known CPS-2 games in
Sound Chip: 2 x YM2203 (Different speed per game) program ROMs to prevent software piracy. Due to MAME.
the encryption, the system was never bootlegged un- In April 2016, Eduardo Cruz, Artemio Ur-
Capcom Section Z Hardware (1985-1987)
CPU: Z80 @ 6 MHz til unencrypted program data became available. bina and Ian Court announced the successful reverse
Sound CPU: 2 x Z80 @ 4 MHz The CP System II consists of two separate engineering of Capcom’s CP System 2 security pro-
Sound Chip: 2 x YM2203 @ 1.5 MHz (+ MSM5205 @ parts; the A board, which connects to the JAMMA gramming, enabling the clean “de-suicide” and res-
384 kHz on some games) harness and contains components common between toration of any dead games without hardware modi-
all CP System II games, and the B board, which con- fications.
CP System (1988–1995)
tains the game itself. The relationship between the A CP System III (1996–1999)
The CP System or CPS is an arcade system board
and B board is basically the same as that between a Main CPU: Hitachi SH2 @ 25 MHz
developed by Capcom that ran game software stored
home video game console and cartridge. Storage: SCSI CD Rom, RAM and Flash ROM.
on removable ROM cartridges. More than two doz-
CPS2 was colour coded, these were to define RAM: SIMMs on the left will physically hold 16M of data
en arcade titles were released for CPS-1, before Cap-
the regions they were intended for, they were as fol- each (each has 8x 16M Flash ROMs, there’s 4 SIMMs
com shifted game development over to its successor,
lows; plugged in on this board). The SIMMs on the right will
the CP System II. physically hold 8M each (there’s 4 Flash ROMs on each
Green: Japan
After a number of arcade game boards de- board and there are 2 SIMMs plugged in)
Blue: U.S.A. and Europe
signed to run only one game, Capcom embarked OSC: 60MHz. 42.9545MHz, XTAL 3.6864MHz
Orange: South America
upon a project to produce a system board that could The CP System III was first used by Capcom in 1996
Grey: Asia
be used to run multiple games, in order to reduce with the arcade game Red Earth. It was the second
Yellow: All (Rent version)
hardware costs and make the system more appealing successor to the CP System arcade hardware, fol-
Black: All in one unit
to arcade operators. lowing the CP System II. It would be the last propri-
Grey and Orange game boards require the main ‘A’
The system was plagued by many bootleg etary system board Capcom would produce before
board of matching color to work. Green and Blue
versions of its games. In particular, there were so moving on to the Dreamcast-based Naomi platform.
boards are totally interchangeable meaning Green
many bootleg versions of Street Fighter II, that they The CP System III features a security mecha-
game boards will work on a Blue ‘A’ board and visa
were more common in some countries than the of- nism; games are supplied on a CD, which contains
versa. A Yellow case shows a game is the rent version
ficial version. The CP System hardware was also the encrypted game contents, and a security car-
and these were made to fit ‘A’ boards as required.
utilized in Capcom’s unsuccessful attempt at home tridge containing the game BIOS and the SH-2 CPU
The B boards hold battery-backed memory
console market penetration, the CPS Changer, a do- with integrated decryption logic, with the per-game
containing decryption keys needed for the games to
mestic version of the CP System similar to the Neo- key stored in battery-backed SRAM. When the CP
run. As time passes, these batteries lose their charge
Geo AES. System III board is first powered on, the contents
and the games stop functioning, because the CPU
cannot execute any code without the decryption of the CD are loaded into a bank of SIMMs on the
ARCADE SYSTEM BOARDS
42
motherboard, where it is executed. The program The CAVE CV1000 is the third generation arcade CD Express
code is then decrypted at run time via the security hardware from Cave. The CAVE CV1000 hardware Cubo CD32 (1995-1999)
cartridge. The security cartridge is sensitive to any was used in all arcade games released by Cave from The CUBO CD32 is an arcade machine, based
sort of tampering, which will result in the decryption Mushihimesama in 2004 through DoDonPachi SaiD- around the Amiga CD32. Apparently it was designed
key being erased and the cartridge being rendered aiOuJou in 2012, with the exception of Deathsmiles and made by an Italian firm based in Milan called
useless. Games become unplayable when the battery II. The CAVE CV1000 is also known as Cave SH-3 CD Express.
inside the security cartridge dies. The lone excep- hardware, due to the arcade system being powered The CD32 contains additional expansion
tion is Street Fighter III: 2nd Impact, which uses a by a Hitachi SH-3 CPU. There were two versions boards which are used to interface with the controls
default set of decryption keys that are written to dead of the CAVE CV1000: the CV1000-B, which is the of the arcade unit. The Arcade unit configures it-
cartridges on boot. original PCB first released with Mushihimesama, self by the means of the keyboard port and the coin
In June 2007, the encryption method was and the CV1000-D with more RAM, first released mechanism is translated into the control pads left
reverse-engineered by Andreas Naive, making emu- with DoDonPachi DaiFukkatsu. and right keys.
lation possible. After the release of DoDonPachi SaiDaiOu- Only a small number of games were devel-
Jou, Cave would no longer produce games for the oped for the Cubo CD32, mostly with italian locali-
Cave CAVE CV1000. Future releases would be be for the zation. Amongst the software specifically produced
NESiCA x Live system, which requires a Taito Type for the CUBO CD32 is Candy Puzzle, and Italian
Cave 1st Generation (1994–2001)
X² or Taito Type X³. black jack game and a french 10000 question photo
CPU: MC68000
Sound CPU: Z80 [Optional] CAVE CV1000 PCBs are able to be reinitial- quiz.
Sound Chips : YMZ280B or 1 or 2 OKIM6295 + YM2203 ized to factory default settings. This will also reset “bigbookofamigahardware.com”
/ YM2151 [Optional] saved high scores on games that have no reset high
CAVE 1st Generation Hardware, also known as score function, like Mushihimesama and Espgaluda Data East
CAVE 68000 Hardware, is the first arcade hardware II.
To reinitialize a PCB, users must: DECO Cassette System (1980–1985)
used by Cave. CPU: M6502 @ 750 kHz, M6502 @ 500 kHz, I8X41 @
The CAVE 68000 was a popular hardware Remove the battery.
500 kHz
board used by many companies besides Cave. Other If using U10, short Pin 9 (DO) a GND. If using U13, Sound: 2x AY-8910 @ 1.5 MHz
companies that used the hardware include Atlus and short the fourth pin from the right on the bottom row Video Resolution: 240x240
Namco. to a GND. Users only need to short one of the two until
Most Cave-developed games on this hard- pins, not both. The DECO Cassette
ware feature the bizarre legal warning While shorted, power on the PCB until the EEP- System was intro-
ROM test. duced in Decem-
Cave Variant PolyGame Master (2002-2003) “arcadeotaku.com”
The PolyGame Master (PGM) is an arcade system ber 1980 by Data
Cave CV1000D (2008–2012) East. It was the first
board released in 1997 by the Taiwanese company
The CV1000-D is a direct upgrade of the Cave standardised arcade
IGS. The PGM was developed in order to compete
CV1000B board, the main differences seem to be; system that allowed arcade owners to change games.
with the likes of SNK’s Neo Geo MVS system in
Chip U1: IS42S32400D 128Mb SDRAM @ 166mhz The arcade owner would buy a base cabinet,
Taiwan. It was succeeded by PGM2 in 2007, and
(standard SH3 has MT48LC2M32 64Mb SDRAM). while the games were stored on standard audio cas-
PGM3 in 2012.
Chip U4: 32Mbit Spansion S29JL032H (standard settes. The arcade owner would insert the cassette
Certain later games, released by CAVE,
SH3 has a 16Mbit Spansion S29AL016D. and a security dongle into the cabinet. When the
came on a single dedicated board and utilizes a cus-
No Lithium Battery. cabinet was powered up, the program from the tape
tomized BIOS programmed by CAVE.
“arcadeotaku.com” Cave PC Based (2009) would be copied into the cabinet’s RAM chips; this
CPU: AMD Athlon 64 X2 5050e Brisbane 2.60GHz, process took about two to three minutes. After this,
Cave CV1000B (2004–2007) the game could be played freely until the cabinet was
1024KB L2 Cache
CPU: Hitachi SH-3 CPU, 133 Mhz Clock rebooted.
GPU: Radeon 3200 (built into the motherboard)
Sound Chip: Yamaha YMZ770C-F
RAM: 2048MB (2GB) It was revolutionary for its time, but arcade
Other Chips (Based on Ibara): Altera Cyclone
800MHz DDR owners complained about the potential unreliability
EP1C12F324C8 FPGA (i think used as Video-DSP and
Motherboard: of the cassettes (which could be demagnetized eas-
SD-RAM Controller), K9F1G08U0A 128M x 8 Bit NAND
ASUS M3A78-EM ily), as well as the medium’s standard load times.
Flash Memory, 1x MX29LV160BBTC-90 Flash Memory
Socket AM2+/AM2,
and, 2x MX29LV320ABTC-90 Flash ICs (space for up
Micro ATX format
to 2 more Flash ICs is not used), 1xMT48LC2M32B2-6
SDRAM, and 2x MT46V16M16. LA4708 Audio amplifier.
ARCADE SYSTEM BOARDS
43
DECO Laserdiscs (1983-1985) Memory: 1GB DDR2 SDRAM (with VRAM sharing) Gaelco GG-1v (1998)
The DECO Laserdisc was launched by Data East in Video: Integrated S3 UniChrome Pro AGP graphics with
MPEG-2 decoding acceleration Gaelco 3D (1996–1998)
1983 , and use Laserdisc technology to host interac-
tive movies with great visual quality for the time, VideoResolution: 15/31k Gaelco PowerVR Based (1999-2002)
but with a very limited gameplay, because the im- Audio: VIA VT1618Cidec 192KHz/32bit 8 channel AC’97
Network: RJ-45 10/100Mbps ethernet Gaelco PC Based (2003–2005)
ages are videos previously recorded, and not graph-
Video I/O: JAMMA output; D-Sub 15-pin X 2/composite
ics generated in real time. terminal/terminal ICE
The system has a central M6502 processor. S-Video (able to connect simultaneously). Innovative Concepts in Entertainment (ICE) has
For the audio, the M6502 is intended, along with Sound I/O: JAMMA output/ left/right voice output terminal X 2 been a manufacturer of amusement and arcade
two AY-8910, and the Laserdisc reader was either Input: Operators are able to add buttons with JAMMA input games since 1982. Today, ICE carries one of the
the Sony LDP-1000 or the Sony LDP-1000A. USB: Two USB 2.0 ports largest product ranges in the coin operated industry.
Three titles created by Data East: Bega’s Bat- Power: JAMMA supply 12V 5A; or special power supply
tle/Genma Taisen, Cobra Command/Thunder Storm adaptor with AC100-240V 50/60Hz 1.7A VP101 (2002-2004)
and Road Blaster/Road Avenger . Operating System: Microsoft Windows XP Embedded
Flash Disk: 512MB/1GB/2GB International Games System
DECO 8-bit (1986-1988) Examu, formerly known as Yuki Enterprise, is a PolyGame Master (1997–2005)
DECO 16-bit (1987-1990) Japanese video game company created in 2007 who Main processor: Motorola 68000, running at 20 MHz
mostly produces fighting games for arcades and Sound processor: Zilog Z80, running at 8.468 MHz
DECO 32-bit (1991-1995) home consoles. Initially, they developed games for Sound chip: ICS2115; 32 channel PCM
DECO Simple 156 (1993–1996) their own arcade system board called eX-BOARD, Protection chip: ARM7 ASIC with internal code, running
CPU: ARM @ 28MHz to then release their games almost exclusively on at 20 MHz
Audio: YMZ280B @ 14MHz Taito’s NESiCAxLive arcade delivery system. Sup- Hardware features: 1 scrolling 8×8 tiles 4bpp scrolling
port for eX-BOARD ceased in December, 2013. tilemap, 32×32 tiles 5bpp scrolling tilemap with line-
DECO MLC System (1995–1996) scroll, arbitrary size 5bpp sprites, zoom and shrink ca-
Fuuki pabilities
There are avid collectors who seek out DECO cabi-
The IGS PolyGame Master is an arcade system re-
nets and cassettes, but that’s a tricky machine to col- FG-2 (1995–1996) leased by IGS in 1997. Designed to rival the SNK
lect for. As operators complained about failing tapes Main CPU: Motorola 68000 @ 16 MHz
Neo Geo MVS, it borrows many design elements
only months after the original purchase... 30 years Sound CPU: Zilog Z80 @ 6 MHz
Sound Chips: Yamaha YM2203 @ 4 MHz + Yamaha from the MVS, such as a cartridge system. Later
can be even more devastating to this analog media.
YM3812 @ 4 MHz + OKIM6295 @ 1.056 MHz on in the IGS PGM life cycle, some games were re-
Additionally, you need the security dongle to make
Fuuki FG-2 System is a 16-bit Arcade System manu- leased in both cartridge form and single PCB form,
the games function. Finding all of these separate
factured by Fuuki. similar to the MVS single PCB games.
components is no easy task when the cabinets have
IGS also allowed Cave to release games on
been dormant for decades. FG-3 (1998–2000) a custom single PCB version of the PGM, known as
Collecting for DECO requires a lot of com- Main CPU: Motorola 68EC020 @ 20 MHz the CAVE IGS PGM Hardware.
ponents just to get a single game running. Of course Sound CPU: Zilog Z80 @ 6 MHz “wiki.arcadeotaku.com”
video game collecting is a labor of love! For those Sound Chip: Yamaha YMF278B @ 33.8688 MHz +
without such tenacity, many of the DECO games can Yamaha YMF262 @ 14.260547 MHz (Integrated in the PolyGame Master 2 (2007–2011)
be enjoyed via emulation on MAME. OPL4) Main processor: IGS036 (differs per game, internal code)
“8-bitcentral.com” Fuuki FG-3 System is a 32-bit Arcade System manu- Graphic processor: IGS037
factured by Fuuki. Sound chip: Yamaha YMZ774-S
Eolith Protection chip: R5F21256SN (extra MCU for protection
and IC Card communication)
Eolith System (1998–2001) Gaelco Media: ROM (Custom program ROM module (KOV3
Eolith 16-bit (1999) Gaelco are one of the only companys outside of the only))
“big boys” who develop and use their own custom The IGS PolyGame Master 2 is the successor to the
Eolith Vegas (2002) hardware instead of using generic systems. They’re IGS PolyGame Master, released in 2007.
Eolith Ghost (2003–2005) all slightly different and seem to evolve from game IGS PGM and IGS PGM 2 games are not in-
to game, even if nothing much is known about them terchangeable. Only Oriental Legend 2 was released
individually. in Japan and instead of a motherboard/cartridge
Examu
combo, it is an all in 1 PCB without card reader
eX-BOARD (2008-2010) Gaelco GAE1 (1994) functionality.
CPU: Fanless Via C7 NanoBGA2 Gaelco GAE2 “wiki.arcadeotaku.com”
Chipset: Via CN700, VT8237R Plus
ARCADE SYSTEM BOARDS
44
PolyGame Master 3 (2012) Irem M-62 (1984-1986) Irem M-90 (1991)
Main processor: Dual Core Intel Atom Processor CPU: Z80 @ 4MHz CPU: V30 @ 8 MHz
Chipset: Intel D525 + ICH8M Sound CPU: M6803 @ 894.886 kHz Sound: Uses M72 sound hardware.
RAM: 2 GB Sound Chip: 2x AY-3-8910 @ 894.886 kHz, 2x MSM5205 Sound CPU: Z80 @ 3.579545 MHz
Resolution: 31KHz @ 384 kHz Sound Chip: YM2151 @ 3.579545 MHz
Media: SD Card (capacity max to 1 GB) The Irem M62 hardware, is a 8-bit arcade system Video: NANAO GA-25 (2 tilemaps and sprites)
board manufactured by Irem. There is 1 video chip, a NANAO GA-25, it produces
IGS PC Based (2004–)
2 tilemaps and sprites.
Irem M-63 (1984-1985)
Incredible Technologies CPU: Z80 @ 4 MHz Irem M-92 (1991-1994)
Sound CPU: i8039 @ 533.333 kHz CPU: V33 @ 9 MHz, V30 @ 7.159090 MHz
Incredible Technologies 8-bit Hardware (1988-1992)
Chip: 2 x AY-3-8910 @ 894.886 kHz Sound Chip: YM2151 @ 3.579545 MHz, GA20 @
CPU: M6809 @ 2MHz
The Irem M63 hardware, is a 8-bit arcade system 3.579545 MHz
Sound CPU: M6809 @ 2MHz
board manufactured by Irem. Other Chip: GA21, GA22
Sound FM Chip: YM2203 @ 4MHz or YM3812 @ 4MHz
(depending on game)
The M92 is made from a
Irem M-72 (1987-1990) top and bottom board, the
Sound ADPCM Chip: MSM6295 or DAC (depending on CPU: V30 @ 8 MHz
game) top (main) board is com-
Sound CPU: Z80 @ 3.579545 MHz
mon across the games, but
Incredible Technologies 32-bit Hardware (1992-2002) Sound Chip: YM2151 @ 3.579545 MHz
the bottom (game) board
CPU: MC68000 @ 12MHz or MC68EC020 @ 25MHz (de- Irem M-73 (1991) can vary game to game.
pending on game) The sound cpu and the sprite
Sound CPU: M6809 @ 2MHz Irem M-75 (1988)
CPU: Z80 @ 3.579645
chip are on the game board rather than the main
Sound Chip: Ensoniq ES5506 @ 16MHz
Sound CPU: Z80 @ 3.579645 board and can differ between games. Each game has
Incredible Technologies Eagle Hardware (1999-2005) Sound Chip: YM2151 @ 3.579645 an encrypted sound cpu. Hardware abilitys include 3
scrolling playfields, 512 by 512. Each playfield can
Incredible Technologies PC Based Hardware (2005-) Irem M-77 (1988) enable rowscroll, change shape (to 1024 by 512), be
CPU: Z80 @ 3.579645 enabled/disabled and change position in VRAM.
Interpark Sound CPU: Z80 @ 3.579645
NEXUS 3D (2006-2007) Sound Chip: YM2151 @ 3.579645 Irem M-97 (1992-1993)
CPU: V30 @ 8 MHz
CPU: 32bit RISC Microprocessor(ARM920T CPU core) Irem M-81 (1989-1990) Sound CPU: Z80 @ 3.579545 MHz
Main Memory: 128MBytes(Maximum 256MBytes) DDR- CPU: V30 @ 8 MHz Sound Chip: YM2151 @ 3.579545 MHz
SDRAM Sound CPU: Z80 @ 3.579545 MHz
Supports Multiple Screen Resolution: 320x240, 640x480, Irem M-107 (1993-1995)
Sound Chip: YM2151 @ 3.579545 MHz
800x600, 1024x768, etc. CPU: V33 @ 14 MHz, V30 @ 7.159090 MHz
Similar base hardware to M72, but all with slight dif-
Rendering Performance : 100 Millions Pixels Per Second Sound Chip: YM2151 @ 3.579545 MHz, GA20 @
Fill Rate, 1 Millions Triangles Per Second Rendering, ferences. It seems to be an more integrated version.
3.579545 MHz
1434 rectangles per sec(256x256 16bit objects) Irem M-82 (1989-1990) The board is close to M92 hardware, but with 4 play-
Supports MPEG4 SP and MJPEG format of AVI files CPU: V30 @ 8 MHz fields instead of 3 and twice as many colours and
Sound: Internal Audio Engine or External System Avail- Sound CPU: Z80 @ 3.579545 MHz
able, TDA1519(Philips) Stereo Power AMP(22 Watt)
sprites.
Sound Chip: YM2151 @ 3.579545 MHz The last game produced by Irem on arcades
Board Feature: JAMMA Standard
Similar base hardware to M72. the japanese revisions of Dream Soccer ‘94, runs on
Irem Irem M-84 (1989-1991) Irem M92 hardware.
