---> A Brief History of Video Arcade Games <--- Coin operated video games have only been around since about 1971. In the early days games were few, graphics were primitive, and some games (e.g. "PONG") didn't even use software (ROM). Like Pinball Machines, most early video games were found only in Bars and out-of-the-way places. This all changed in 1978, when the game "Space Invaders" became a runaway hit. Suddenly the market became flooded with new and innovative video games, and banks of games were being relocated into dedicated rooms called Video Arcades. The period from 1978 until 1984 (the year of the great Video Arcade profitmaking crash) is often referred to as the Golden age, with games from manufacturers like Atari, Exidy, and Cinematronics fondly remembered (for example, 1980s "Pac-Man" became, and still remains, the worlds favorite video game, with many examples still to be found in daily use). After the crash, many of the companies turned to the home video game market, and fewer coin operated video games were manufactured. The new games still offered became less innovative and more formulistic (especially in the graphics look-and-feel). Typical offerings now tended be clones of the previous years games. When the 80's ended, most of the smaller companies had dissapeared, and the majority of coin operated games tended to be from companies such as Sega and Nintendo, who were dominant forces in the Home Game Console market. During the 90's, the playing mechanics of video games and the audience manufacturers were targeting became significantly different from what had gone before. ======== 1st Era ======== Coin operated video games from specific eras also offer a distinctive look and play experience. The cabinets of the earliest games had a super-futuristic look, due to their being made of molded fiberglass (you can see an example of one in the movie "Soilent Green"). Unfortunately these cabinets proved to be just too radical for the largely conservative established game manufacturers. As these companies expanded into video games, they chose to use the same hulking earthtone colored cabinets that they had been using for their electro- mechanical games. Cabinets remained clunky until the very end of the era, when they suddenly began to transition into a leaner, more colorful, and somewhat wedge shaped design (e.g. 1978s "Orbit"). These early games (e.g. 1974s "Tank") used very blocky graphics, of the sort you find in the earliest Atari 2600 home video game cartridges. Screens were all black & white, and based upon TV sets ("raster" imaging). Controls tended to be either a dial or a button. Even Driving games did little more than attach an oversized wheel to a dial (e.g. 1976s "Sprint2"), which often made steering vehicles in these games rather difficult. 1978 marked the end of the first era in video games. By then graphics had become more refined and a few games were even using colored film overlays on the screens to give a pseudo-color image (e.g. 1977s "Circus"). Viewpoints however remained a non-scrolling, flat, 2-D perspective; and gameplay was still extremely simplistic (e.g. 1978s smash hit "Space Invaders"). Remember though that simplistic does not mean bad. Lack of graphics detail meant that the games had to focus on strategy, and many were, and still are, therefore extremely challenging and addictive to play (e.g. 1977s "Canyon Bomber"). ======== 2nd Era ======== 1979 ushered in the beginning of the second era. It seemed that everyone had suddenly taken an interest in coin operated video games, and manufacturers were flooding the arcades with new and innovative games. Game cabinets finished their recent transiton into the standardized brightly colored tall and narrow box shape with portruding overhead marquee that most people associate with golden age video games (e.g. 1979s "Galaxian"). In the previous year most games had still been black & white, but in 1979 the reverse was now true, with color screens suddenly being the norm. A significant new innovation, but one that only lasted a few years, was the use of "vector" imaging (the kind of imaging used on occiliscopes). These special screens can only produce wire-frame images, but the graphics quality is of extremely high resolution (e.g. 1979s "Asteroids"). One of the contributing factors to this screen being introduced was that the new color raster screens were of inherent lower resolution than the previous years black & white raster screens (due to a color screens need to use three phosphor dots to represent the same pixel that a black & white screen can represent with just one). Game controls also made a shift. Standard game controls now became the ubiquitous knobbed joystick and large dished button combination. A new innovation to appear was the trackball (e.g. 1980s "Centipede"), a control that later became the second most popular after joysticks. During the second era, optical gun game mechanics were perfected (e.g. 1983s "Crossbow"). Driving games got better, primarily due to scrolling screen graphics (a new innovation) and more intuitive perspective angles. In fact, many chase perspective driving games of this era tend to be superior to chase perspective games from later eras, due to the lower graphics detail making exact vehicle position easier to interperate, which intern makes the vehicle easier to maneuver. Steering however still provided little feedback, so steering with a joystick often out-performed steering with wheels. Sports games were a real mixed bag, with playability ranging from fun to horrific. Technical