CPU: V30 @ 8 MHz
Irem M-10/M-15 (1979-1980)
CPU: 6502 @ 2.5 MHz
Sound CPU: Z80 @ 3.579545 MHz Jaleco
Sound Chip: YM2151 @ 3.579545 MHz Mega System 1 (1988-1993)
Irem M-27 (1980-1981) Similar base hardware to M72. Main CPU:
CPU: 6502 Mega System 1-A/Z: Motorola 68000 @ 6 MHz
Irem M-85 (1990)
Sound Chip: AY-3-8910 Mega System 1-B/D: Motorola 68000 @ 8 Mhz
CPU: V30 @ 8 MHz
Sound CPU: Z80 @ 3.579545 MHz Mega System 1-C: Motorola 68000 @ 12 Mhz
Irem M-52 (1982-1983)
Sound CPU:
CPU: Z80 @ 3 MHz (or 4 MHz depending on game) Sound Chip: YM2151 @ 3.579545 MHz
Mega System 1-A/B/C: Motorola 68000 @ 7 MHz
Sound CPU: M6803 @ 894.886 kHz Similar base hardware to M72.
Mega System 1-Z: Zilog Z80 @ 3 MHz
Sound Chip: 2 x AY-3-8910 @ 894.886 kHz, 2 x MSM5205
@ 384 kHz
ARCADE SYSTEM BOARDS
45
Sound Chips: Konami Twin 16 (1987-1989) Konami GX400 (1985-1987)
Mega System 1-A/B/C: Yamaha YM2151 @ 3.5 MHz + Main CPU: 2 x 68000 @ 10MHz Main CPU: Motorola 68000 @ 9.216 MHz
2xOKIM6295 @ 4 MHz (Hayaoshi Quiz Ouza Ketteisen Sound CPU: Z80 Sound CPU: Zilog Z80
happens to have the OKIM6295 chips clocked at 2 MHz Sound chip: Yamaha 2151 + 3012, UPD7759C and a Sound Chip: 2x AY-3-8910 PSG or YM2151, VLM5030
instead) 007232 Konami Custom Chip and K007232
Mega System 1-D: OKIM6295 @ 2 MHz
Mega System 1-Z: Yamaha YM2203 @ 1.5 MHz Bubble System (1985) Mystic Warriors Based Hardware (1993)
board Main CPU: MC 68000 @ 10Mhz / G400 BIOS CPU: 68000
Sound CPU: Z80 Video Hardware: 054157 054156 055673 053246 055555
Jaleco Mega System 1 (Also known as Mega System
Sound chip: 2 x AY-3-8910 psg Mystic Warriors-based hardware is an arcade system
1 and as Jaleco Concept Board Mega System 1) is a Interface Harness: Scramble
16-bit Arcade System produced by Jaleco. board used by Konami on several of its 1993 fight-
The Bubble System introduced a unique new form ing games. Since Konami did not use the word sys-
Mega System 32 (1993–1997) of data storage for arcade-style video games. It used tem on most of its arcade hardware, its arcade games
Main CPU: NEC V70 @ 20 MHz bubble memory cartridges, a sort of non-mechanical are usually classified by the type of video and sound
Sound CPU: Zilog Z80 @ 4 MHz magnetic storage system. It was said to have a high- chips used (in this case, the hardware is named after
Sound Chip: Yamaha YMF271-F @ 16.9344 MHz er reliability than mechanical floppy disks or tape Konami’s ninja-themed run-and-gun game, Mystic
Jaleco Mega System 32 (Also known as Mega Sys- drives. Konami used a modified version of their new Warriors).
tem 32, Jaleco Motherboard Mega System 32 and G400 BIOS for this project. The main CPU was a
Jaleco Concept Board Mega System 32) is a 32-bit Motorola 68000 at 10 MHz. There was a separate Konami GX (1994–1997)
Arcade System manufactured by Jaleco. Zilog Z80 for sound control, which drove two AY- Main CPU: 68EC020 @ 24MHz
3-8910s, a custom Konami SCC (K005289), and a Sound CPU: 68000 @ 16MHz
Jaleco Tetris Plus 2 (1997-2000) Konami GX is a 32-bit Arcade System. There are ac-
Sanyo VLM5030 speech synthesizer. It had a Scram-
ble wiring harness. tually 2 revisions of GX motherboard, they are total-
Kaneko Bubble Software can be identified by its ly interchangable and the Version 2 motherboard is
Kaneko 16-bit (1991-1995) booting sequence; it displays “WARMING UP just smaller, has 1 fewer custom chips, was cheaper
NOW - PRESENTED BY KONAMI” on screen, ac- to produce, cooler and used less power.
Super Kaneko Nova System (1996–2002) Ver. 1 Motherboard:
CPU: SH2 @ 28.63 MHz companied with a countdown timer and a small mu-
Graphics chips : 54156, 56832, 55555, 53246, 055673, 54338
Sound Chip: YMZ280B @ 16.666 MHz sical tune (called the “Morning Music”). The reason Sound chip: 056800, 2 x 054539 (PCM, 8 Ch) and
Regions are not cross compatible and have their own this was implemented was because bubble memory TMS57002 (effects DSP)
BIOS. The region Regions by color coded cart: must be heated to around 30–40 °C (86–104 °F) for Ver. 2 Motherboard:
White = Japan it to work properly. Graphics chips: 58143, 56832, 55555, 58142, 55673,
Light Blue = Europe Unfortunately, the Bubble System became 58144. (58143 replaces 54156, 58142 replaces 53246,
Dark Blue = USA a commercial failure because it was considerably 58144 replaces 54338. All are completely compatible
Green = Asia more expensive than ROM chip-based boards and with their predecessors, just smaller)
Red = Korean extremely sensitive to electromagnetic fields; which Sound chip: 056800, 058141, TMS57002 (58141 is 2 x
could easily render the game unplayable. Most 54539s on one smaller chip)
Manufacturer Atari
Release 1972
Class Wide Release
Genre Ball and Paddle
Pong is one of the earliest arcade video Bushnell’s viewing of the Magnavox Odyssey’s Mode 2 Players simultaneous
games. It is a table tennis sports game featuring Tennis game. In May 1972, Bushnell had visited Gameplay Competitive
simple two-dimensional graphics. the Magnavox Profit Caravan in Burlingame, Panel Layout Multiple Player
Pong is a two-dimensional sports game California where he played the Magnavox Od- Controls
yssey demonstration, specifically the table ten- Rotary: Analog
that simulates table tennis. The player controls
nis game. Though he thought the game lacked Sound Amplified Mono
an in-game paddle by moving it vertically across
quality, seeing it prompted Bushnell to assign the (one channel)
the left or right side of the screen. They can com- Cabinet Styles Upright
pete against either a computer-controlled oppo- project to Alcorn.
nent or another player controlling a second pad- Alcorn first examined Bushnell’s sche-
dle on the opposing side. Players use the paddles matics for Computer Space, but found them to be
to hit a ball back and forth. The goal is for each illegible. He went on to create his own designs
player to reach eleven points before the oppo- based on his knowledge of transistor–transistor
nent; points are earned when one fails to return logic and Bushnell’s game. Feeling the basic
the ball to the other. game was too boring, Alcorn added features to
give the game more appeal. He divided the pad-
Pong was the first game developed by
dle into eight segments to change the ball’s angle
Atari. After producing Computer Space, Bush-
of return. For example, the center segments re-
nell decided to form a company to produce more
turn the ball a 90° angle in relation to the paddle,
games by licensing ideas to other companies.
while the outer segments return the ball at small-
The first contract was with Bally Manufacturing
er angles. He also made the ball accelerate the
Corporation for a driving game. Soon after the
longer it remained in play; missing the ball reset
founding, Bushnell hired Allan Alcorn because
the speed. Another feature was that the in-game
of his experience with electrical engineering and
paddles were unable to reach the top of screen.
computer science; Bushnell and Dabney also
This was caused by a simple circuit that had an
had previously worked with him at Ampex. Prior
inherent defect. Instead of dedicating time to fix-
to working at Atari, Alcorn had no experience
ing the defect, Alcorn decided it gave the game
with video games. To acclimate Alcorn to creat-
more difficulty and helped limit the time the
ing games, Bushnell gave him a project secretly
game could be played; he imagined two skilled
meant to be a warm-up exercise. Bushnell told
players being able to play forever otherwise.
Alcorn that he had a contract with General Elec-
Three months into development, Bush-
tric for a product, and asked Alcorn to create a
nell told Alcorn he wanted the game to feature
simple game with one moving spot, two paddles,
realistic sound effects and a roaring crowd. Dab-
and digits for score keeping. In 2011, Bushnell
ney wanted the game to “boo” and “hiss” when
stated that the game was inspired by previous
a player lost a round. Alcorn had limited space
versions of electronic tennis he had played be-
available for the necessary electronics and was
fore; Bushnell played a version on a PDP-1 com-
unaware of how to create such sounds with dig-
puter in 1964 while attending college. However,
ital circuits. After inspecting the sync generator,
Alcorn has claimed it was in direct response to
1972
86
he discovered that it could generate different began exhibiting technical issues and Gaddis power resulted in an increase in the number of
tones and used those for the game’s sound ef- contacted Alcorn to fix it. Upon inspecting the orders Atari received. This provided Atari with
fects. To construct the prototype, Alcorn pur- machine, Alcorn discovered that the problem a steady source of income; the company sold the
chased a $75 Hitachi black-and-white television was the coin mechanism was overflowing with machines at three times the cost of production.
set from a local store, placed it into a 4-foot (1.2 quarters. By 1973, the company had filled 2,500 orders,
m) wooden cabinet, and soldered the wires into After hearing about the game’s success, and, at the end of 1974, sold more than 8,000
boards to create the necessary circuitry. The pro- Bushnell decided there would be more profit for units. The arcade cabinets have since become
totype impressed Bushnell and Dabney so much Atari to manufacture the game rather than li- collector’s items with the cocktail-table version
that they felt it could be a profitable product and cense it, but the interest of Bally and Midway being the rarest. Soon after the game’s success-
decided to test its marketability. had already been piqued. Bushnell decided to in- ful testing at Andy Capp’s Tavern, other compa-
In August 1972, Bushnell and Alcorn in- form each of the two groups that the other was nies began visiting the bar to inspect it. Similar
stalled the Pong prototype at a local bar, Andy uninterested—Bushnell told the Bally execu- games appeared on the market three months
Capp’s Tavern. They selected the bar because tives that the Midway executives did not want it later, produced by companies like Ramtek and
of their good working relation with the bar’s and vice versa—to preserve the relationships for Nutting Associates. Atari could do little against
manager, Bill Gaddis; Atari supplied pinball ma- future dealings. Upon hearing Bushnell’s com- the competitors as they had not initially filed for
chines to Gaddis. Bushnell and Alcorn placed ment, the two groups declined his offer. Bushnell patents on the solid state technology used in the
the prototype on one of the tables near the other had difficulty finding financial backing for Pong; game. When the company did file for patents,
entertainment machines: a jukebox, pinball ma- banks viewed it as a variant of pinball, which at complications delayed the process. As a result,
chines, and Computer Space. The game was well the time the general public associated with the the market consisted primarily of “Pong clones”;
received the first night and its popularity contin- Mafia. Atari eventually obtained a line of credit author Steven Kent estimated that Atari had pro-
ued to grow over the next one and a half weeks. from Wells Fargo that it used to expand its fa- duced less than a third of the machines. Bushnell
Bushnell then went on a business trip to Chicago cilities to house an assembly line. The company referred to the competitors as “Jackals” because
to demonstrate Pong to executives at Bally and announced Pong on 29 November 1972. Man- he felt they had an unfair advantage. His solution
Midway Manufacturing; he intended to use Pong agement sought assembly workers at the local to competing against them was to produce more
to fulfill his contract with Bally, rather than the unemployment office, but was unable to keep up innovative games and concepts.
driving game. A few days later, the prototype with demand. The first arcade cabinets produced Several publications consider Pong the
were assembled very slowly, game that launched the video game industry as
about ten machines a day, many a lucrative enterprise. Video game author Dav-
of which failed quality testing. id Ellis sees the game as the cornerstone of the
Atari eventually streamlined the video game industry’s success, and called the ar-
process and began producing cade game “one of the most historically signifi-
the game in greater quantities. cant” titles. Kent attributes the “arcade phenom-
By 1973, they began shipping enon” to Pong and Atari’s games that followed it,
Pong to other countries with the and considers the release of the home version the
aid of foreign partners. successful beginning of home video game con-
The Pong arcade games soles. Bill Loguidice and Matt Barton of Gamas-
manufactured by Atari were a utra referred to the game’s release as the start of
great success. The prototype a new entertainment medium, and commented
was well received by Andy that its simple, intuitive gameplay made it a suc-
Capp’s Tavern patrons; people cess.
came to the bar solely to play Atari remade the game on numerous plat-
the game. Following its release, forms. In 1977, Pong and several variants of the
Pong consistently earned four game were featured in Video Olympics, one of
times more revenue than other the original release titles for the Atari 2600. Pong
coin-operated machines. Bush- has also been included in several Atari compila-
nell estimated that the game tions on platforms including the Sega Genesis,
earned $35–40 per day, which PlayStation Portable, and personal computer.
he described as nothing he’d Many of the companies that produced their own
ever seen before in the coin- versions of Pong eventually became well-known
operated entertainment industry within the industry. Nintendo entered the video
The Original Prototype, currently in the game market with clones of Home Pong.
Computer History Museum collection at the time. The game’s earning
1972
88
Lawsuit from Magnavox Computer Space Ball
The success of Pong attracted the attention of Manufacturer Nutting Associates
Release 1972
Ralph Baer, the inventor of the Magnavox Odys-
Class Wide Release
sey, and his employer, Sanders Associates. Sand-
Genre Ball and Paddle
ers had an agreement with Magnavox to handle Mode 2 Players simultaneous
the Odyssey’s sublicensing, which included Gameplay Joint
dealing with infringement on its exclusive rights. Panel Layout Multiple Player
However, Magnavox had not pursued legal ac- Monitor
tion against Atari and numerous other companies Orientation: Horizontal
that released Pong clones. Sanders continued to Type: TV Monitor
apply pressure, and in April 1974 Magnavox CRT: Black and White
filed suit against Atari, Allied Leisure, Bally Sound Amplified Mono
Midway and Chicago Dynamics. Magnavox ar- (one channel)
Cabinet Styles Upright
gued that Atari had infringed on Baer’s patents
and his concept of electronic ping-pong based on
detailed records Sanders kept of the Odyssey’s
design process dating back to 1966. Other docu-
ments included depositions from witnesses and
a signed guest book that demonstrated Bushnell
had played the Odyssey’s table tennis game prior
to releasing Pong. In response to claims that he
saw the Odyssey, Bushnell later stated that, “The
fact is that I absolutely did see the Odyssey game
and I didn’t think it was very clever.”
Manufacturer For-Play
Release 1972
Class Wide Release
Genre Space
Mode 2 Players simultaneous
Gamplay Competitive
Panel Layout Multiple Player
Hardware Discrete Logic
Monitor
Orientation: Horizontal
Type: TV Monitor
Pong Fun Games CRT: Black and White
Sound Amplified Mono
Manufacturer Fun Games Inc. (one channel)
Release 1972 Cabinet Styles Upright
Class Wide Release
Genre Ball and Paddle
Gameplay Either Star Trek by Burbank’s For-Play
Panel Layout Multiple Player Manufacturing, released (allegedly) in Sep-
Hardware Taito System H tember of 1972, a full two months before
Monitor Pong’s official release (though prototype
Orientation: Horizontal versions of Pong had been in the field for
Type: TV Monitor
some time prior. Star Trek was supposedly
CRT: Black and White
Sound Amplified Mono
a straight clone of Computer Space. The
(one channel) game featured an upright cabinet and a crude
Cabinet Styles Upright joystick control device. The flyer artwork
features inaccurate depictions of the USS
Enterprise. According to legend For-Play
had never bothered to get the rights to the
Pong Fun Games was pro- TV series Star Trek so when the producers
duced by Fun Games Inc. in 1972. found out about the game, production came
to a rapid halt. Unfortunately, little is known
The game is a sit down Pong about the game and even less about the com-
style coin op. videogame for 2 people. pany that made it. Even the release date is
Each has 2 knobs. It has 8 games vari- unconfirmed.
ations, a score keeper and a glass top.
Pong In-A-Barrel
Manufacturer Atari
Release 1973
Genre Ball and Paddle
Barrel Pong
Manufacturer Atari
Release 1972/1973
Hardware Atari Discrete Logic
Genre Ball and Paddle
Hardware Atari Discrete logic
Sound Monaural (Mono)
Cabinet Styles Upright
Crazy Foot
Manufacturer Bally Manufacturing Co.
Release 1973
Genre Ball and Paddle
Cabinet Styles Upright
a tv -fotball-topper!
• Total free paddle movement over both halves of
playfield
Crazy Foot was produced by
• Exciting goal features for boasting experts
Bally Manufacturing Co. in 1973. It
• Gradually accelerating ball speed
is a soccer-themed game.
• Realistic moments of scoring action
• Flashing ball reappearances after each goal
Manufacturer Taito
Release 1973
Class Wide Release
Genre Sports
Mode 2 Players simultaneous
Gameplay Competitive
Panel Layout Multiple Player
Hardware Discrete Logic
Controls
Rotary Analog [Left Hand]
Rotary Analog [Right Hand]
Monitor
excerpt from the flyer:
Orientation: Horizontal
Type: TV Monitor How to Play
CRT: Black and White
Sound Amplified Mono • Select singles-game or doubles-game.
(one channel) • A game begins by pushing the starting button
Cabinet Styles Upright (green) for singles-game and the starting button
(blue) for double-game.
• Manipulate your knob to move the paddle up and
Davis Cup is an early team down and hit the ball by the paddle.
sport video game, a tennis doubles • Direction of the returning ball is determined by the
game with similar ball-and-paddle point of the paddle where contact is made. When the
gameplay to Pong but played in ball touches the side-line, the ball will rebound.
doubles, allowing up to four play- • A game is won by either one of the players when he
ers to compete. scores 11 points or 15 points against his opponent.
(Score is adjustable.)
• Push the replay button (red) to start the second
game.
Features:
1. All solid state electronic components for long life
and rugged use.
2. Adjustable game points (11 points or 15 points.)
3. In double-game, the ball passing thru the back of
the forward is deflected.
4. Large 20-inch TV screen.
Specifications:
Height: 1524 m/m
Width: 719 m/m
Depth: 730 m/m
Weight: 60 kg
Power: AC100V 105W 50/60 Hz
Cabinet: Laminated Melamin Board
Coin Acceptor: Accepts 2 different coin sizes
1973
96
Doctor Pong
Manufacturer Atari
Release 1973/1974
Genre Ball and Paddle
Mode 2 Players simultaneous
Hardware Atari Discrete Logic
Sound Amplified Mono
(one channel)
Cabinet Styles Upright
Features:
1. All solid state electronic compo-
nents for long life and rugged us-
age.
2. Adjustable game points (11
points or 15 points)
3. Built-in acoustic system captures
the realistic sound of the paddle hit-
ting the ball.
4. Large 20-inch TV screen.
1973
Hockey TV Hockey 99
Olympic Tennis
Manufacturer See-Fun
Release 1973
Class Wide Release
“Exciting new electronic match-
Genre Sports
point tennis game.” Mode 4 Players simultaneous
Gameplay Competitive
excerpt from the flyer: Panel Layout Multiple Player
Hardware Discrete Logic
Full 22” TV screen brings a Controls
new dimension to a competitive Rotary: Analog
game of skill. Monitor
Size: Height 60” Orientation: Horizontal
• 11 or 15 points scoring Type: TV Monitor
• 2 Players - one quarter Width 33 3/8”
Depth 27 3/4” CRT: Black and White
• 4 Players - Two quarters Sound Amplified Mono
Crated Weight: 250 lbs.
Push button game start. (one channel)
Voltage: 110-220V 2 amps Cabinet Styles Upright
Ease of servicing - Modular Formica Cabinet-Levelers
plug-in components.
Glare free viewing.
Volume control with preventa-
tive stops.
1973
103
Paddle Battle
Manufacturer Allied Leisure Industries
Release 1973
Class Wide Release
Genre Ball and Paddle
Mode 2 Players simultaneous
Gameplay Competitive
Panel Layout Multiple Player
“Allied’s Biggest Secret IS OUT!!! Hardware Discrete Logic
There’s no competition... Controls
Rotary: Analog
Just MONEY MONEY MONEY”
Monitor
Orientation: Horizontal
Paddle Battle is a common ball Type: TV Monitor
and paddle game from Allied Leisure. CRT: Black and White
Sound Amplified Mono
(one channel)
Cabinet Styles Upright
Paddle-Ball
Manufacturer Williams Electronics, Inc.
Release 1973
Class Wide Release
Genre Ball and Paddle
excerpt from the flyer:
Mode 2 Players simultaneous “Most Exciting Two Player
Game In A Decade!” • Can Be Operated Anywhere
Gameplay Competitive
Panel Layout Multiple Player
• Compact But Great
Hardware Discrete Logic • Solid State TV and Components
Controls Paddle-Ball is a com- • Realistic Game Sound
Rotary: Analog mon ball and paddle game • Phenomenal Earnings-Lasting Appeal
Monitor from Williams. The machine Formica Cabinet.
Orientation: Horizontal feature a tilt mechanism, they
Type: TV Monitor
Williams Front Door Assembly & Cash
borrowed from a Williams box.
CRT: Black and White
pinball game. Tilt Switch-Cabinet Levellers-Coin
Sound Amplified Mono
(one channel) Counter.
Cabinet Styles Upright Volume Control with Preventive Stops.
Easy Service Disconnects to TV, PC
Board, Power Supply & Front Door.
Quarter Per Game - Two Can Play.
Manufacturer Sega
Release 1973
Class Wide Release
Genre Ball and Paddle
Mode 2 Players simultaneous
Gameplay Joint
Panel Layout Multiple Player
Hardware Discrete Logic
Monitor
Orientation: Horizontal
Type: TV Monitor
CRT: Black and White
Sound Amplified Mono
(one channel)
Cabinet Styles Upright
Pong-Tron is a 1973
discrete logic arcade game
produced by Sega. It is a
Pong-clone built specifically
for Japanese audiences.
Manufacturer For-Play
Release 1973
Class Wide Release Soccer
Genre Ball and Paddle
Mode 2 Players simultaneous Manufacturer Ramtek
Gameplay Competitive Release 1973
Panel Layout Multiple Player Class Wide Release
Hardware Discrete Logic Genre Ball and Paddle
Controls Soccer/Futbol
Rotary: Analog Mode 4 Players simultaneous
Monitor Gameplay Competitive
Orientation: Horizontal Panel Layout Multiple Player
Type: Raster: Standard Resolution Hardware Discrete Logic
CRT: Black and White Controls
Sound Amplified Mono Rotary: Analog
(one channel) Monitor
Cabinet Styles Upright Orientation: Horizontal
Type: TV Monitor
CRT: Black and White
Sound Amplified Mono
(one channel)
Cabinet Styles Upright
Upright/Standard
Rally is a competitive, fast-action ball
and paddle game.
“Introducing $OCCER
another money machine from the makers of
VOLLEY & HOCKEY”
Super Soccer
Manufacturer Allied Leisure Industries
Release 1973
Class Wide Release
“We’ve teamed up Genre Soccer/Futbol
And You’ll own a champ” Mode 2 Players simultaneous
Gameplay Competitive
Panel Layout Multiple Player
Super Soccer is a black and white Hardware Discrete Logic
soccer game where each player controls Controls
three paddles to bounce the ball back and Rotary: Analog
forth. Monitor
Orientation: Horizontal
Type: Raster: Standard Resolution
CRT: Black and White
Sound Amplified Mono
(one channel)
Cabinet Styles Upright
T.V. Tennis
Manufacturer Nutting Associates The gameplay is like the excerpt from the flyer:
Release 1973 original ball and paddle game.
Class Wide Release “Styled & Built for Durability”
Which ever side won the last
Genre Ball and Paddle • 1 Coin - 2 Players
point serves. The first person or
Mode 4 Players simultaneous • 2 Coins - 4 Players
doubles team to 15 points wins.
Gameplay Either • All Solid Formica Cabinet
Panel Layout Multiple Player
• Isolated Locket Cash Box
Hardware Discrete Logic
The lower sides and front • Positive Stops on Control Knobs
Controls
Rotary: Analog of the cabinet are a dark wood to Provide Long Life for Poten-
Monitor grain laminate. The upper sides tionmeters.
Orientation: Horizontal and front are an off-white wood • Large Screen 100% Solid State
Type: TV Monitor grain laminate. The control panel TV and Tilt-Back Cabinet Design
CRT: Black and White is an off-white rough textured Permit Easy Play and Spectator
Sound Amplified Mono laminate. A dark tinted plexiglass Visibility.
(one channel) • Court Lines on Top and Bottom.
sheet with painted-on graphics
Cabinet Styles Upright •Start Button to Eliminate Instant
and instructions covers the moni-
tor. Service.
•Easy Serviceability and Access
“arcade-museum.com” to All Parts.
1973
111
Table Tennis
Manufacturer Nutting Associates
Release 1973
Class Wide Release
Genre Ball and Paddle
Mode 4 Players simultaneous
Gameplay Competitive
Panel Layout Multiple Player
Hardware Discrete Logic
Controls
Rotary: Analog
Monitor
Orientation: Horizontal
Type: TV Monitor
CRT: Black and White
Sound Amplified Mono
(one channel)
Cabinet Styles Cocktail
TV Hockey
Manufacturer Chicago Coin Machine Co.
Release 1973
Cabinet Styles Upright
TV Ping Pong
Manufacturer Chicago Coin
Release 1973
Class Wide Release
Genre Ball and Paddle
Mode 4 Players simultaneous
Gameplay Competitive
Panel Layout Multiple Player
Hardware Discrete Logic TV Ping Pong is one of many variations on the
Controls “ping pong” gameplay. Two players compete in volleying
Rotary: Analog a ball across the screen by moving paddles up and down
Monitor along the sides of the screen. The first player to 11 (or 15)
Orientation: Horizontal wins.
Type: TV Monitor
CRT: Black and White TV Ping Pong is a very simple cabi-
Sound Amplified Mono net where the monitor glass and marquee are
(one channel) cream colored with red and yellow lettering.
Cabinet Styles Upright The control panel is a metal plate with the
directions silk-screened onto it. The sides of
the cabinet are fake-wood vinyl veneer and
the front of the cabinet is painted yellow and
orange.
There are no processor or graphics ICs on the
board. The power supply is a simple transformer and the
rotary controls are 5K Ohm potentiometers. The moni-
tor is just a B&W television that recieves its video signal
through its VHF and UHF antenna inputs.
“arcade-museum.com”
1973
115
Volly
Manufacturer Ramtek
Release 1973
TV Ping Pong Class Wide Release
Genre Ball and Paddle
Manufacturer Amutronics
Mode 2 Players simultaneous
Release 1973
Gameplay Joint
Class Wide Release
Panel Layout Multiple Player
Genre Ball and Paddle
Hardware Discrete Logic
Monitor
Controls
Orientation: Horizontal
Rotary: Analog
Cabinet Styles Upright
Monitor
Orientation: Horizontal
Type: TV Monitor
CRT: Black and White
Sound Amplified Mono
(one channel)
Cabinet Styles Upright
Wimbeldon
Wimbledon is a four-player tennis game that used
Manufacturer Nutting Associates distinctive slider controls in place of the standard rotary
Release 1973 controls or joysticks. What made the games interesting,
Genre Sports
however, was not the controls but the graphics. They were
Hardware Discrete Logic
Cabinet Styles Upright
among the earliest games to use computer-generated color
rather than the cellophane overlays found in other games.
Wimbledon was designed by Miel Domis. Domis was
tasked with designing a color version of Pong. Wimble-
don debuted at the 1973 MOA show in November and its
excerpt from the flyer: release was announced in the December issues of Vend-
ing Times and Cash Box. Though the game was billed as
• Living-color TV the first arcade video game to use real color, Atari’s Color
• Giant color screen instantly at- Gotcha probably preceded it by about a month. Wimble-
tracts more players don, however, was in all likelihood the second true-color
• Green lawn court video game and it is possible that it beat Color Gotcha to
• White border lines market.
• Each paddle has its own color “allincolorforaquarter.blogspot.no”
FEATURES
• 25c or 50c play -
• Adjustable - From 2 players at
25c to 4 players at 25c
• Game can be set - Either 11 or
15 points
• Reliable color TV - Solid-state,
with stable color circuitry - One
full year warranty.
1973
118
Winner
Manufacturer Midway Manufacturing Co.
Release 1973
Class Wide Release
Genre Ball and Paddle Winner is a Pong clone that was
Mode 2 Players simultaneous the first arcade game manufactured by
Gameplay Competitive Midway. One credit pits players against
Panel Layout Multiple Player another opponent in a Ping Pong type bat-
Hardware Discrete Logic tle.
Controls
Rotary: Analog
Monitor
Orientation: Horizontal
Type: TV Monitor
CRT: Black and White
Sound Special Sound System
Sound From Television
Cabinet Styles Upright
Winner II
Manufacturer: Midway Manufacturing Co.
Release 1973
Class: Wide Release
Genre: Ball and Paddle
Hardware Discrete Logic
Cabinet Styles Upright
Winner IV
Manufacturer Midway Manufacturing Co.
Release 1973
Winner II is a Table Tennis Class Wide Release
game. Players hit a ball back and Genre Ball and Paddle
forth across the screen using their Mode 4 Players simultaneous
paddles. Failing to return the ball Gameplay Either
awards a point to the other player. Panel Layout Multiple Player
Hardware Discrete Logic
Controls
Rotary: Analog
Rotary: Analog
Monitor
Orientation: Horizontal
Type: TV Monitor
CRT: Black and White
Sound Amplified Mono
(one channel)
Cabinet Styles Upright
Up to four peo-
ple can play. Two players
on one side bat a ball to
the other side where it is
fielded by the other two
players. Players can even
play one-on-one if they
are ambidextrous.
1974 Attack UFO
120
Astro Hockey Manufacturer Taito
Manufacturer Brunswick Release 1974
Release 1973/1974 Mode 2 Players simultaneous
Class Wide Release Gameplay Either
Genre Sports Hardware Discrete Logic
Hardware Discrete logic Panel Layout Multiple Player
Cabinet Styles Upright Monitor
Orientation: Horizontal
Type: TV Monitor
Astro Hockey was produced CRT: Black and White
by Brunswick in October Sound Amplified Mono
1974. The game is an early (one channel)
hockey videogame with four Cabinet Styles Upright
game variations.
TESTING PROCEDURES
Any game that leaves VOLLY’S premises
has been fully tested - circuitry has been sub-
excerpt from the flyer: jected to stand-alone burn-in testing, and fin-
“The new sophisticated game of elimination ished games to both a high voltage (dielectric
for 2 or 4 players.” strength) test and a 48 hour burn-in. You can
Countdown, like all VOLLY games, is built in be sure of this - when a game leaves our fac-
Canada, with the kind of quality you expect tory, it’s safe and it works.
from a reputable Canadian manufacturer. And Each player starts with 5 points, and loses
of course, being right here in Canada makes it a point every time he allows a goal. When
Countdown is a competitive game of elimina- easier for us to supply you with parts - we al- he’s down to zero, he’s out of the game. But
tion where players try to send the ball to any of the ways keep a full supply handy, and are geared the game goes on with the remaining play-
opponents goals. to rush them to distributors - usually the same ers... until there’s only one player left - the
The game is for 2 or 4 Players, it has a black & day requested. winner! COUNTDOWN can be played by 4
white display and uses 4 Paddles Knobs (on the con- MODULAR DESIGN players (50¢) or 2 (25¢). Its sophisticated styl-
trol panels). Each player starts with 5 points, and loses Each major component is a self-contained ing makes it a welcome attraction anywhere.
a point every time he allows a goal. When he’s down module which can be removed and replaced COUNTDOWN is built in Canada and fully
to zero, he’s out of the game. But the game goes on in minutes. Repairs are simple, quick and in- backed by...
with the remaining players, until there’s only the win- expensive, down-town is minimal, and very The Canadian name in amusement games
ner left. little technical expertise is required. VOLLY INDUSTRIES LTD.
1974
125
Coup Franc
Manufacturer Volley
Release 1974
Class Wide Release
Genre Sports
Hardware Atari Discrete logic
Sound Amplified Mono
(one channel
Cabinet Styles Cocktail
Coupe du Monde
Crazyfoot is a black and
white soccer themed pong-like
game where players use joysticks to
hit the ball back and forth and try to
knock into the opposing goal.
World Cup
Coup du Monde is the Atari France release of World Cup Cocktail. Re-
lease date is the same as Atari’s April 30, 1974.
The discrete logistics claims this game is identical to Coup Franc.
The game is also known as Soccer Cocktail, Pelé Soccer Cocktail, World
Cup Football Cocktail. Cocktail version of World Cup. The game may have been
cloned later as Goal IV.
“mamedev.emulab.it”
1974
127
Elimination/ Quadrapong
Manufacturer Atari
Release 1974
Class Wide Release
Genre Ball and Paddle
Mode 4 Players simultaneous
Gameplay Competitive
Panel Layout Multiple Player
Controls
Rotary: Analog
Hardware Discrete Logic
Monitor
Orientation: Either
Type: TV Monitor
CRT: Black and White
Sound Unamplified Mono
(requires one-channel amp)
Cabinet Styles Cocktail
“mobygames.com”
them to distributors for only $995, losing $100 Manufacturer Kee Games
per sale. Atari soon corrected the problem, but Release 1974
ended the fiscal year with a large loss due in part Class Wide Release
to the financial failure of the game. Mode 1 Player
Genre Racing
Gran Trak 10 is a single-player racing Sound Amplified Mono
video game in which the player drives a race (one-channel)
car along a race track, shown from above. The Cabinet Styles Upright
player controls the car with a steering wheel, ac-
celerator and brake pedals, and gear stick, as in
a real car. The gear shifting requires the player
to shift between reverse, first, second, and third
gears as needed, but the pedals are digital con-
trols rather than analog, so the player cannot
control his speed by applying differing levels of
pressure. The steering wheel turns the car only
while it is being turned, rather than having a neu-
tral “straight” position. Braking does not stop
the car instantly and turning while braking will
cause the car to skid. The course is defined on the
screen by walls of white dots representing py-
lons, which if hit stop the car and spin it. There
is only a single track layout. The track contains
one black path representing an oil slick, which
prevents the player’s car from turning. At the top er has passed, and counts up by 2s.
of the screen are two numbers; the number on the The time per game, despite the counter
right is the remaining time in the game, starting always starting at 78, is by default 105 seconds
at 78 and counting down by 2s, while the number and is adjustable by the game operator; changing
on the left is the number of checkpoints the play- the time adjusts both the speed of the counter and
how long a player spends crashed after hitting a
pylon. A switch on the internal circuit board can
turn off crashes entirely, while another allows Trak 10 game itself, after its problems were re-
for two games to be played for a quarter rath- solved, was considered a success, and Atari re-
er than one. A placard on the front of the game leased multiple versions of it: a clone version ti-
gives suggested ratings for the score in a given tled Formula K was released through Kee Games
game,from “License Revoked” for 10 or fewer for different distributors around July 1974, and
points to “Real Pro” for greater than 40; the op- Atari produced a small cabinet version in late
erator’s manual suggests chang ing or removing in the year titled Trak 10. According to Ralph
this card if the time per game is adjusted. H. Baer, Formula K sold 6,000 units. Atari pro-
Atari reported a loss of $500,000 for the duced numerous other racing arcade games in
1974 fiscal year, roughly as much as the previous the same style as Gran Trak, including Le Mans
year’s profits, with Gran Trak as one of the major (1976), Sprint 2 (1976), Super Sprint (1986), and
causes. This led Atari into deep financial prob- Badlands (1989). Gran Trak 10 was the first ar-
lems, leaving part of Gran Trak’s legacy being cade car racing video game and the first game to
“the game that nearly put Atari out of business”. use a steering wheel, and is known as the “grand-
In September 1974, Atari announced plans to father of car-based racing games”, though a sim-
merge with its subsidiary Kee Games; Kee’s fi- ple racing game, Wipeout, had been released in
nal game Tank, released in November 1974, was 1972 for the Magnavox Odyssey home video
a commercial success, however, and is credited game console and a spaceship drag racing arcade
with buoying the finances of the newly merged game, Space Race, had been released by Atari in
Atari at a critical time for the company. The Gran 1973.
1974 Gran Trak 20
132
Manufacturer Atari
Release 1974
Class Wide Release
Genre Racing
Mode 2 Players simultaneous Twin Racer
Gameplay Competitive
Panel Layout Multiple Player Manufacturer Kee Games
Controls Release 1974
Steering: Wheel Class Wide Release
Shifter: 4-position (1/2/3/R) Genre Racing
Pedals: 2 [Accelerate|Brake] Gameplay Competitive
Monitor Panel Layout Multiple Player
Orientation: Horizontal Monitor
Type: TV Monitor Orientation: Horizontal
CRT: Black and White Type: Raster: Standard Resolution
Sound Amplified Mono CRT: Black and White
(one channel) Conversion Class: Atari BW Raster
Cabinet Styles Upright Sound Amplified Mono
(two channel)
Cabinet Styles Upright
Gran Trak 20 is a two-player variant of Gran Trak 10.
Two players race against each other and the clock in an attempt
to complete as many laps as possible. There are also oil slicks
Released in July 1974, Twin Racer was a 1-2 player
on certain parts of the track that will prevent the car from steer-
Kee Games clone of “Gran Trak 20”. This game added the
ing. While mostly analog with discrete circuitry, diode-based
new feature of the Ram Effect, which allowed players to
ROMs are used to store graphics.
“mobygames.com” knock their opponent off the track. Free play was awarded
at 20 points instead of Gran Trak’s 40. Another Kee Games
innovation with this game was the Automatic Drive Button,
which was advertised as ‘for ladies and kids – must for ar-
cades’.
“arcade-history.com”
One On One
Manufacturer PMC
Release 1974
Class Wide Release One on One is a black and white player versus player
Genre Sports (or computer) basketball game.
Mode 2 Players simultaneous
Gameplay Competitive excerpt from the flyer:
Panel Layout Multiple Player • Fast Break Action
Controls
• 10 Second Possession, Player Must Shoot
Joystick: Analog
Hardware Discrete Logic
• Ball Control Action
Monitor • Players move at the same speed in all dire-
Orientation: Horizontal ctions (Reaction and Coordination Appeal)
Type: Raster: Standard Resolution • Opponents Take Immediate Possession if
CRT: Black and White Steal is Made in Black Court
Sound Amplified Mono • Positive Stick Shift Control
(one channel) • Adjustable Timer (1 1/2 min to 8 min.)
Cabinet Styles Upright
1974
134
Pro Hockey
Manufacturer Computer Games Inc.
Release 1974
Class Wide Release
Genre Ball and Paddle
Mode 2 Players
Pro Hockey is a 2 player ponghockey Gameplay Single
clone. Logic board can be automatically set for Panel Layout Multiple Player
either a score of 6 or 9. The machine has tinted Monitor
plexiglass over the monitor. Orientation: Horizontal
Type: Raster: Standard Resolution
CRT: Black and White
Sound Amplified Mono
(one channel)
Cabinet Styles Upright
1974
136
Scoring is a 2 to 4 pla-
yer hockey game from Volley.
Smatch
Manufacturer Rene Pierre
Release 1974 excerpt from the flyer:
Class Wide Release
Genre Ball and Paddle
This tennis game played on a screen-court, is a RENOVA-
Mode 4 Players simultaneous TION OUTDATING all its predecessors.
Gameplay Competitive In fact, the luminous rackets are moving over their fields
Panel Layout Multiple Player in ALL DIRECTIONS, free of any restriction.
Hardware Discrete Logic
The sets are played like a real match with ALL IMAGI-
Monitor
Orientation: Horizontal
NABLE PHASES of an inspired game, such as approach-
Type: TV Monitor ing or coming up to the net, a smash, a volley and so on.
CRT: Black and White Every time a stroke marks a point, it is AUTOMATICAL-
Sound Special Sound System LY posted and the ball is returned to the end of the court
Cabinet Styles Upright waiting to be driven off by the server.
The game is over when one of the two players has won a
Smatch is a French Pong clone. total of 11 points.
CHARACTERISTICS
Sumptuously built piece of furniture, of veneered strati-
fied boards in two shades.
Presenting a modern and stylish shape and warranting
smallest possible volume together with very firm stable-
ness.
1974
142 Speed Race
Manufacturer Taito Speed Race is a racing game released
Release 1974 by Taito in 1974. It was one of the first driving
Class Wide Release video games, and was groundbreaking for in-
Genre Racing novations such as vertical scrolling, sprites with
Mode 1 Player collision detection, and driving wheel controls.