limitations often meant that sports games had to make sacrifices in the way they represented a game, such as reducing the number of players on a team. The earlier games focused more on calling plays, while indicating players position on the field with crude markers (e.g. 1979s "Atari Football"). However as video game computing power expanded, player avatars become more detailed, and manufacturers also began shifting the emphasis of gameplay away from coaching and more towards putting the game player into a role of being one of the compeating athleats. As a whole, the general look-and-feel of second age video games were what one might call uncluttered. Games used limited (although not necessarily limiting) color pallets and the graphics were mostly 2-D sprites (although they could give a suprising amount of detail, e.g. 1982s "Joust"). Backgrounds were often just a solid color (e.g. 1980s "Defender") or limited to relatively undistracting ambiance images like a Hanna-Barbara cartoon (e.g. 1983s "Spy Hunter"). Early in the era manufacturers were continuously experimenting with new gaming experiences, and variety was a keynote. Games also tended to be family friendly, and could hold the interest of all genders and age groups. Although the market for coin operated video games fell out in 1984, the second age struggling on until 1987. Low sales however now made the manufacturers conservative, so the majority of games produced during the last three years changed little in their look-and-feel (e.g. 1987s "American Speedway"). Change did occur in the ability of owners to upgrade existing cabinets with new games. At the beginning of the era electronics were unique to each game, and arcade operators who wanted new games were forced to buy entire new cabinets. Slowly this began to change, first with cabinets from within one company allowing game swaps (such as the DECCO cassette system), and later with the majority of the industry adopting game swapable standardized cabinets (such as JAMMA cabinets). ======== 3rd Era ======== 1988 can be considered the beginning of the third era. The year before sales of coin operated video games had rebounded enough that the surviving manufacturers were now willing to try and re-energize the market. In the year before most games had looked a lot like games from the early 80s, but for 1988 most games were now released with a new 90s "Home Game Console" look-and-feel. Partial coin credit and the ability to add coins to continue a game became the norm. Gone now were most of the much beloved video arcades, with their games having migrated to laundromats, pizza restaurants, and movieplexes (the remaining arcades often became "family entertainment centers", which were a euphemism for gambling casinos aimed at little children). A surprise hit with bar owners were the new slow paced golfing games. Racing games finally became playable, thanks to the proliferation of force feedback steering wheels and the ability to sit while driving. Linked cabinets, where players could race each other in the same game, started becoming common in even the smaller arcades. The biggest trend however was the domination of violent fighting games, as games abandoned the adult players and now focused exclusively on tapping the wallets of young teenage boys. Early on these were mostly beat-'em-up side-scrolling games, but during the 90s the two opponent (as well as multi-player brawl) Kung Fu type fighting games rose up to become almost the only video game type being offered by arcades. Third era innovations/problems are: - Rendered and digitized graphics, which often gives the game a feeling of being a passive television cartoon. - Graphics drawn in a "Puffy" manner, with cluttered and often obscuring backgrounds that add little to gameplay. - Staccato gameplay that makes it difficult to become "one" with the machine. - Demographics shift of game targeting to either Jr-Highschool boys (ultra-violence, beginning with 1992s "Mortal Kombat") or little kids (cutesie japanese "family entertainment center" type games). - Extreme similarity between games and limited choices in "types" of games (differentiation being only in characters or location). - Change in cabinet styling from the 80's "packing crate" look to a "molded play console" look (typified by "Capcom" games). - Trend towards banks of "linked" cabinets (option for multiple player participation) and controls for several players on one cabinet. - Proliferation of force feedback controls and sit-down cabinets with feedback, especially with driving style games. - Universality of large screens and a proliferation of giant projection screens in the larger arcades. - Move by games to allow registering of only a partial game credit for each coin deposited, and the ability of games to be "continued" from where you were stopped by adding coins. ======== 4th Era (and beyond) ======== At the turn of millennium computers and game consoles were becoming so sophisticated that the arcade machines were having difficulty drawing players out of their homes. Arcade machines, and other entertainment venues such as cinemas, evolved into "events" that engaged the whole body of the player (e.g. 1999s "Dance Dance Revolution"). For smaller venues such a convenience stores, single cabinets with a selectable choice of previously released games became the norm. While new games were still being created, this became the exception, as cabinet style video arcade machines, along with pinball machines, were now being looked upon purely as "nostalgic" entertainment devices.