Gameplay Single Designed by Tomohiro Nishikado (lat-
Panel Layout Single Player er known for Gun Fight and Space Invaders),
Monitor Speed Race was an early driving/racing arcade
Orientation: Vertical
video game. The game was also released under
Type: Raster:
Standard Resolution the re-branded titles “Racer” and “Wheels” by
CRT: Black and White Midway in 1975.
Sound Amplified Mono Speed Race’s innovations included
(one channel) sprite graphics (in contrast to the lines and dots
Cabinet Styles Upright of earlier games like Pong); use of read-only
cocktail/Mini memory; collision detection, where cars could
collide with each other; and scrolling, where the
cars moved along a vertical scrolling overhead
track, with the course width becoming wider or
narrower as the player’s race car moves up the
road. The player races against other rival cars,
more of which appear as the score increases.
The faster the player’s car drives, the more the
score increases.
In contrast to the volume-control di-
als used for Pong machines at the time, Speed
Race featured a realistic racing wheel control-
ler, which included an accelerator, gear shift,
speedometer, and tachometer. It could be played
in either single-player or alternating two-player,
where each player attempts to beat the other’s
score. The game also featured an early example
of difficulty levels, giving players an option be-
tween “Beginner’s race” and “Advanced play-
er’s race”.
Speed Race was the second Japanese
video game (after Taito’s Basketball) licensed
for release in North America, where Midway re-
leased it under the titles “Racer” and “Wheels”.
Under the re-branded title “Wheels”, the game
sold more than 7,000 cabinets in the United
States, making it a major hit for Taito and Mid-
way in North America, opening the way for
Japanese video games in the North American
market. In 1976, it was the second highest-
grossing arcade game in the region. The game’s
success led to a lucrative relationship between
Taito and Midway, which would later bring over
other Taito hits to the US, including Gun Fight
in 1975 and especially the blockbuster hit Space
Invaders in 1978.
“giantbomb.com”
1974
143
Racer
Manufacturer Midway Manufacturing Co.
Release 1975 • Speed shift control
Class Wide Release
• Adjustable timer feature
Genre Racing
• Tachometer
Mode 2 Players
Gameplay Alternating • Accelerator pedal
Panel Layout Single Player • Engine sound effects
Controls • 25¢ play
Steering: Wheel • Extended play
Shifter: 2-position (low, high) • Cabinet dimensions
Pedals: 1 • Cabinet dimensions
Monitor 24” x 32” x 52”
Orientation: Vertical 61cm x 79cm x 132cm
Type: Raster: Standard Resolution • 23” Motorola Solid State
CRT: Black and White
T.V. Monitor
Sound Amplified Mono
• Seat Optional
(one channel)
Cabinet Styles Upright
Wheels
Manufacturer Midway Manufacturing Co.
Release 1975
Class Wide Release
Genre Racing • Speed shift control
Mode 1 Player • Adjustable timer feature
Gameplay Single • Tachometer
Panel Layout Single Player • Accelerator pedal
Steering: Wheel
• Engine sound effects
Shifter: 2-position (low, high)
• 25¢ play
Pedals: 1
Monitor • Extended play
Orientation: Vertical • Cabinet dimensions
Type: Raster: Standard Resolution 28” x 38” x 65 3/4”
CRT: Black and White • 23” Motorola Solid State
Sound Amplified Mono T.V. Monitor
(one channel)
Cabinet Styles Upright
1974
144 Spike It!
Manufacturer Computer Games Inc.
Release 1974
Mode 2 Players
Genre Ball and Paddle
Cabinet Styles Upright
Superpong
Manufacturer Atari
Release 1974
Class Wide Release
Mode 2 Players
Genre Ball and Paddle
Hardware Atari Discrete logic
Sound Amplified Mono
(one channel)
Cabinet Styles Upright
Table Hockey
Manufacturer Sega
Release 1974
Mode 2 Players simultaneous
Gameplay Competitive
Monitor
Orientation: Vertical
Type: TV Monitor
CRT: Black and White
Sound Amplified Mono
(one channel)
Cabinet Styles cocktail
decoration bezel
1974
excerpt from the flyer: 151
“A NEW DIMENSION IN
GAMES OF ELIMINATION”
Alley Rally
Manufacturer Exidy
Release 1975
Class Wide Release OBJECT OF THE GAME:
Genre Racing
The object of the game is quite simple.
Mode 2 Players simultaneous
Gameplay Competitive
Drive around the track as long and as fast as you
Panel Layout Multiple Player can without crashing into a drone car. You can drive
Controls either direction to make points, and you get a point
Steering: Wheel each time you drive 1/4 of the way aroung the track
Monitor NORMAL OPERATION:
Orientation: Vertical
Type: Raster: Standard Resolution
You drive one of two cars. If you play a one
CRT: Black and White player game, you drive the bright car which appears
with a Color Overlay on the left side of the track, and you drive from the
Sound Amplified Mono left side steering wheel. A two-player game adds a
(one channel) darker colored car which appears on the right side
Cabinet Styles Upright of the track, and is driven from the right side steer-
ing wheel.
The game is started only after the start but-
ton is depressed and the cars may move only after
the foot pedal is depressed and the shift lever is in
the LOW GEAR position.
Bullet Mark
Manufacturer Sega
Release 1975
Class Wide Release
Genre Light-gun
Mode 2 Players simultaneous
Gameplay Joint
Panel Layout Multiple Player
Sound Amplified Mono
(one channel)
Cabinet Styles Upright
Manufacturer Exidy
Release 1975
Class Wide Release
Genre Racing
Mode 2 Players simultaneous
Gameplay Competitive
Panel Layout Multiple Player
Controls
Steering: Wheel
Shifter: 2-position (forward, reverse)
Throttle Lever
Monitor
Orientation: Horizontal
Type: Raster: Standard Resolution
CRT: Black and White
Sound Amplified Mono
(two channel)
Cabinet Styles Upright
Goal/4 is a foosball
game. The gameplay depends
Allied’s Futsball is a on how many players there are.
two-player head to head ball- In a single-player game, the
and-paddle game where each player tries to kick the ball into
player uses a 2-way joystick to the goal, which moves back and
shift column of paddles left and forth. In multiplayer mode, each
right to bounce and pass the ball side has one goalie and two for-
to score points against the other wards. The forwards each move
player. back and forth and can kick the
The game is a video ver- ball offensively or defensively,
sion of foosball and came in an and the goalie defends the goal
innovative stand-around cabi- from the ball. If there are four
net. players, each side has one play-
er controlling the goalie and one
player controlling the two for-
wards.
“mobygames.com”
164 Gun Fight
Gun Fight, known as Western Gun in Japan and like characters, using Fujitsu’s MB14241 video
Manufacturer Midway Manufacturing Co. Europe, is a 1975 arcade shooter designed by To- shifter chip, which was also later used by Sea
Release 1975 mohiro Nishikado, and released by Taito in Japan Wolf and Space Invaders. Tiles are also used to
Class Wide Release and Europe and by Midway in North America. display text.
Genre Shooter It was the first video game to depict human-to- Taito licensed its game Western Gun to
Mode 2 Players simultaneous human combat, while the Midway version was Midway for release in North America, one of the
Gameplay Competitive also the first video game to use a microprocessor.
Panel Layout Multiple Player
first such licenses, after the 1974 scrolling racing
Hardware Midway 8080 Western Gun is a fixed screen shooter game Speed Race, also designed by Tomohiro
Monitor where two players could compete in an old west Nishikado, and the 1974 sports game Basketball.
Orientation: Horizontal gun fight. When shot, the characters in the game The title Western Gun, while making perfect
Type: Raster: Standard Resolution fell to the ground and the words “GOT ME!” sense for Japanese audiences in that it conveys
CRT: Black and White appeared above the body. The game had two the setting and theme as simply as possible, was
with a Color Overlay distinct joystick controls per player, with one considered to have sounded odd to American au-
Uses a yellow overlay eight-way joystick for moving the computerized diences, so it was renamed Gun Fight instead for
Sound Amplified Stereo (two channel) cowboy around on the screen and the other for its American localization.
Each Player has its own sound changing the shooting direction. Unlike other Tomohiro Nishikado’s original Western
channel, Player 1 left,
dual joystick games, Western Gun has the main Gun design was based on discrete logic, like
Player 2 right
Cabinet Styles Upright
joystick on the right instead of the left. most video arcade games of the time. When
Cocktail Other features of the game included Dave Nutting adapted it for Midway, he de-
obstacles between the characters which block cided to base it on the Intel 8080, which made
shots, such as a cactus, and (in later levels) stage- Gun Fight the first video game to use a micro-
coaches. The guns have limited ammunition, processor, since his company Dave Nutting As-
with each player given six bullets; a round ends sociates had already licensed the technology
if both players run out of ammo. Gunshots can for the first arcade pinball machine to include a
also ricochet off the top or bottom edges of the microprocessor, The Spirit of ‘76. Nishikado be-
playfield, allowing for indirect hits to be used as lieved that his original version was more fun, but
a possible strategy. was impressed with the improved graphics and
Taito gave Western Gun artwork of cow- smoother animation of Midway’s version. This
boys in the Wild West on the video game arcade led him to design microprocessors into his sub-
cabinet which matched the in-game graphics sequent games, including the blockbuster 1978
featuring cacti, covered wagons, rocks, and hu-
man characters. The game use bitmapped frame-
buffer technology to display animated human-
1975
Western Gun 165
shoot ‘em up hit Space Invaders. Gun Fight uses
a black-and-white raster monitor and a yellow Manufacturer Taito
screen overlay. Release 1975
Class Wide Release
In 1978, the game was introduced to the Genre Shooter
home market with its port to the Bally Astrocade Mode 2 Players simultaneous
console, which included a color version of the Gameplay Competitive
game within the system’s ROM. That same year, Panel Layout Multiple Player Ambidextrous
David Crane programmed his own version of Controls
the game, entitled Outlaw, released by Atari for Joystick: 8-way with button [Shoot]
the Atari 2600 console and by APX for the Atari Joystick: Special
8-bit computers. Sears also released a version [Changes shooting direction]
for the Atari 2600 called Gunslinger that year. Monitor
Orientation: Horizontal
In 1981, the game was ported to the Atari 8-bit
Type: Raster: Standard Resolution
family personal computers by Hofacker/Elcomp CRT: Black and White
Publishing. The game was included in Game- Sound Amplified Mono
Spy’s “Hall of Fame” in 2002. (one channel)
Cabinet Styles Upright
Indy 800 is an 8 player arcade game by titled Indy 4. A scaled down version of Indy 800
Atari, originally released in 1975. was a launch title for the Atari 2600 in 1977, re-
Gameplay is a simulation of an Indiana- named Indy 500.
polis 500 style race, in which players compete
by racing each other with simulated IndyCar race excerpt from the flyer:
cars. The players race blocky cars around a simple Designed for rugged competition. Now,
track with a top-down overhead view. The up to 8 players (or any combination) can
player car colors are purple, peach, yellow, drive the Big One. True big car racing ac-
green, light blue, white, red and dark blue. tion, the thrill of wheel to wheel competi-
The game is housed in a large cus- tion, the whine of engines and squealing
tom rectangular cabinet that takes up 16 tires add up to big crowds and repeat play!
square feet (1.5 m2). Each side of the cabi- (Nobody can resist coming back for anoth-
net has two steering wheels and four ped- er chance to win!).
als. The monitor is set in to the top face Gentlemen, start your engines... and
of the cabinet and looked down upon. The your profits! Players drop the quarters.
game uses a 25 inch full color RGB display and tender” boards were furnished with each game Each driver grabs his steering wheel, carefully
does not use color overlays. sold that enabled technicians to probe individual lines up for the start... ready... in less than a heart-
The processing electronics consist of a components on suspect boards while they were beat... the race is on! The red is ahead... no, now
card cage that includes a “Backplane” or “Moth- still operating in the game. A complete set of cir- the yellow. Look out! The blue car is going into a
erboard”, eight identical car function boards, and cuit board logic diagrams was also furnished, as controlled skid...
three unique, common processing boards that the was a set of schematics for the modified GE color Rugged steel foot pedals for gas and brakes chal-
backplane board supports and interconnects. Each monitor. lenge timing and skill around hairpin turns. Watch
of the eleven boards has its own onboard fixed 5 The cabinet also features overhead mir- out for that wall!
volt regulator IC. All of the logic circuitry is TTL, rors to allow spectators to watch the game while Special feature: Indy 800 includes a complete set
and no microprocessors are used. it’s being played. of back-up components for easier maintenance.
Each game was sold with two spare car A clone of the game, bearing the same Occupying only 16 square feet, Indy 800 assem-
boards and one each of the three processing name, was released by Atari subsidiary Kee bles or disassembles easily for simple access to
boards, so that the game owner could repair it by Games. Indy 800 was also followed up the fol- any locations.
simple circuit board substitution. Two “card ex- lowing year with a smaller 4 player version en-
1975
168 Jet Fighter
Jet Fighter is a 2 player arcade game by Atari, the screen. A realistic sky effect is provided
Manufacturer Atari originally released in 1975. by the distinctively-styled cloud graphics that
Release 1975 The players fly in simulated jets around surround a square-shaped playfield on the TV
Class Wide Release the screen, engaging in an dogfight and attempt- screen.
Genre Shooter ing to score hits on their opponent within a lim- The player-operated controls, mounted
Mode 2 Players simultaneous ited amount of time. When a player is hit, their on a horizontal flat panel near the bottom of
Gameplay Competitive plane spins around and an explosion is heard. Af- the TV screen, consist of two joysticks and two
Panel Layout Multiple Player ter a few seconds, the plane recovers, pointing at
Controls backlighted push button switches. A coin as-
a random direction. sembly with two identical coin mechanisms is
Joystick: 8-way with button [Fire]
The game is housed in a custom cabinet located below the player-operated controls. The
Monitor
Orientation: Horizontal that includes two 8-way joysticks (one per play- mechanisms accept quarters only, and coins de-
Type: Raster: Standard Resolution er) meant to look like older style flight sticks. posited in either one can initiate play. The Jet
CRT: Black and White Each stick has a fire button mounted on the top. Fighter game features an owner/operator-adjust-
a coloured overlay is used to simulate The marquee simply has a picture of the back of able option that permits on-site game structuring
clouds, placed directly over the screen. a pilot in a cockpit, firing a missile at what looks for either 1 player/coin or 2 players/coin. The
Sound Amplified Stereo like an exploding Russian Mig. The monitor cash box is located behind the access door in the
(two channel) bezel is mainly decorated with clouds, with the coin assembly.
Cabinet Styles Upright words ‘Jet Fighter’ at the top of the bezel above
Two speakers mounted inside the cabi-
the screen. The side art was silk-screened, in big
net, one on each side of the coin assembly, add
letters below the picture, a mirror of the marquee
to the game excitement by producing jet engine,
picture, but with a few extras.
gunfire and explosion sounds during play.
A clone of the game, bearing the same
name, was released by Atari subsidiary Kee BRIEF DESCRIPTION OF PLAY
Games. Also, a home console port was included In the Jet Fighter game two delta-winged
in the Atari 2600 game cartridge Combat. fighters - one white plane and one black plane -
fly across the TV screen, each plane trying to hit
the other with its shells. Jet Fighter can be played
excerpt from the Service Manual: by either one or two players: with one player the
white plane is piloted by the player and the black
PHYSICAL DESCRIPTION OF GAME
plane by the game’s internal computer, and with
Atari’s Jet Fighter is a video game in two players each plane is piloted by a player. The
which players pilot two airplanes across the sky player controls his plane’s speed and direction
in a fast-moving duel. The game is packaged in by moving his front panel joystick lever,
its own upright cabinet that rests directly and fires a shell by depressing a push but-
on the floor. A 19-inch black-and-white TV ton on top of that lever.
monitor is mounted at the top front of the
The player’s objective is to fire as
cabinet and players stand in front, facing
many shells as possible into the opponent’s
1975
169
plane, while at the same time manoeuvring his Realistic joysticks, fire control buttons put
own plane to avoid shells fired by the opponent. each player in his own cockpit, his own real air-
After coin deposit the duel begins when a start craft.
button is depressed. A plane can fire only one Large 19” monitor, bright scratch-resistant
shell at a time and the shell explodes when it hits graphics, easy-to-read interchangeable 1 or 2
the opponent’s plane, or when it has travelled player instruction panels make Jet Fighter attract
over a distance equal to about three-fourths of players wherever it is. A specially designed re-
the width of the playfield. If a player’s shell hits movable attraction panel with long-lasting fluo-
the opponent’s plane, that plane explodes and rescent lighting lets you visually tailor Jet Fight-
spins around very rapidly. After a few seconds er to fit any location.
the hit plane recover and flies off in some ran- Twin coin chutes (25¢ or 50¢ for two players).
domly chosen direction, and the duel resumes. Hinged cash door for easy access to collections.
One point is added to player’s score each Locking cashbox means no-loss security.
time the shell from his plane hits the other plane. Long range strike capability Jet Fighter is built
The accumulated scores for both planes are dis- and engineered to stay in the air. Durastress™
played continuously on the TV screen. tested, solid-state circuit reliability means mini-
mum down-time, less frustration for players and
Along with this video action, the follow-
your customers.
ing sounds are heard during play. The speaker
on the left side of the cabinet produces the black
3 Control Panel Assembly
plane’s engine roar, and the speaker on the right
6 Coin Door Housing Assembly
produces the white planes’s roar, continuously
11 Instruction Card
during play. The engine sound whenever any shell explodes by 12 Instruction Card
is at low pitch when the plane’s itself. An explosion noise, twice 15 #10 Flat Washer
speed is slow, at medium pitch as loud and twice as long as the 16 #10-24 Hex Nut
when the speed is medium, and previous noise, is produced by 25 Side Panel, S/Screen Layout, R.H.
at high pitch wheen speed is both speakers whenever a shell 28 Speaker, Aluminum Mesh
fast. In addition, both speakers hits a plane. 33 Carriage Bolts, #10 - 24 x 1 1/4 Lg.
produce a blast noise whenever 36 Rivets, 3/16 x .68
Play ends when the
either plane fires a shell and 37 Mushroom Caps
game timer elapses (the Jet
Fighter game features and own- 38 Cloud Decal
er/operator-adjustable option that permits on-site
structuring of the game time). At this point, the
planes continue to fly, but maintain the speeds
and directions they held at the moment the game
ended. The final scores continue to be displayed,
but there is no sound and the joysticks are inop-
erative. A player depositing a coin will initiate a
new player sequence.
excerpt from the flyer:
Mach II Action
Jet Fighter is a brand new air combat game, the
latest from Atari, #1 in video games. Jet Fighter
puts your players in the middle of a split-second
one-on-one air battle, your customers in the
stratosphere of higher profits.
Highflying Features
Exclusive Atari performance features and built-
in appeal let you seek and destroy the competi-
tion with higher nets, more location action.
1975
170
Maneater
Knock Out
Manufacturer Project Support Engineering
Manufacturer Digital Games Incorporated Release 1975
Release 1975 Class Wide Release
Class Wide Release Genre Platform
Genre Ball and Paddle Mode 2 Players simultaneous
Mode 4 Players simultaneous Gameplay Competitive
Gameplay Competitive Panel Layout Multiple Player Ambidextrous
Panel Layout Multiple Player Controls
Hardware Discrete Logic Joystick: Analog
Monitor Sound Unamplified Mono
Type: Raster: Standard Resolution (requires one-channel amp)
CRT: Black and White Cabinet Styles Upright
Sound Amplified Mono
(one channel)
Cabinet Styles Cocktail
Ric-O-Chet
Manufacturer Allied Leisure Industries
Release 1975
Mode 4 Players
2 Players simultaneous
Gameplay Competitive “Ric-o-chet
Panel Layout Multiple Player It’s an experience...”
Monitor
Orientation: Horizontal excerpt from the flyer:
Type: Raster: Standard Resolution 2 Players for 25¢
CRT: Black and White Ric-O-Chet is a 2 to 4 4 Players for 50¢
Sound Amplified Mono player ball and paddle game Both FRONT and BACK COURT
(one channel) from Allied Leisure. The game Play!!
Cabinet Styles Upright
feature court lines on top and
• Court lines on top and bottom of
bottom of screen to eliminate
screen eliminates dead spots
dead spots. The start button
• Start button eliminates instant
eliminates instant serve.
service
• Positive stops on control knobs -
cut down excessive wear on poten-
tiometers
• 21 inch Solid State T.V. allows all
spectators to participate in action
• 12 mos. warranty on video board
1975
172
Robot
Manufacturer Allied Leisure Industries
Release 1975
Class Wide Release
Genre Ball and Paddle
Mode 2 Players simultaneous Shark
Gameplay Competitive
Panel Layout Multiple Player Manufacturer US Billiards
Hardware Discrete Logic Release 1975
Controls Class Wide Release
Joystick: 4-way Genre Labyrinth/Maze
(up, down, left, right) with button Mode 4 Players simultaneous
Joystick: 4-way Gameplay Competitive
(up, down, left, right) with button Panel Layout Multiple Player
Monitor Controls
Orientation: Horizontal Buttons: Directional
Type: Raster: Standard Resolution (up, down, left, right)
CRT: Black and White Monitor
Sound Amplified Mono Orientation: Horizontal
(one channel) Type: Raster: Standard Resolution
Cabinet Styles Upright CRT: Black and White
with a Color Overlay
Sound Amplified Mono
excerpt from the flyer: (one channel)
Cabinet Styles Upright
As a constant display, Robot Cocktail
plays against itself. Robot plays
against 1 player (25¢) OR 2 play-
ers (50¢) OR 2 players can play
“You’re the Shark!”
against each other (25¢) OR 2
teams (4 players) can play against
Shark was produced by US Billiards in
each other (50¢). 25¢ or 50¢ ad-
“Robot plays against itself” 1975. Players control a shark who must swim
justable.
through a maze of shark traps and nets and at-
Robot is a two-on-two Robot features a 23” TV screen tack a swimmer before she reaches the shore-
ball and paddle game where each with a solid state monitor, a 3 line. The first shark to eat five swimmers wins.
player controls two paddles and month warranty on the video
tries to get the ball past the oppo- board, and an easy care wood
nent’s goal. grain formica cabinet. Dimen-
sions: 36” deep, 30” wide, 66”
high -weight 250 pounds.
Robot’s play is on an adjustable
timer with no maximum score.
If a player(s) scores 12 points
against Robot, he gets extended
play. Each handle controls a vid-
eo player, the velocity button on
top of the handle controls the arch
of the ball. The player can pass,
dribble, or hit the ball to his part-
ner of opponent.
1975
173
Steeplechase
Manufacturer Atari
Release 1975
Steeplechase is a 6-play- bugle, galloping hoof beats, and
Class Wide Release
er arcade game by Atari Inc., crowd cheers.
Genre Sports
originally released in 1975. De- Up to six players can Mode 6 Players simultaneous
veloped by Atari subsidiary Kee play against each other, each Gameplay Competitive
Games, it simulates a steeple- choosing a horse while the com- Panel Layout Multiple Player
chase-style horse race. puter controls the seventh horse Controls
Originally called As- on the bottom. Each player’s Buttons: 1 [Jump]
troTurf, all pcb’s still have the horse begins galloping, and the Game Specific: Steeplechase Pinout
name on the board. The game players must jump over obsta- Monitor
is housed in a custom extra cles in their lanes by pressing Orientation: Horizontal
wide cabinet that six individu- their colored buttons. The horse Type: Raster: Standard Resolution
CRT: Black and White
ally colored and lit buttons used that successfully jumps all ob-
with a Color Overlay
to make a player’s horse jump. stacles smoothly becomes the
Sound Amplified Mono
The monitor is a 23” black fastest horse and wins. (one channel)
and white CRT monitor with A port for the Atari Cabinet Styles Upright
6 color overlays to make each 2600 was released under the
of the 6 horizontally stacked same name in 1980. It was pro-
lanes match their colored button grammed by Atari and distrib-
counterparts. Sounds include a uted under Sears’ Tele-Games.
1975
176
Street Burners
Manufacturer Allied Leisure Industries
Release 1975
Class Wide Release
Genre Racing
Mode 2 Players simultaneous
Gameplay Competitive
Panel Layout Multiple Player
Controls
Steering: Wheel
Shifter: 2-position (low, high)
Pedals: 1
Monitor
Orientation: Vertical
Type: Raster: Standard Resolution Street Burners is a vertical car racing
CRT: Black and White game from Allied Leisure. It feature a 23”
Sound Amplified Mono inch TV screen with a solid state monitor.
(one channel)
Cabinet Styles Upright
WIPE OUT
(SINGLE)
One Player
Combat-ready. You’re ready for any kind of action. All solid state circuitry, fully tested
action with new TANKERS. Your mission is I.C.’s, a full year warranty on the computer
to seek and destroy the enemy - but watch out board and rugged construction keep TANK-
for the mines. Suddenly, cannon fire from the ERS a profit winner day after day. Attractive
enemy tank! You turn, line up for a return shot low profile cabinet design means TANKERS is
- fire! It’s a miss! Shoot! You’ve got to get him a winner in any location, too.
before he gets you. Another shot! This time it’s Behind-the-lines support - in 24 hours!
a hit! - the enemy tank blows up. You’ve won! TANKERS is built to stay in the fight. Replace-
You can’t relax though. Within operator-adjust- ment and repair parts are available on a 24 hour
able game time, you have to score as may hits schedule - anywhere. Ease of access for main-
as possible to win the battle. tenance and easy access to coin box means con-
Battle-tested. TANKERS is built to see heavy sistent earnings without problems.
1975
181
TV Flipper
Manufacturer Midway Manufacturing Co. “A T.V. Game with
Release 1975 All the Excitement of Pinball”
Class Wide Release
Genre Video Pinball TV Flipper is a video pinball
Mode 2 Players game from Bally Midway.
Gameplay Alternating
Panel Layout Single Player excerpt from the flyer:
Hardware Midway 8080
Monitor • Large size solid state T.V. monitor
Orientation: Horizontal • 1 or 2 player game
Type: Raster: Standard Resolution • “Extra ball” or “replay” feature
CRT: Color • 3, 4 or 5 balls per game
Sound Amplified Mono • Double 25¢ coin chutes
(one channel) • Cabinet dimensions 26 1/2 x 24 x 64
Cabinet Styles Upright
“WHEELS II
Exciting one or two player race game”
Air Combat
Manufacturer Digital Games Incorporated
Release 1976
Class Wide Release
Genre Shooter
Ace Mode 2 Players
Gameplay Competitive
Manufacturer Allied Leisure Industries
Panel Layout Multiple Player
Release 1976
Controls
Class Wide Release
Joystick: 8-way
Genre Shooter
Joystick: 8-way with button [Fire]
Mode 2 Players
Monitor
Gameplay Competitive
Orientation: Horizontal
Panel Layout Multiple Player
Type: Raster: Standard Resolution
Monitor
CRT: Black and White
Orientation: Horizontal
Sound Amplified Mono
Type: Raster: Standard Resolution
(one channel)
CRT: Black and White
Cabinet Styles Upright
Sound Amplified Mono
(one channel)
Cabinet Styles Upright
“go ahead...
take control”
Ace pits two biplane pilots speed, accuracy, and more in-the-air
in head-to-head air combat, in a play time for his money. “2 PLAYER - REALISTIC SOUND
2-player only game. Players just SKY-HIGH PROFITS... ACE joins AND CONTROL”
need to fly around and shoot down the long line of Allied Leisure Indus-
the opponent before he gets the tries’ proven money makers. Test re- An air battle game where a
player. There are 2 points awarded sults show ACE far superior in earn- player controls a jet fighter that tries
for hitting the enemy with the gun, ing power to its nearest competitor. to shoot down an opposing jet fighter.
and 1 point to the opponent if the You can “take control” of your prof-
player crash. its with this consistently competitive
game. excerpt from the flyer:
excerpt from the flyer:
VIVID DESIGN... to catch the eye New Features
ACE controls, that is, for fun and of the player; compact for easy in- • .50 Cent Play
profits!!! ACE, the 2-player video stallation in any location: 30” deep, • 2 Player
gun game sure to be a triple asset 28” wide and 69” high - weight 255 • Realistic Sound
to your location. pounds. • Joystick Control
PLAYER APPEAL... • Play Meter (Coin Counter)
2 opposing planes • 23” Solid State Monitor
take off quickly. ACE • Locking Coin Vault
generates more ex- • 1-Year Warranty on Logic
citement in the air Board and Monitor
with multiple firing • Extended Play
capacity (You don’t
have to wait until the
first shot goes off the
screen). ACE’s rap-
id-firing trigger but-
ton gives the player
1976
186 Amazing Maze, referred The maze is viewed from
to as The Amazing Maze Game above and the players start out on
on the title screen, is an arcade each side of the labyrinth. The ob-
Amazing Maze game that was released by Mid- jective is then simple: Each player
way Games (in 1976); it utilizes has to make it through the maze
Manufacturer Midway Manufacturing Co. the Intel 8080 microprocessor to the starting position of the op-
Release 1976 running at 1.9968 MHz and is ponent before he does the same
Class Wide Release one of the earliest maze games in the opposite direction. Before
Genre Labyrinth/Maze
produced. starting out the player has a few
Mode 2 Players
Gameplay Competitive
second to study the maze before it
Panel Layout Multiple Player starts. When not having a human
Controls opponent around it’s also possible
Joystick: 4-way (up, down, left, right) to play against an AI. When play-
Buttons: 3 [AttackJumpNinjutu] ing against the AI the game goes
Hardware Midway 8080 on until the player has lost three
Monitor games. For each new maze the AI
Orientation: Horizontal speed increases. In a two player
Type: Raster: Standard Resolution game there’s a time limit and the
CRT: Black and White player with most wins when it
Sound Amplified Mono
runs out is the winner. The layout
(one channel)
Cabinet Styles Upright
of the maze is randomly generated
before a game and according to
the manufacturer there are more
than a million different patterns.
“mobygames.com”
Attack
Manufacturer Exidy
Release 1977
Class Wide Release
Genre Shooter
Mode 2 Players
Gameplay Competitive
Panel Layout Multiple Player
Controls
Joystick: 4-way (up, down, left, right)
with button [Fire]
Monitor
Orientation: Horizontal
Type: Raster: Standard Resolution
CRT: Black and White
Sound Amplified Mono
(one channel)
Cabinet Styles Upright
Avus 2
Manufacturer Video Games Gmbh
Release 1976
Class Wide Release
Genre Racing
Controls
Steering: Wheel excerpt from the flyer:
Cabinet Styles Cocktail
Driving games are played all times, and when you
sit, it is even more fun.
1 or 2 players can select one of 12 tracks.
Extended play is awarded after a pre-programmed
score is reached by the driver.
Operator adjustable extended play and game time.
1976
189
Barricade
Barricade is an early is to win a round by forcing the
Manufacturer Ramtek
Release 1976
example of a light cycle game other players wall to collide
Class Wide Release for arcades. Barricade is in- into themselves or another bar-
Genre Skill tended for either two or four rier.
Mode 4 Players players. Each player controls The operator of the
Gameplay Competitive an ever growing wall made up arcade machine can set the
Panel Layout Multiple Player of individual small squares. number of rounds it takes to
Controls These walls are growing on a win (from one to seven) and
Buttons: Directional fixed playfield of limited size, set how fast or slow the speed
(up, down, left, right) therefore room will eventu- at which the walls grow (there
Monitor ally run out for these growing are seven different speed op-
Orientation: Horizontal
walls. So the goal of the game tions).
Type: Raster: Standard Resolution
“mobygames.com”
CRT: Black and White
Sound Amplified Mono
(one channel)
Cabinet Styles Upright
Batter Up
Batter Up is a baseball Name: Batter Up
Manufacturer: Volley
game from Volley.
Year: 1976
Type: Videogame
excerpt from the flyer: ADVANCED DESIGN
Most inventive engineering yet Monitor:
PLAYER APPEAL
evolved by Volly — modular
Challenge will last, with un-
design feature easy to remove Orientation: Either
limited pitching variations,
modules mounted on slide Type: Raster: Standard Resolution
“soft” buttons for precision CRT: Black and White with a Color
out tray. P.C. Boards are gold
player action — all the moves Overlay
edged and mounted in unique
of real baseball.
rubberized tension assembly
DYNAMIC STYLING Number of Simultaneous Players: 2
for unmatched reliability.
High image cabinet and front Maximum number of Players: 2
SIMPLE TO PLAY
glass — colourful stadium — Gameplay: Competitive
Numbers on screen seen Control Panel Layout: Multiple Player
plastic play field overlays vid-
through labelled windows, and Sound: Amplified Mono (one channel)
eo screen.
instruction flash during play.
1976
190
Bigfoot Bonkers, a Block-
Bigfoot Bonkers ade clone. is a variation on the
Manufacturer Meadows ‘surround your opponent’ style of
Release 1976 game. In this game, players take
Class Wide Release the role of mice in a small play-
Genre Racing field with a few bigfoot feet that
Mode 4 Players must be avoided in addition to the
Gameplay Competitive walls.
Panel Layout Multiple Player The game is 2-player
Controls
only, and both players are in a
Buttons: Directional
(up, down, left, right)
survival match to see who can
Monitor avoid crashing longest. As play-
Orientation: Horizontal ers move about the playfield, they
Type: Raster: Standard Resolution leave a trail behind. Hitting any
CRT: Black and White part of the trails, or the bigfoot
Sound Amplified Mono feet, causes a player to lose that
(one channel) round and gives one point to their
Cabinet Styles Upright opponent. First one to six wins
the game.
“mobygames.com”
The cabinet is short upright with would have helped here. The marquee Lumi-
woodgrain sides and front. The monitor bezel nal bulb is expensive and very unreliable.
has artwork with a WWI battle scene on the The game has switches for 25/50 cent play,
bottom showing cannons, men, air explo- 50/60 Hz power, individual volume controls
sions, etc... On the left side of the monitor are for each speaker, five pots for setting the pitch
the words ‘Action’, ‘Thrills’, ‘Fun’ and on and tone of sound effects, a pot for setting the
the right side are the words ‘Bang’, ‘Boom’, white Bi-plane’s shot distance to be the same
‘Pow’. Both sets of words are inside either as the black, and a pot to adjust the length of
cloud shapes or explosion shapes. All over the game.
the bezel are pictures of Biplanes engaged in “arcade-museum.com”
dogfights. The marquee bezel has the game
name in the center with two Biplanes, one
on each side. Most of the monitor bezel and
marquee are in red. The marquee is originally
lit with a long incandescent lightbulb called
a ‘Lumaline’ bulb that glows very nicely,
however a bit warm. The control panel has
silkscreened graphics which demonstrate the
controls function and game instructions.
This game uses a four-card, card-cage
setup that operates without a CPU. The rack
is powered by a +5VDC linear supply which
can be easily substituted with one of today’s
switching power supplies. The +5 volt power
supply had a massive heat problem. A fan
1976
192
Block Buster
Manufacturer Mirco Games
Release 1976
Genre Ball and Paddle
Cabinet Styles Cocktail
Blockade
Manufacturer UPL
Release 1976
Class Wide Release
Genre Skill
Mode 2 Players
Gameplay Competitive
Panel Layout Multiple Player Ambidextrous
Controls
Buttons: Directional
(up, down, left, right)
Monitor
Orientation: Horizontal
Type: Raster: Standard Resolution
CRT: Black and White
with a Color Overlay
Sound Amplified Mono
(one channel)
Block Buster is a table-top ball Cabinet Styles Upright
and paddle game where the player at-
tempts to eliminate all the blocks at the
top of the screen. Blockade is the first of what
would later become known as light cy-
excerpt from the flyer: cle, or snake, games. It’s a game for two
DOUBLE COMPETITION — One or players only, each who controls an ar-
two players can compete for high scores. row that leaves behind a trail of blocks
During two player action, players com- that form a wall. The arrow moves au- Several Blockade-style games appeared
pete against the machine for skill and tomatically forward and by using four soon after its release, such as the Bally
against each other for high points. buttons the player is able to steer it by Astrocade game Checkmate in 1977,
making ninety degree turns. The aim of Atari’s Surround in 1978, and the 1978
EASY TO LEARN — With automatic, the game is simply to stay alive longer TRS-80 computer game Worm.
accelerating skill features. than the opponent by not crashing into Though Blockade did not refer-
CHALLENGING ACTION — Play- any of the walls. If a crash occurs the ence snakes or worms, many variants
ers score by eliminating the blocks in the opponent will win the round and be were themed as such, including Nibbler
wall. The blocks disappear as they are awarded with one point. By default the and Snake Byte, both from 1982. The
hit by the ball. The longer the volley, the player that first reaches six points wins 1997 Nokia mobile phone version is
more change of hitting the the game but the value can be changed simply called Snake.
deeper rows of blocks to score by the game operator.
more points. If all the blocks “mobygames.com”
are eliminated, another wall
quickly appears for continued
action. Automatic ball speed
increases and automatic reduc-
tion in paddle size add to the
excitement and challenge.
1976
193
Bombs Away
Manufacturer Meadows
Release 1976
Class Wide Release
Genre Shooter
excerpt from the flyer: Mode 1 Player
Gameplay Single
“The money magnet.” Panel Layout Single Player
Put it on location, plug it in... and watch it pull in the coins! Controls
BLOCKADE™! The trailblazing smash hit of the MOA and Buttons: 1 [Bomb]
Park Shows, fast becoming the “most imitated” new game of Monitor
the year! Here’s the great original... featuring Gremlin inno- Orientation: Horizontal
Type: Raster: Standard Resolution
vation, Gremlin engineering, Gremlin quality. BLOCKADE!
CRT: Black and White
Designed for Player Appeal! with a Color Overlay
Ascreen that’sALIVE! with bright action. Even when it’s not be- Sound Amplified Mono
ing played, its advertising sequence COMMANDS attention! (one channel)
Irresistible SOUND! Cabinet Styles Upright
Easy to learn, and CHALLENGING... no two games alike!
Designed for Low Maintenance!
Gremlin-clean electronic design and layout. Rugged Mo- excerpt from the flyer:
torola monitor. Any major system component can be RE-
On target
MOVED IN LESS THAN 60 SECONDS!
An enemy fleet cruises directly below
Designed for Powerful Profits For You For Years! as you prepare for the final bomb run,
finger waiting tensely on the bomb re- colored images of REAL battleships,
lease. The aircraft carriers are hiding cruisers and aircraft carriers. A direct
behind swiftly moving battleships and hit sinks the ship right before your eyes.
cruisers, a shield you must penetrate for Potent payload
the really big score. Suddenly a break Each quarter loads the player’s bomb
appears and you move in for the carri- bay with 15 HIGH EXPLOSIVE
ers. Careful now. Punch the release but- bombs, enough to win a replay at 40
ton and... BOMBS AWAY! It’s a direct points with practice. And inexperienced
hit and the carrier goes down fast players who don’t score even a single
It’s a direct hit point (a feat in itself) are also awarded a
BOMBS AWAY is a direct hit with play- free game so you’ll get plenty of repeat
ers bored by paddle and driving games. business with BOMBS AWAY. Score
The astounding success of DROP and bombs dropped are displayed in
ZONE 4, the forerunner of BOMBS big, clearly labelled numbers.
AWAY, means this game is a proven It stands out anywhere
profit-maker. Now you get this proven Appealing air-sea combat graphic
success with an ALL NEW cabinet, an and flashing explosion display make
ENHANCED attract mode and an IM- BOMBS AWAY an attention-getter in
PROVED screen display with brightly any location.
1976
194
Break Away
Manufacturer Venture Line
Release 1976
Genre Ball and Paddle
Gameplay Alternating
Cabinet Styles Upright
Cocktail
Manufacturer Atari
Release 1976
Class Wide Release
Genre Ball and Paddle
Breakout is an arcade game developed Wozniak, and Steve Bristow, all three of whom Mode 2 Players
and published by Atari, Inc., released on May 13, were involved with Atari and its Kee Games Gameplay Alternating
1976. subsidiary. Bushnell wanted to turn Pong into a Panel Layout Single Player
Breakout begins with eight rows of single player game, where the player would use Controls
a paddle to maintain a ball that depletes a wall Rotary: Analog
bricks, with each two rows a different color. The
of bricks. Bushnell was certain the game would Buttons: 1 [Serve]
color order from the bottom up is yellow, green,
be popular, and he and Bristow partnered to pro- Game Specific Breakout Pinout
orange and red. Using a single ball, the player Monitor
must knock down as many bricks as possible duce a concept. Al Alcorn was assigned as the
Orientation: Vertical
by using the walls and/or the paddle below to Breakout project manager, and began develop-
Type: Raster: Standard Resolution
ricochet the ball against the bricks and eliminate ment with Cyan Engineering in 1975. Bushnell CRT: Black and White
them. If the player’s paddle misses the ball’s re- assigned Steve Jobs to design a prototype. Jobs with a Color Overlay
bound, he or she will lose a turn. The player has was offered $750, with an award for every TTL Sound Amplified Mono (one channel)
three turns to try to clear two screens of bricks. (transistor-transistor logic) chip fewer than 50. Cabinet Styles Upright
Yellow bricks earn one point each, green bricks Jobs promised to complete a prototype within Cocktail
earn three points, orange bricks earn five points four days. Mini
and the top-level red bricks score seven points Bushnell offered the bonus because he
each. The paddle shrinks to one-half its size after disliked how new Atari games required 150 to
the ball has broken through the red row and hit 170 chips; he knew that Jobs’ friend Steve Woz-
the upper wall. Ball speed increases at specific niak, an employee of Hewlett-Packard, had
intervals: after four hits, after twelve hits, and af- designed a version of Pong that used about 30
ter making contact with the orange and red rows. chips. Jobs had little specialized knowledge of
The highest score achievable for one circuit board design but knew Wozniak was ca-
player is 896; this is done by eliminating two pable of producing designs with a small number
screens of bricks worth 448 points each. Once of chips. He convinced Wozniak to work with
the second screen of bricks is destroyed, the ball him, promising to split the fee evenly between
in play harmlessly bounces off empty walls until them if Wozniak could minimize the number of
the player relinquishes the game, as no addition- chips. Wozniak had no sketches and instead in-
al screens are provided. However, a secret way terpreted the game from its description. To save
to score beyond the 896 maximum is to play the parts, he had “tricky little designs” difficult to
game in two-player mode. If “Player One” com- understand for most engineers. Near the end of
pletes the first screen on his or her third and last development, Wozniak considered moving the
ball, then immediately and deliberately allows high score to the screen’s top, but Jobs claimed
the ball to “drain”, Player One’s second screen is Bushnell wanted it at the bottom; Wozniak was
transferred to “Player Two” as a third screen, al- unaware of any truth to his claims. The original
lowing Player Two to score a maximum of 1,344 deadline was met after Wozniak worked at Atari
points if he is adept four nights straight,
enough to keep the doing some addition-
third ball in play that al designs while at his
long. Once the third day job at Hewlett-
screen is eliminated, Packard. This equated
the game is over. to a bonus of $5,000,
which Jobs kept se-
Breakout, a
cret from Wozniak.
discrete logic (non-
Wozniak has stated
microprocessor) game,
he only received pay-
was designed by No-
ment of $350; he be-
lan Bushnell, Steve
1976
196
lieved for years that Atari had promised $700 for in Super Breakout), and the Atari 2600. out in the yellow row, 3 for each in the green, 5
a design using fewer than 50 chips, and $1000 Breakout directly influenced Wozniak’s for each orange. 7 for each red.
for fewer than 40, stating in 1984 “We only got design for the Apple II computer. He said, “A To add to the challenge, the hammer de-
700 bucks for it.” Wozniak was the engineer, and lot of features of the Apple II went in because I creases to 1/2 size after the red row is broken
Jobs was the breadboarder and tester. Wozniak’s had designed Breakout for Atari. I had designed through. Ball speed increases after 4 hits, in-
original design used 42 chips; the final, work- it in hardware. I wanted to write it in software creases again after 12, to highest speed in the
ing breadboard he and Jobs delivered to Atari now.” This included his design of color graph- orange and red rows.
used 44, but Wozniak said, “We were so tired we ics circuitry, the addition of game paddle support More options.
couldn’t cut it down.” and sound, and graphics commands in Integer Breakout can be adjusted from 3 to 5 balls per
Atari was unable to use Wozniak’s de- BASIC, with which he wrote Little Brick Out, a game. If player knocks down all bricks, wall re-
sign. By designing the board with as few chips software clone of his own hardware game. appears for more chances to score.
as possible, he made the design difficult to man- Extended play can be awarded after operator-
ufacture; it was too compact and complicated to adjustable number of points total is achieved.
be feasible with Atari’s manufacturing methods. Operator can adjust to any total in increments of
However, Wozniak claims Atari could not under- 100.
stand the design, and speculates “maybe some Special Features.
engineer there was trying to make some kind Color overlays over the playfield, sound effects
of modification to it.” Atari ended up designing speakers located high in the cabinet and fluores-
their own version for production, which con- cent graphic panels attract players anywhere. A
tained about 100 TTL chips. Wozniak found the protective hood and a 15” playfield screen tilt
gameplay to be the same as his original creation, angle cuts down on distracting reflections and
and could not find any differences. glare.
The arcade cabinet uses a black and Atari standard features
white monitor. However, the monitor has strips include locking cashbox, hinged cash door and
of colored cellophane placed over it so that the reliable Durastress-tested solid state electronics.
bricks appear to be in color. InstaPart™ Service.
Wozniak said in 1984: “Basically, all the
24-hour parts turn-around is available to keep
The original arcade version of Breakout game features were put in just so I could show
profits coming non-stop.
has been officially ported to several systems, off the game I was familiar with—Breakout—at
Dimensions.
such as Video Pinball, the Atari 5200 (included the Homebrew Computer Club. It was the most
Width: 25 1/4”; 64.1cm. Height: 65 1/2”;
satisfying day of my life [when] I demonstrated
166.4cm. Depth: 27 3/4”; 70.5cm.
Breakout—totally written in BASIC. It seemed
like a huge step to me. After designing hardware
arcade games, I knew that being able to program
them in BASIC was going to change the world.
Clay Buster
Manufacturer Model Racing
Release 1976
Class Wide Release
Genre Light-gun Cobra Gunship
Mode 2 Players
Manufacturer Meadows
Gameplay Alternating
Release 1976
Panel Layout Single Player
Class Wide Release
Monitor
Genre Shooter
Orientation: Horizontal
Mode 2 Players
Type: Raster: Standard Resolution
Gameplay Alternating
CRT: Black and White
Panel Layout Single Player
with a Color Overlay
Controls
Sound Amplified Mono
Joystick: 8-way with button
(one channel)
Monitor
Cabinet Styles Upright
Orientation: Horizontal
Type: Raster: Standard Resolution
CRT: Black and White
Sound Amplified Mono
(one channel)
Cabinet Styles Upright
Manufacturer Exidy
Release 1976
Class Wide Release
Genre Racing
Mode 2 Players simultaneous
Gameplay Competitive
Panel Layout Multiple Player
Controls Differ
Controls
Released in April, 1976, Death Race is a Adding to the game’s morbid theme was Steering: Wheel
modification of Exidy’s 1975 game Destruction its equally gruesome cabinet art, created by Pat Pedals: 1
Derby in which players crashed into cars to ac- “Sleepy” Peak. Among the images was a grim Monitor
crue points. In Death Race, the objective became reaper standing before two open graves beckon- Orientation: Horizontal
to run into “gremlins” to gain score. ing toward a pair of drivers. The sound effects Type: Raster: Standard Resolution
also added a chilling touch - when the player hit CRT: Black and White (25”)
In 1975, Exidy licensed its game De- Sound Amplified Mono (two channel)
struction Derby to arcade game company Chica- a gremlin, it emitted a tiny electronic scream and
one speaker for each player
go Coin to manufacture. However, the following was replaced by a cross. The gameplay bore a Cabinet Styles Upright
year Chicago Coin entered financial difficulties suspicious resemblance to the 1975 film Dea-
which would eventually lead to the dissolution thRace 2000, and most sources report that the
of the company, and as Exidy had sold exclusive game was directly inspired by the movie, though
manufacturing rights they could not longer profit sources at Exidy (including designer Howell
from Destruction Derby. Ivy) insist this wasn’t the case. Released in 1976,
Needing an interim product to introduce Death Race created a firestorm of controversy.
to distributors, they decided to modify the De- Paul Jacobs: “Death Race did cause
struction Derby game so that it would be saleable quite a stir, but not until an Associated Press re-
by their organization. Newly arrived engineer porter ran a story in Seattle. She had been in a
Howell Ivy from Ramtek made several modifica- shopping mall and noticed a line of kids extend-
tions to Destruction Derby in order to create this ing out the door of the arcade in the mall. She
new product. He added curbs to the left and right was curious and went to see what was happen-
of the screen that the enemies could hide behind, ing and found out they were all waiting in line
but players would be stalled if they attempted to to play Death Race. She watched them play and
cross over. On the top and bottom of the screen, then she concluded that this was a horrible game
players could wrap around to the opposite side in that showed humans being run over by cars and
a manner similar to Atari’s Space Race (1973). said the sound when hit resembled a “shrieking
The goal of the game was fairly simple, child”. Well, every paper in the country picked
if somewhat gruesome – rather than trying to de- up the story and that started the controversy. The
stroy each other’s cars, the players would score funny thing is that Death Race was just a “filler”
points by running over fleeing stick figures called game until our next attraction, Car Polo, was
“gremlins”. A score of 1-3 points earned the play- ready for production. It was a modification of
er the rank of Skeleton Chaser; 4-10 points Bone Destruction Derby using cars versus skeletons
Cracker; 11-20 Gremlin Hunter; and for more than rather than cars versus cars. It required very lit-
20 points, a player was dubbed Expert Driver. tle development time. We had only released 200
but after the notoriety, we end-
ed up making around 3000 (in-
cluding PCB sales overseas).
Articles about the game were
in all major newspapers, plus
Newsweek, Playboy, National
Enquirer, National Observer.
Midnight, the German maga-
zine Stern, and many more. Na-
1976
202
ally syndicated columnist Bob Greene devoted a fect and the shrieking sound.” run up points by running down figures of pedes-
column to the game. I was interviewed and fea- Jacobs said the game offended som distrib- trians.
tured on the NBC television news magazine show utors who refused to contract for it. The electronic driving game, “Death
“Weekend” with Lloyd Dobbins and then excerpts Bill Aubbon, director of the Seattle Cent- Race,” is described in the winter issue of the coun-
were shown the following week on the Today show er arcade, said the game has been in the arcade cil’s Family Safety magazine, released Thursday.
and the Tonight show. The interview was then for about two weeks,“and so far no one has com- Players operate a driving simulator,
featured in a PBS television documentary called plained.” equipped with steering wheel an accelerator,
“Decades” as an important news event for the When first contracted, Aubbon said he to chase pedestrian figure across an electronic
year 1977. I did live interviews for many U.S. wasn’t aware of the game, but “it sounds a little screen.
radio stations and also both CBC (Canada) and hard to imagine.” Checking further, he said he If a figure is hit, the machine issues a loud
BBC (England). It was a story that just wouldn’t was relieved to find out “those are gremlins that shriek and a cross-shaped grave marker pops up
die, and Exidy laughed all the way to the bank.” you run down. You’re not supposed to think they’re to score points.
people.” The driver is rated as a “Skeleton Chaser,”
The article by Wendy Walker: a “Bone Cracker,” a “Gremlin Hunter,” or for the
Intended or not, “I suppose they do re-
Most find it humorous top scorer, an “Expert Driver.” It costs 25 cents to
semble human forms,” Jacobs said. “I don’t think
New game: Chase Pedestrians play.
people really get off on thinking they ran down a
SEATTLE (AP) — The latest computerized “One of its most insidious and probably
pedestrian. I think they just like to see how good a
game at the local bar or poolroom is called “Death unrecognized characteristics is its shift from im-
marksman they are.”
Race.” For 25 cents, you can pretend you’re run- aginary visual images of destruction, as you have
Dr. Byrde Meeks, a Seattle psychologist
ning down pedestrians with a car. in TV violence, to actual behavioral actions taken
who once worked with aggressive inmates at Cali-
The game puts the player behind a steering by the player,” Fr. Gerald Driessen, behavorial
fornia’s San Quentin Prison, disagrees.
wheel and accelerator pedal and lets him chase scientist and manager of the council’s research de-
“A game like that appeals to the morbidity
“gremlins” across an electronic playing board for partment, said in the article.
in a person,” she said. “That type of preoccupa-
99 seconds. “The person is no longer just a spectator,
tion with violence was common in the prisoners
The skeletal figures bear strong resem- but now an actor in the process of creating vio-
I dealt with. They would have loved the game...
blances to people. When hit by a car, they emit a lence,” he said.
“Someone could argue that people act out their
shrieking sound — something like the scream of a Dennis Row, safety consultant for the Au-
hostilities by playing games, but it has been prov-
child — and turn into gravemarkers. tomobile Club of Southern California, said in ‘the
en time and time again that violence often comes
“If people get a kick out of running down article: “We’re trying to teach drivers how to
from modelling.”
pedestrians, you have to let them do it,” said Paul take evasive maneuvers on the road, like avoiding
Jacobs, director of marketing for Exidy, the Palo If Exidy thought things would blow over
after the AP story, they soon found otherwise as pedestrians. “And here this morbid game comes
Alto, Calif., company that designed and distrib- along and encourages people to develop the op-
utes the game. “This is the sort of challenge that more articles began to appear in the following
months. In response, Exidy further emphasized the posite skill — how to hit people.”
pricks the person’s mind a little bit.” Paul Jacobs, marketing director for Exi-
Jacobs said “Death Race” has been dis- fact that the game was a harmless diversion and
that they’d been careful to avoid depicting actual dy Inc., of Mountain View, Calif., manufactor of
tributed nationwide but that it’s a “trade secret” “Death Race,” said in a telephone interview that
how many there are. He did say the game “hap- pedestrians. “We have one of the best artists in the
business.” said GM Phil Brooks “If we wanted to the game “is humorous arcade piece requiring
pens to be out most popular game at the time. In dexterity.” “It is entirely harmless. There is no
fact, the business it attracts far outvalues any of have cars running over pedestrians we could have
done it to curl your hair.” As for the “scream” the blatant violence like in some TV shows,” he said.
the other games we’ve ever marketed.” “We feel no remorse in producing the game and
The game scores point for each figure run game emitted when you ran over a gremlin - that
was just a beep. “We could have had screeching have thousands distributed — and a backlog of or-
down, and when it’s over the player is rated on a ders — since it came out eight months ago. There
scale ranging from a futile “skeleton chaser” to of tires, moans, and screams for eight bucks extra.
But we wouldn’t build a game like that. We’re hu- is nothing on the screen that depicts a street or
na accomplished “expert driver.” highway.”
“The name ‘Death Race’ may shock a few man beings too.”
people,” Jacobs said, but; we find the game hu- An article from the 12/24/76 Times Picayune: The hysteria exhibited in some of the arti-
morous.” Council Runs Down ‘Hit the Pedestrian’ Game cles was almost comical. A Tucson Daily Citizen
He said it is an offshoot of an Exidy prod- CHICAGO (AP) — The National Safety article was titled “If You’ve Got Time to Kill…
uct called “Destruction Derby,” in which players Council says it is outraged by an electronic, coin- Game Goal: Road Carnage”. A photograph of
crashed cars into one another. “We decided to put operated game which gives players a chance to a young girl playing the game bore the caption
a twist on the idea, so we added the graveyard ef- run “Death race or death wish?” and asked if the game
1976
203
was a harmless fad or “…will chasing down pe-
destrians on a TV screen now encourage her to cut
pedestrians down on real highways later?” The ar-
ticle quotes one arcade manager, who compares the
game to Gun Fight, a game whose violence he feels
is harmless: “…but that’s the tradition of the Great
American West, having a shootout, a duel, in the
street. But deliberately running people down - that
isn’t an American tradition at all.” Another operator
explained “When you leave a game room, you don’t
go out with a gun in your pocket and shoot your
neighbour down. But you do go back to your car
and start driving again.”
Over the years, a number of rumours about
the controversy caused by Death Race have ap-
peared, among them: that a bomb threat was called
into Exidy headquarters by someone upset with
the game and that the game was banned outright in
some countries resulting in some foreign operators
serving jail time.
Paul Jacobs: “I do not know of any country that
banned the game (all markets that we sold to around
the world accepted it), but I do believe that a Japa-
nese distributor was briefly jailed for selling it. But
I’m not so sure it was necessarily for selling the
game itself or that he did not follow proper import
procedures (pay appropriate import duties, etc.)”
As it often the case, the controversy over
the game only served to boost sales. As company
founder Pete Kaufmann puts it “nobody wanted to
buy it, but everybody kept ordering it”. Programmer
Ed Valleau recalls that after an initial run of about
1,000 units, Death Race had to be brought back into
production twice and another 1,000 units were pro-
duced. Production had just wound down when the
AP article hit and the ensuing brouhaha necessitated
another run. Paul Jacobs recalls that about 2,000 up-
rights were built plus an additional 1,000 PCBs for
sale overseas. While its sales were tame by Atari
or Midway’s standards, it did provide Exidy with
its first real hit yet as well as a steady source of in-
come. In 1975, total sales were about $250,000. In
1976, they increased to $3,000,000. In 1977, Exidy
produced a sequel to the game called Super Death
Chase, a modified version of the original designed
by Arlen Grainger that featured skeletons in place
of “gremlins”. The game was shown at the 1977
AMOA show, but apparently never made it into full
production and only a few units were built.
by: “allincolorforaquarter.blogspot.no”
1976
204 Deluxe Baseball
“Deluxe Baseball, a new, truly realistic game Manufacturer Ramtek
by Ramtek” Release 1976
Class Wide Release
excerpt from the flyer: Genre Sports
Mode 2 Players simultaneous
CHECK THESE EXCITING AND PROFIT-
Gameplay Competitive
ABLE FEATURES: Panel Layout Multiple Player
• Can be played by 1 or 2 Players. Player Controls Differ
• Infield and outfield action, double plays. Monitor
• Strikeouts and walks possible. Orientation: Horizontal
• Outfielders can be repositioned. Type: Raster: Standard Resolution
• Realistic runners and fielders. CRT: Black and White
• Pitches can be fast or slow or curved. Sound Amplified Mono
(one channel)
• All solid state for low maintenance and long life.
Cabinet Styles Upright
• Commercial 23” TV monitor insures reliability. Mini
• One year logic board warranty.
• Operator selectable features:
Length of play
25¢ or 50¢
the screen was right and hoping the other All Star Lineup
would speak up if not. Ahhh.. the old days. Atari standard features include large 23” moni-
the screen was right and hoping the other would Take 2 and hit to the right! tor, bright side panel and attraction panel graphics,
speak up if not. Ahhh.. the old days. The blind Attention-getting attraction mode invites the play- locking cashbox, hinged cash door and Durast-
leading the blind.. er with an animated ballplayer running the bases. ress™ tested solid state reliable electronics.
There is a serious bug in this game. I didn’t real- Flashing instructions on the 23” monitor explain Relief in the 9th
ize this was not the rule in baseball at the time, the game. Instapart™ 24-hour parts turn-around is available
but in this game all base runners will advance The game starts with flashing signs pointing to the to keep your profits scoring home runs, time after
on a walk even if there are empty bases between pitcher and batter, each player set to control his time.
them. I heard second hand from marketing a man, the crowd cheers and the first ball is pitched.
number of years after production of this game Continuous joystick control moves the pitcher’s
ended that some location (most likely a bar) was arm realistically. The batter swings. It’s a hit! The
extensively damaged as a result of a fight break- ball goes into the playfield... the crowd screams
ing out over this game. I never got additional de- louder... the batter runs the bases. The pitcher di-
tails, but it’s fun to speculate that there was some rects his man to run up, down, left or right, chas-
wagering involved and, due to this bug, a runner ing the ball. When he catches it, he has to tag the
at third was incorrectly walked home..” base runner before he reaches the base to put him
“arcade-history.com” out (allowing 3 or 4 seconds of action play). If he
misses the ball, it’s a round-tripper and the words Dimensions
“Home Run” flash on the screen! Height: 63.62” or 261.6cm
excerpt from the flyer: Players are not required to switch positions when Width: 25.25” or 64.1cm
Batter Up! teams change sides after 3 outs. Flashing signs tell Depth: 29.37” or 74.6cm
Designed for top 2-player attraction in any location. each player who is pitching and who is batting.
Flyball’s animation and game play are so realistic Innings and scoring appear on the monitor.
it’s like playing the real thing. Flyball can be played and enjoyed by all ages, all
skill levels.
Repeat play increases the action
and player abillity - faster pitch-
es, in-flight curve for harder hits,
and hit placement to any field.
Players can use real-life tactics
for bunts, stolen bases, faking
the runner off base... You name
it!!
You flash the signs...
and manage the profits. Flyball is
operator adjustable for 1 or 2 in-
ning game time. And for 25¢ per
game, or 50¢ per game.
New service features include a
built-in diagnostic system for field
adjustment of settings from front
of cabinet without the need for ex-
ternal equipment. Static electricity
is also greatly diminished through
more advanced engineering tech-
niques.
1976
207
excerpt from the Operator’s Manual: sound and a display on the upper right hand TV
INTRODUCTION screen as follows:
Hit Me is another Ramtek Amusement Device CHIPS HANDS
which is engineered to provide the highest degree #1
of reliability using the most advanced techniques The second coin dropped would add #2 under-
available. All solid state circuitry insures years of neath the #1 message. If four coins are dropped, the excerpt from an article:
dependable service. game automatically begins. If less than 4 coins are Cocktails for Four
Hit Me is a one to four player game in dropped, the start button must be pushed to start a Ramtek Corp. is unveiling a unique new
which each player is matched against a dealer. Ini- game. Once the game has started, the number of cocktail table design for its blackjack video game,
tially each player is given a number of chips rang- chips and hands available for each player appears. Hit Me. In Hit Me, one to four players can compete
ing from 5-40. The card game played is 21 in which For instance, in the four player case the display with each other or against the house. A game con-
the object is to come as close to a total point count would be: sists of a maximum of five hands or until the play-
of 21 without exceeding it CHIPS HANDS ers lose their assigned 40 chips.
GAME OPERATION #1 40 5 The new four-player cocktail table is up-
Initially each player drops a coin into the coin drop #2 40 5 right in design so that nothing -- drinks, napkins,
slot. For each coin dropped a player is entitled to #3 40 5 etc. -- can obscure the screen. And the unit, as op-
a number of chips and hands ranging from 5 to 40 #4 40 5 posed to the conventional cocktail table, can be
in steps of 5 depending of the settings of switches During the course of the game, the cards are not re- placed against the wall.
located on the game processor board. The games shuffeled untill all 52 cards have been played. The table top is 30” from the floor. Like the
are set at the factory initiating with 40 chips and full-scale version of the game, the cocktail table Hit
5 hands. The first coin dropped results in a coin Me is equipped with a microprocessor.
210 Indy 4
Large 25” colored mon- cuit components.
Manufacturer Atari itor, attention-getting, TV circuit mal-
Release 1976 protective smoked-plex function can be solved
Class Wide Release canopy and 4 different using standard televi-
Genre Racing colored cars add up to sion troubleshooting
Mode 4 Players simultaneous high visibility, attraction, techniques. However,
Gameplay Competitive and excitement. the PCB computer requires
Panel Layout Multiple Player
A special design feature troubleshooting techniques that
Controls
Steering: Wheel
includes molded-in pockets in the may be unfamiliar to the aver-
Buttons: 1 [Horn] control panel to hold glasses. Keep age technician.
Pedals: 2 spills away from scratch-resistant Before turning this machine on,
Monitor plex video screen cover. inspect it carefully for any dam-
Orientation: Horizontal Compact Size. Indy 4 is designed age which may have occurred
Type: Raster: Standard Resolution to fit into more versatile locations. during shipment. Inspect both
CRT: Color You can put Indy 4 against the wall, interior and exterior or the ma-
Sound Amplified Mono or turn smaller areas of unused is- chine for any obvious damage
(two channel) land floor footage into space earns.
Cabinet Styles Upright
to the cabinet or internal com-
All metal food pedals. Rugged ponents. Check for cracked or
accelerator and brake pedals last disconnected wires, or foreign
longer, won’t lose contact. objects shorting electrical con-
Locking cashboxes for nections.
Indy 4 is a 4 player arcade game by Atari, tight security in busy locations,
originally released in 1976. It was preceded by dual coin mechs and hinged cash
its larger 8 player counterpart, Indy 800, in 1975. doors complete Indy 4’s standard features.
Gameplay is a simulation of an Indiana- Player-attracting sound effects.
polis 500 style of race, in which players compete As always, Indy 4 primes the excitement with
by racing each other with simulated IndyCar 4 realistic sound circuits — the deep roar of
race cars. The player cars’ colors are light blue, accelerating engines and screeching tires are
green, red, and dark blue. irresistible.
The game is housed in a large custom Built to drive the distance.
square cabinet with two steering wheels and four Durastress™ tested, burned in circuity, and
pedals on each side. The monitor sits in the top of reliable solid state electronics keep Indy 4 al-
the cabinet. The game uses a 25-inch full-color ways in the race, you profits non-stop.
RGB display and does not use color overlays. Steel-frame construction makes Indy
The cabinet also features overhead mir- 4 a durable competitor.
rors to allow spectators to watch the game while Removable side panels for
it’s being played. easy access to components and exclu-
This game has a truly massive game sive Instapart™ parts backup keeps pit
board. It is a card rack system containing a board service fast and easy.
for each of the four cars, sync, coin control and Special option. Indy 4 can be ordered
score boards. with an optional Rowe dollar bill ac-
ceptor. Easier collections for you, more
excerpt from the flyer: convenience for drivers.
Now it’s a four car race with Indy 4. Up to four excerpt from the Operation manual:
drivers in four different colored cars can compete
on a fast new track. Indy 4 is part of the same suc- INTRODUCTION
cessful racing team as Indy 800. It’s smaller, more The Atari Indy 4 game consists of a
compact and just as fast when it comes to high earn- cabinet, TV monitor, printed circuit
ings. Atari makes you a profit winner in every race. boards (PCBs), interconnecting wir-
ing, and various cabinet-mounted cir-
1976
Interceptor 211
Manufacturer Taito
Release 1976
Class Wide Release
Genre Simulator
Mode 2 Players
excerpt from the flyer: Gameplay Alternating
Features: Panel Layout Single Player
The Memory Circuitry allows a variety in the movement of Controls
the enemy aircraft as the game progresses. Joystick: 8-way stick with trigger
Enemy aircraft change direction. Hardware Taito Discrete Logic
Enemy aircraft increase and decrease in size. Monitor
Enemy aircraft bank steeply out of firing range. Orientation: Horizontal
Interceptor was made by Tomohiro Authentic sounds of jet aircraft in steep dives and high speed Type: Raster: Standard Resolution
Nishikado, creator of the arcade games chase. Machine gun sounds as you fire and sound of explo- CRT: Black and White
Western Gun and Space Invaders. It was with a Color Overlay
sions as the enemy aircraft are hit. All sounds with separate
released in Japan in 1975 and abroad in Sound Amplified Mono
volume controls.
1976. (one channel)
HOW TO PLAY Cabinet Styles Upright
It is an early Combat flight simu-
• Insert coin, enemy aircraft will appear in formations of two.
lator that involved piloting a jet fighter,
• Purse enemy aircraft, manoeuvre them into cross hairs and
using an eight-way joystick to aim with
fire.
a crosshair and shoot at enemy aircraft
• When enemy aircraft are hit, they explode and player scores
that move in formations of two, can
a point.
scale in size depending on their distance
• Playing is extended when score reaches 20, 44, 60 and 80
to the player, and can move out of the
points. The game is over in 90 seconds if the score does not
player’s firing range.
reach 20 points.
SPECIFICATIONS:
Height: 164.5cm (65”)
Width: 63cm (25”)
Depth: 80cm (32”)
Weight: 85kg (188lbs)
Power: 150W
Cabinet: Laminated Melamine Board
1976
212 King / Kong
Manufacturer Fun Games Inc.
Release 1976
Genre Platform
Mode 2 Players
In King players their biplane around the Empire
Gameplay Alternating
State Building and shoot at King Kong (with Fay Wray
Panel Layout Single Player
Controls in his clutches). They must avoid being swatted out of
Joystick: 2-way (up, down) the sky by the giant ape.
Joystick: 2-way (up, down) The game is also known as Kong. The Kong
with button [Fire] release are said to be a prototype.
Monitor
The game is based on the 1933 movie King
Orientation: Horizontal
Type: Raster: Standard Resolution Kong. It was released to coincide with the 1970’s re-
CRT: Black and White make of the classic film.
Sound Amplified Mono
(two channel)
Cabinet Styles Upright
“A STAR IS BORN.
AGAIN.”
excerpt from the flyer:
What’s big an hairy and doesn’t cost $22 million?
(Hint: It’s not King Kong.) It’s KING: the newest star
of Fun Games’ video line-up, and the flashiest, most
profit-capable video game to come on the market in
years. The ape is a mechanical marvel: King and his
date are fully animated on a big 23” screen, and even
when he’s not in actual play — fighting the bi-planes
shooting at his head and chest — the star is still on the
move, with realistic gestures and growls. And players
will be constantly challenged: degree of difficulty in-
creases as King “reads” the play’s degree of skill.
KING. A great Christmas present for your operation,
at a great price. Call your distributor today, and get
the king of video games working for you through the
holiday season, and all year.
1976
213
Knights In Armor
Manufacturer Project Support Engineering
Knights in Armor is a fighting game where two knights Release 1976
challenge each other in a jousting contest. Players choose either Class Wide Release
The Black Knight or The White Knight and battle each other in a Genre Fighting
series of eight, ten or twelve jousts. Mode 2 Players simultaneous
Gameplay Competitive
excerpt from the flyer: Panel Layout Multiple Player
• Laminated all Plywood Cabinet Monitor
• Screen displays “STUCK COIN” if coin gets stuck Orientation: Horizontal
Type: Raster: Standard Resolution
• Double size characters
CRT: Black and White
• Digital scoring Sound Amplified Mono
• Operator adjustable length of game — 8, 10 or 12 jousts (one channel)
• Dimensions: length, 4’ — depth, 2’ — width, 25 3/8” Cabinet Styles Upright
• Audio effects — Clopping of horses, smashing of steel
• Visual effects — Horses & Knights
galloping towards each otherm
Knights getting skewerd and carried
off screen on end of lance, Knights
getting dragged off screen by horse.
• Comes with 6 sets of instructions
which mount inder bezel
excerpt from the maual: excerpt from the flyer: The location tested throttle joystick controls are
all new, Meadows designed for long life, and are
INTRODUCTION STANDARD FEATURES — OPTIONS
virtually break-proof. The T.V. monitor is shock
LAZER COMMAND, a game of skill and strat- A 23” monitor, locking cash box, and dual coin
mounted using rubber grommets to safeguard
egy, is a game that depicts a futuristic battle mechanism to prevent down time are all stand-
against rough handling. The cabinet design in-
between two groups of nuclear powered later ard. The settings for operator adjustable time and
corporates a plywood front door for strength
tanks. The object of the game is to blow up all coinage are easily set through the use of a unique
and it swings away to expose the T.V. monitor,
15 enemy tanks while trying to evade being hit switch located on the P.C.B. Another features is
coin box, coin mechs and P.C.B.’s for simple one
by opponent’s shooting lazers. The two oppos- the player option of choosing a more difficult
sport access. The back door opens up to expose
ing tanks are separated by either a simple “NOV- field to manoeuvre through and keep player in-
the unique flashing explosion lights which are
ICE” maze or a complex “EXPERT” maze. Only terest alive.
easily changed, if required. A plywood cabinet
one of each player’s tank can move or shoot its STURDY CONSTRUCTION — EASY ACCESS base adds to the sturdy construction and long life
lazer at a time, and this tank must be oc-
cupied by its respective driver. “For stra- of this great new game from Meadows.
tegic purposes” the driver can be moved LIGHTS — COLOR — ACTION
at anytime from tank to tank. Color monitor overlay, explosive lights
DRIVERS EJECT BUTTON: Mo- and fluorescent battlefield reflect off
mentarily pressing EJECT BUTTON a bright mirror backglass to create the
while actuating the control handle ejects feeling of “being there”. With the lazer
the driver out of his tank. NOTE: It is not fuel pack loaded the players manoeuvre
necessary to keep the EJECT BUTTON through a preselected maze to eliminate
constantly depressed - only long enough the enemy. Players can use strategy and
to get driver out of tank he is presently move “fuel pack” to another tank to fight
in. To enter another tank, after ejecting off an approaching enemy and protect
of after being blown up, a driver simply his lines. Knocking out your opponents
moves into another of his own tanks by tanks “notches” the score and, with play-
moving the control handle. The driver ers trying to out-duel each other, the ac-
from one side will not operate tanks of tion gets frenzied as time races by.
the opposing player. FUTURISTIC SOUNDS —
DISPLAY MONITOR: The upper left EXCITING GRAPHICS
hand corner shows the time remaining during or The “never before heard” sound effects attract
at the end of game, and the upper middle sec- attention to the game when not in play, and add
tion indicates coin credits. The lower left and to the intense action during manoeuvring for po-
right corners depict the number of enemy tanks sition. The multi-colored graphics have a hyp-
“blown up” by the respective left and right play- notic effect in attracting players to the game, and
er. The central area of the display shows the maze are eye appealing to any location.
battlefield. The game ends when either all tanks FORGET ADJUSTMENTS
of one player are blown up or if the time clock The monitor adjustments are set at the factory
has run out. When the game has ended the word and should require no further turning — no con-
WINNER will be displayed on the side having trol adjustment — no meters — no tools — just
blown up the largest number of enemy tanks. In plug it in and it’s ready ot play — no time con-
the case of a tie, the word DRAW will appear in suming adjustments are necessary because we at
the center of the screen. Meadows are always thinking of you, the opera-
tors.
1976
LeMans 215
Manufacturer Atari
Release 1976
Class Wide Release
Genre Racing
LeMans, a single-player race game, is the 10 different tracks. Players race against the clock Mode 1 Player
successor to the Gran Trak 10 and Gran Track 20 on each track as it appears in sequence. After the Gameplay Single
video games. car passes the finish line of one track, a new one Panel Layout Single Player
LeMans is a single-player racing video appears automatically, more difficult than the Controls
game in which the player drives along a race one before. The first track is a snap. The second, Steering: Wheel
track shown in top-down view. The player con- a little more difficult. The third... Shifter: 4-position (1/2/3/4)
trols the car using a steering wheel, accelerator The more skilled the driver, the more Pedals: 2
Monitor
and brake peddles and a four-position gear stick. tracks will be completed within the game’s time
Orientation: Horizontal
The objective is to drive against a time limit limit. And oil slicks don’t make it any easier. 10
Type: Raster: Standard Resolution
around a series of race tracks, while avoiding oil points are scored for each completed track. CRT: Black and White
slicks and the walls. There are six tracks based Four mystery tracks Sound Amplified Mono
on real world race tracks (Le Mans, Nürburgring, If a player finishes the first 6 tracks (shown (one channel)
Sebring, Laguna Seca, Silverstone and Daytona) graphically on the attraction panel), two of four Cabinet Styles Upright
and four “mystery tracks”, two of which will be possible mystery courses will appear randomly
chosen at random if the player manages to com- to add further excitement and challenge. (We
plete the first six tracks within the time limit. may give away the world if a player can drive all
The game PCB is interchangeable with 8 within the time limit).
Atari’s Gran Trak 10 game. The only difference Extended Play — special profit bonus
between the two is the gear stick. Gran Trak 10 Extended play can be awarded after scores of 46,
has a 3-speed with reverse while LeMans has a 50, 56, 60, 66, 70, and 76, which are pre-selecta-
4-speed. ble by the operator.
An “Extended Play” sign lights up on the
excerpt from the flyer: attraction panel when operator-selected score is
The green flag is up. Again! achieved. Start button flashes and video playfield
New Le Mans™ continues the winning racing inverts — figures change from white on black to
and profit tradition of Team Atari. Like its fa- black on white.
mouse forebears, Grank Trak™, Indy 8™, and Extended play begins with track 5 —
Indy 4™ (the most profitable video games in the makes the extra chance more challenging, more
industry), Le Mans offers an all-new racing ex- of an incentive for repeat play.
perience. High performance goodies.
Ten tracks instead of one! A 10” steering wheel, smooth-as-silk, 4 speed H-
Le Mans challenges player speed and skill with shift, durable all-metal brake and gas pedals add
to the sensational realism.
Dimensions.
Height: 66”, 16.764 cm; Width: 25.25”,
64.135cm; Depth: 33”, 83.82 cm.
1976
216
Meadows 4 In 1
Manufacturer Meadows
Release 1976
Class Wide Release
Genre Ball and Paddle
Mode 4 Players simultaneous
Gameplay Team
Panel Layout Multiple Player
Controls
Joystick: Analog
Buttons: 1 [Speed Control]
Monitor
Orientation: Horizontal
Type: Raster: Standard Resolution
CRT: Black and White
Sound Amplified Mono
(one channel)
Cabinet Styles Cocktail
awarded when driver scores 350 points. (Opera- option switch position on the computer board.
tor sets difficulty.) Dimensions
Game time. Can be adjusted to 50, 75, 100 or (Upright)
125 seconds. Height: 72”, 182.88 cm; Width: 25.25”, 64.14
New Tracks! To keep Night Driver always a cm; Depth: 29”, 73.66 cm.
fresh challenge, a switch is provided inside that Dimensions
lets you change to a different set of 3 courses. (Cockpit)
New “Blacklight” graphics. Height: 55”, 139 cm; Width: 30”, 76 cm; Depth:
The ultimate in realistic nighttime simulation. A 67”, 170 cm; Weight: 282 lbs, 128 kg.
unique ultraviolet light illuminates car on screen • Drivers can select “Novice”, “Pro” or “Expert”
and instructions on the monitor bezel. tracks.
Less time in the Pits. • Players compete for highest top speed and
Endurance comes standard. Exclusive Durast- points based on “distance” travelled.
ress™ tested solid state reliability, rugged con- • “Best” top speed and score previously achieved
struction, and all metal foot pedal means your is displayed when track selection switch is acti-
crew can sit back and watch the earnings grow vated.
whit each mile without hassles. • Built-in self-test program.
And Instapart™ 24-hour parts turna- • Operator adjustable game time to 50, 75, 100,
round delivers spares anywhere, anytime. or 125 seconds.
Exclusive self-test program is built in. The pro- • Optional Extended Play for 350 points (opera-
gram allows testing of all switches including gas tor sets difficulty).
pedal and gear shift. Check all microprocessor • Inside switch lets operator select a different set
and memory functions. It also reads out game of 3 tracks.
PT-109
Manufacturer Mirco in which 2 or 4 players navigated around islands, highly manoeuvrable torpedo-firing PT-boats.
Release 1976 mines and other hazards while attempting to Three-speed forward and 1-speed reverse drive
Mode 4 Players simultaneous blast one another with torpedoes and howitzers propels boats around islands, sea mines and oth-
Gameplay Competitive (in 4-player games, each 2-person team con- er hazards. And developers inertia to test navi-
Panel Layout Multiple Player sisted of a PT-boat and a battleship). What truly gating skills.
Monitor But a torpedo is limited by range and nat-
set it apart, however, was that it used a micro-
Orientation: Either ural barriers, so MICRO adds a 4-player option
processor – one of the first video games to do
CRT: Black and White
so. The game was on display in Mirco’s booth — Battleships! Larger, slower, twice as deadly.
Sound Amplified Mono
(one channel) at the 1975 MOA show in October – the same With howitzers that can blast over island tree
Cabinet Styles Table (4-Player) show where Midway debuted Gun Fight, gener- tops. Now there’s no place to hide. Each torpedo
ally considered to be the very first microproces- boat/battleship team must outmanoeuvre the en-
sor video game. emy — or sink!
Despite the innovation, PT-109 • Special effects. A complete arsenal, in quad
sold poorly. By the time it appeared, sound. From the whoosh of torpedoes to the
the cocktail video boom had passed grinding of steel hulls. Engine rumbling, boom-
and the same doctors and lawyers were ing cannons, screaming shells and explosive di-
unwilling to buy another video game rect hits. All the realism players ask for
(PT-109 was only produced in a cock- • Computerized random selection. Insures that
ktail cabinet). As a result, PT-109 is all but a sinking ship resurfaces in a new, unknown lo-
unknown today, and even the most ardent vid- cation. No sitting ducks, more challenging play.
eo game collector is probably unaware that it • Screen interlace. Produces sharp, crisp im-
had a microprocessor, much less that it was ages to allow precision aim. Torpedos and shells
one of the first video games to use one. It’s a home-in on targets with lethal accuracy.
bit ironic since the one Mirco game • 360° killing radius. No
that Micro is most know for is the “dead spots” on the screen.
pinball game it introduced at the Players are limited only by
very same show called Spirit of ’76 the range and characteristics
– which has long been considered of their weapons. Aim — not
the first to released pinball game the whims of the machine —
with a microprocessor. While is the critical factor.
Mirco released it, Spirit of ’76 had • Pre-game show. Video
been designed by one of pioneers display of PT-boats circling
PT-109 is a one- to four-player sea bat-
of the coin-op industry – Dave Nutting. Nutting islands, minefields.
tle game with PT-boats and battleships. PT-109
had developed the game after Bally chose to pass • Top-mounted controls. For smooth, concise
was a real PT boat (Patrol Torpedo boat) last
on the Flicker prototype he and Jeff Frederiksen navigation and firing.
commanded by Lieutenant, junior grade John
had developed in 1974. PT-109 is an operator’s dream.
F. Kennedy in the Pacific Theater during World “allincolorforaquarter.blogspot”
War II. • Microcomputer controlled. Cabinet top flips
Located in Phoenix, Arizona, Mirco excerpt from the flyer: open, sides drop to expose conveniently located
Games was primarily known for its foosball ta- ““READY, AIM, FIRE!” printed circuit boards. Pull out one, pop in an-
bles and for producing the first pinball game with other. Ease of replacement means less down time
The new 2-4 player video game that puts you
a microprocessor. Mirco’s first non-ball-and- — much less.
ON TARGET for higher profits.
paddle video game was PT-109, one of the for- • Fully fused. All components are protected
All-out war on the high seas! MICRO’s PT-109 against overheating.
gotten breakthrough games of the video Bronze
packs more firepower than the Pacific Fleet. As • Playing time. Operator controlled. Set for 1, 2
Age. The game itself was a naval combat game
a 2-player game, PT-109 is a matchup of swift, or 3 minutes.
1976
223
Quiz Show is a two-player computerized excerpt from the flyer: Quiz Show
version of a quiz show. The game presents mul- And now ladies and gentlemen, the star of our
tiple choice answers to questions from a range of show... Quiz Show! It’s all new. A different video Manufacturer Kee Games
categories. quiz game with all the excitement and suspense Release 1976
The game asks the players questions and of the real thing. Class Wide Release
they press the corresponding button on the side It’s designs for top 2-player attraction in Genre Trivia/Quiz
of the screen to answer. Questions are multiple any location. Attention-getting graphics and over Mode 2 Player simultaneous
choice, chosen from a pool of 1000 questions in one thousand different questions in four catego- Gameplay Competitive
four categories: people, sports, movie, and pot- ries provide variety, fun and mind-boggling en- Panel Layout Multiple Player
Controls
pourri. Categories are chose prior to the game’s tertainment for contestants of all ages.
Buttons: 4 [Answer 1|Answer 2|
start. Points are awarded for a correct answer, And its compact size lets you place the
Answer 3|Answer 4]
with point deductions for incorrect answers. Bo- game anywhere. Buttons: 1 [Catagory Select]
nus points are also awarded, and are based on the Say the secret word and win... Monitor
length of time it takes to answer the question. At Quiz Show asks 250 different questions in each Orientation: Horizontal
the end of game play, the player is given a rat- category. Players can select “sport”, “general Type: Raster: Standard Resolution
ing of Dunce, Lucky, Smart, or Genius based on knowledge”, “movies” or “people”. CRT: Black and White
their score. Each question displays four possible an- with a Color Overlay
Sound Amplified Mono
The game is housed in a custom cabinet swers which appear in different colors. Hit the
(one channel)
that includes two sets (one set per player) of four colored button on the control console that corre-
Cabinet Styles Upright
buttons on each side of the monitor. The game sponds to the correct “answer” color on the mon-
PCB uses a Signetics S2650 cpu, with all ques- itor, the contestant scores. High for a fast answer,
tions and answers stored on a removable 8-track low if it’s a head-scratcher.
audio cassette tapes that are streamed to the Player can test him or herself, or chal-
game. Additional tapes could be purchased with lenge a partner for highest score.
alternate sets of questions. It is unclear whether You MC the Show...
this was an 8-track tape or a normal cassette. The And the profits! Quiz Show is operator adjustable
sideart has a picture of Laurel and Hardy, plus for extended play (depending on scoring). And
Mickey Mouse, a biplane, Benjamin Franklin, for 25¢ per single player or 25¢ for 2 players.
etc. all merged around the heading ‘Quiz Show’. You control end of game by time or by number
of question and answer tapes are available from
your Atari distributor.
Repeat play is built in for longer location
life, higher earnings.
1976
224
Race
Manufacturer Fun Games Inc.
Release 1976
Class Wide Release
Genre Racing
Mode 2 Players
Gameplay Alternating
Panel Layout Single Player
Controls
Steering: Wheel
Shifter: 2-position (low, high)
Pedals: 1
Monitor
Orientation: Horizontal
Type: Raster: Standard Resolution
CRT: Black and White
Race is an auto racing game from Sound Amplified Mono
Fun Games Inc. (one channel)
Cabinet Styles Upright
excerpt from the flyer:
At last a realistic race track requiring def-
inite skills and negotiate the many turns
and obstacles (oil slicks and wrecked
cars). An evolution of your driving abil-
ity is displayed on the screen upon com-
pletion of your run and with practice
you’ll be ready for the Pro Circuit!
Race is a one or two player game that
provides fierce competition for the play-
ers and greater earnings for you.
Rugged metal foot pedal, steel steering
and shift mechanisms, together with an
attractive low profile cabinet means:
Race is a profit winner day after day in
any location.
Ricochet
Manufacturer Nutting Associates
Release 1976
Class Wide Release Ricochet is a breakout-style ball-and-
Genre Ball and Paddle
paddle game with a grid of sixteen widely-spaced
Mode 2 Players
Gameplay Alternating
blocks and pockets along the top and side edges
Panel Layout Single Player of the playfield. Hitting a block once removes it,
Monitor earns points, and bounces the ball. Hitting a pocket
Orientation: Horizontal earns points and holds the ball for a moment.
Type: Raster: Standard Resolution Hardware architecture is discrete digital
CRT: Black and White logic chips with no microprocessor paddle con-
with a Color Overlay trol is purely analog. Cabinet includes a two-tone
Sound Unamplified Mono
doorbell chime for bonus sound effects.
(requires one-channel amp)
Cabinet Styles Upright Ricochet was Nutting’s last arcade game.
Cocktail “arcade-museum.com”
Rugby
Manufacturer Sidam
Release 1976
Class Wide Release
Genre Video Pinball
Mode 2Players
Gameplay Alternating
Panel Layout Single Player
Monitor
Orientation: Vertical
Type: Raster: Standard Resolution
CRT: Black and White
Sound Amplified Mono
(one channel)
Cabinet Styles Upright
1976
Sea Battle 227
Manufacturer Ramtek
Release 1976
Sea Battle is a seagoing war game where
Class Wide Release
ships battle it out with each other. Genre Shooter
Mode 4 Players simultaneous
excerpt from the flyer: Gameplay Team
• Realistic Sounds Panel Layout Multiple Player
• Exploding Shells Controls
• Grinding Hulls Joystick: 8-way with button [Fire]
• Ships Manoeuvre Entire Screen Monitor
Orientation: Horizontal
• Blow Away Islands
Type: Raster: Standard Resolution
• Hide in Coves CRT: Black and White
• Rumbling Engines Sound Amplified Mono
• 23” Monitor (one channel)
• 8 Moving Mines Cabinet Styles Upright
Spitfire
Manufacturer Innovative Coin
Release 1976
Class Wide Release
Genre Shooter
excerpt from the flyer: Mode 2 Players simultaneous
Spitfire Gameplay Competitive
The Exciting Air-Battle Skill Game for everybody Panel Layout Multiple Player
Controls
Spitfire has it all: competition; crowd-attract- Joystick: 8-way with button [Fire]
ing aerial action; roaring engines; blazing guns; ex- Monitor
plosions; the thrill of victory; and the agony of defeat. Orientation: Horizontal
It’s the new idea in games. Type: Raster: Standard Resolution
CRT: Black and White
Sound Amplified Mono
(one channel)
Cabinet Styles Upright
232 Sprint 2
Manufacturer Kee Games
Release 1976
Class Wide Release
Genre Racing
Mode 2 Players simultaneous Sprint 2 is a 2 player overhead-view ar- loss of game time.
Gameplay Competitive cade racer released in 1976 by Kee Games. It New monitor graphics flash driving in-
Panel Layout Multiple Player was the first auto racing arcade game to use a structions. “game over,” and “Granny,” “Rook-
Controls
CPU to control part of the game. It was released ie,” or “Pro” ratings according to scores achieved.
Steering: Wheel
Shifter: 4-position (1/2/3/4)
two years after Sprint 2 and both games have the Operator Options:
Pedals: 1 [Accelerate] same type of play. The “1” and “2” designations
Extended play. New player and profit in-
Hardware MOS Technology 6502 have nothing to do with a prequel/sequel status,
centive. Extended play is awarded after a pre-
Game Specific Sprint 2 Pinout but merely reflect the number of players required
programmed score (different for each track) is
Settings Sprint 2 Dipswitch Settings for each game.It evolved from Gran Trak 10 and
reached by the driver.
Monitor Gran Trak 20, but included a microprocessor
Orientation: Horizontal In a 2-player race, extended
(the 6502), a first for racing
Type: Raster: Standard Resolution play is given to both players as
games. This allowed Sprint 2
CRT: Black and White soon as one driver achieves the
to include two computer-con-
Sound Amplified Mono pre-determined score.
trolled cars, better graphics, and
(two channel) Extended play gives
independant dual channel more tracks. Unlike Gran Trak,
players 30% more game time,
Cabinet Styles Upright this machine did not have brake
gives you more repeat, extra
pedals, but the players could
earnings.
still make their cars “fishtail”
“Extended play” also
by turning their steering wheels
flashes on the monitor along
abruptly. with a numeric count-down in seconds for the
Players could select between about a extra ride.
dozen tracks where oil slicks and other cars op-
Game Time. Game time is operator adjustable.
ponent or neutral cars could make you lose con-
Extended play also self-adjusts automatically to
trol. Ratings: Granny, Rookie, Pro. Bonus time
whatever game time has been pre-selected.
extra 30 “seconds” for completing enough laps.
Sprint 2 was believed to be the first Atari
product to feature the well-known ‘Atari arcade
font’.
The object of Starship 1 is to destroy alien gardless of whether it is in the crosshairs (which
spacecraft while manoeuvring through star and are painted directly on the screen).
asteroid fields. According to research by Ed Fries, Star-
The game uses a first person perspective ship 1 contains the first known Easter egg in any
on a black-and-white monitor. The player’s ship is arcade game. Fries confirmed with Milner that by
controlled with a control yoke that is connected to activating the machine’s controls in the appropri-
two potentiometers. There is also a lever that con- ate order, the player could have the message “Hi
trols whether the ship is moving “fast” or “slow”. Ron!” (in reference to Milner) pop up on screen
Compared to common arcade games of the time, and let him play 10 free games.
Starship 1 was comparatively advanced, but used The game came in a huge cabinet. It fea-
quite a bit of analog technology that would be- ture space oriented side art graphics showing a
come less common in arcade games in following ship in the Starship 1 design flying around leav-
years. ing multicolored trails behind while it’s shooting
As enemies appear onscreen, the player at an enemy spacecraft. The victim ship shown is
tries to center the enemy in the crosshairs and blowing up into pieces. The front of the game has
shoot it with his “phasors” by pulling a trigger on a bezel that contains the game’s marquee and the
the control yoke. Alternatively, the player has 5 left and right speakers at about ear level.
“proton torpedoes” per game that can be fired by Just inside of the outer plexiglass there is a
pressing a large white button on the dashboard. cardboard bezel that goes down the left and right
This will destroy any enemy ship on screen, re- sides and along the bottom. It is a 3-D rendering
1976
234
Manufacturer Atari
Release 1976
Class Wide Release
Genre Skill
Stunt Cycle is a 1 player (or 2 players al- excerpt from the operation manual: Mode 2 Players
ternating) arcade game by Atari Inc., originally Gameplay Alternating
PHYSICAL DESCIPTION Panel Layout Single Player
released in 1976. It attempted to cash in on the
Atari’s “Stunt Cycle” is a motorcycle video ac- Controls
Evel Knievel craze of the mid 1970s by allowing
tion game designed for one or two players. Thed Motorcycle Controls: Throttle, Brake
the player to perform their own simulated motor-
game is packaged in its own distinctively styled Hardware Atari Discrite Logic
cycle jumping stunts.
upright cabinet that rests directly on the floor. A Game Specific Stunt Cycle Pinout
Gameplay
19-inch black-and-white TV monitor is mounted Monitor
The screen is divided into three horizon- at the top of the cabinet and players stand in front, Orientation: Horizontal
tal platforms connected by tubes facing the TV screen. Type: Raster: Standard Resolution
on the monitor overlay. The mo- A horizontal strip of
CRT: Black and White
torcycle automatically drives Conversion Class: Atari BW Raster
transparent material is affixed to Sound Amplified Mono
across each platform in sequence: the picture tube. This strip cov-
left to right, right to left, then left (one channel)
ers the normally black area near Cabinet Styles Upright
to right again. The bottom most the top of the screen. Its left half
platform has a line of parked bus- reads “Extended Play”; the right
es between two ramps, and the half reads “Return Hand Throt-
goal is to successfully jump the tle to Idle”. In addition, two other
buses and land safely before re- small transparent strips, one next
peating the process again. to each score, read “Player 1” and
The game is housed in a “Player 2”.
custom cabinet that includes a The player-operated con-
simulated motorcycle steering trols are located on a horizontal
column mounted on the con- flat panel, beneath the TV moni-
trol panel. The right side handle tor. The controls consist of the
grip is twisted for acceleration. one-player start and two-player
The monitor is a 19-inch black start push buttons, plus a set of
and white CRT monitor with a black and white handlebars with a “throttle” on the right grip.
overlay. Sounds include a motorcycle roar, crash Two identical coin mechanisms are lo-
sounds, and crowd cheers. cated below the player-operated controls. They
The player can only accelerate (via the accept quarters only, and are connected so that
right handlebar) and brake. Accelerating too either one can initiate play. The Stunt Cycle game
quickly will result in a wheelie and, if speed is features and owner/operator-adjustable option
not decreased, flipping over backward and crash- that permits on-site game structuring for either
ing. Speed carries over from one platform to the one or two credits per coin. The cash box is lo-
next. On the third platform, the cycle has hit to the cated behind the coin mechanism access door.
landing ramp to avoid a crash. A speaker mounted inside the cabinet, to the left
In 1980, Atari programmer Bob Polaro of the coin mechanism, will produce a variety of
began to develop a Stunt Cycle port for the Atari game sounds during play.
2600 using full color graphics. By the time it BRIEF DESCRIPTION OF PLAY
was completed, Atari had decided to turn it into In the Stunt Cycle game, a player tries
a television tie-in game for the Dukes of Hazzard to jump as may buses as possible. Each success-
franchise instead. This game never progressed be- ful jump increases the row of one bus. After an
yond the prototype stage and was not officially operator-selected number of buses is reached, the
released, however Bob Polaro independently re- player receives a free game and continues jump-
leased 50 copies of Stunt Cycle in 2003. ing, as long as no more that a pre-set number of
236
crashes occur. There is no game timer: the game excerpt from the flyer:
ends when the player tries to jump a given set of
Daredevil thrills
buses and is unsuccessful after a pre-set number
Now the people who brought motor sports racing
of attempts.
to a video track brings your customers a fantastic
A player must “rev up” to the proper
motorcycle jump and stunt attraction.
speed by the time he or she has reached the take-
Realistic handgrip throttle control accelerates
off ramp: too slow a speed will cause the cyclist
motorcycle. Riders try to jump over an increas-
to descend to early and crash.
ing number of buses without crashing — more
Regardless of the number of buses to
than 8, it’s a wipeout! The roar of acceleration,
be jumped, the game always has the same de-
crashing, the cheer of the crowd — high speed
gree of difficulty. There is a certain zone beyond
wheelies over more and more buses add to the
the landing ramp within which one must land.
excitement... and your profits. Stunt Cycle, lets
Should the player be going too fast over the bus-
you capitalize on everybody’s interest in dare-
es and land beyond this safe-landing zone, the
devil bike riding.
jump is considered a crash.
High Rev profits.
In addition to proper speeds required for
Stunt Cycle is a completely new video concept
jumping the buses, one must not accelerate too
and with built-in Atari exclusive features, you
much on the two approach tracks (the two upper-
and your customers can be instant superstars.
most black lines on the monitor). Doing so will
cause the player’s cycle to do
“wheelies”; in extreme cases the
bike will flip over backwards
which counts the same as a crash
while jumping. However, driv-
ing too slowly in this stretch will
not impair the player’s score. The
scoring is simple: one point is
gained for each successful jump.
Along with the video ac-
tion just described, the following
sounds produced by the speaker
during play add to the game’s ex-
citement:
Upon acceleration, the mo-
tor sound increases in pitch. Doing
“wheelies” at controlled speeds
without flipping produces no spe-
cial sound other than the regular
motor sound. Doing “wheelies”
and flipping over backwards, how-
ever, produces a screeching sound.
Performing a success-
ful jump produces a crowd cheer
sound. And finally, performing an
unsuccessful jump and landing
on a bus produces a twang with
each bounce; then a crash sound
is made as the cyclist lands on the
ground.
Tank 8 237
Tank 8 is similar to the previous Atari and excitement. Four hinged coin doors, locking Manufacturer Kee Games
Tank games except it is color instead of black and cashboxes and lightweight easy-to-assemble con- Release 1976
white and there can be up to eight players who struction round out TANK 8’s exclusive features. Class Wide Release
each get to control a differently colored tank. The Dollar Bill Acceptor, exclusive option. Genre Labyrinth/Maze
colors of the tanks are red, light blue, dark blue, TANK 8 can be ordered with a Rowe dollar bill ac- Mode 8 Players simultaneous
Gameplay Competitive
yellow, white, green, purple and orange. ceptor. Instead of 8 plays at 25¢ each, you can add
Panel Layout Multiple Player
The Battle arena is filled with barriers an extra savings incentive —8 plays for only $1. Controls
and “X”s that represent land mines. The game No battle fatigue. TANK 8 is built for heavy ac- Joystick: 2-way (up, down)
is viewed from a overhead perspective by eight tion. Durastress™ -tested solid state reliability Joystick: 2-way (up, down)
players who individually maneuver their uniquely means less down-time, non-stop earnings. All- with button [Fire]
colored tank in an effort to shoot the other. steel frame construction, and molded fiberglass Monitor
control panel means tank-tough indestructibility Orientation: Horizontal
Tank 8 had two modes free-for-all and Type: Raster: Standard Resolution
and large removable side panel mean easy acces-
team-play. In free-for-all mode players get points CRT: Color
sibility to components.
for every kill. In team mode, tanks were red or 19-inch Motorola
Exclusive Atari “Instapart”™ service backup
blue and points were scored only for killing mem- Sound Amplified Mono
supplys you with spares in less than 48 hours.
bers of the opposite team. In a design that was (one channel)
Dimensions: Height: 68”, 171cm; width: 44”,
ahead of its time, players did have to watch out to Cabinet Styles Upright
111cm; depth: 44”, 111cm.
make sure they didn frag members of their own
Mobilize your attack force.
team.
“arcade-museum.com” TANK 8 is going to sell out fast.
by: “arcade72.com”
Wings
Manufacturer Electra
Release 1976
Class Wide Release
Genre Shooter
Mode 2 Players simultaneous
Gameplay Competitive
Panel Layout Multiple Player
Ambidextrous
Monitor
Orientation: Horizontal
Type: Raster: Standard Resolution
CRT: Black and White
Controls
Joystick: 2-way (up, down)
Joystick: 2-way (up, down)
with button [Fire]
Sound Amplified Mono
(one channel)
Cabinet Styles Cocktail