Difference between revisions of "Electro-mechanical arcade games"

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{{cleanup}}[[File:Periscope_machine1.jpg|thumb|right|''[[Periscope]]'', an example of an early Sega electro-mechanical arcade game.]]
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[[File:Periscope cabinet.jpg|thumb|right|''[[Periscope]]'', an example of an early Sega electro-mechanical arcade game.|link=Periscope]]
For much of the twentieth century, '''electro-mechanical arcade games''' ('''EM''' games), were a staple of amusement arcade venues across the world. As the name suggests, these are commercial products, typically using simple electric circuits to move physical objects in order to simulate a game - an evolution of slot machines and pinball tables (as well as purely mechanical inventions), and which rose to prominence after the end of World War II.
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In the mid-20th century, '''electro-mechanical arcade games''' ('''EM''' games)  were a staple of amusement [[arcade]] venues across the world. As the name suggests, these are commercial products, typically using simple electric circuits to move physical objects in order to simulate a game - an evolution of slot machines, pinball tables and Pachinko machines (as well as purely mechanical games), and which rose to prominence after the end of World War II.
  
Numerous amusement companies designed and manufactured coin-operated EM games between the early 1950s and late 1970s. [[Sega]] began producing games in the early 1960s, with the the 1966 release of ''[[Periscope]]'' emerging as their first successful EM venture. Until the mid-1970s, the company structured itself around this market, however with the advent of more complex and reliable "video games" - those which use a combination of solid state electronics to draw a picture on a television screen, Sega became less focused on its EM operations, ending with the release of ''[[Plinker's Canyon]]'' in 1976.
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Numerous amusement companies designed and manufactured coin-operated EM games between the early 1950s and late 1970s. [[Sega]] began producing games in the early 1960s, with the 1966 release of ''[[Periscope]]'' emerging as their first successful EM venture. Until the mid-1970s, the company structured itself around this market.
  
By the late 1960s, "video projection" electro-mechanical games were becoming more common, with the likes of Sega's ''[[Duck Hunt]]'' (1969) dropping physical moving targets in favour of projected images, helping to set a tone for the first half of the 1970s. However, due to a reliance on physical moving parts (and by extension, high maintenance costs), all types of electro-mechanical arcade games are difficult to find outside of museums, with most being taken out of service in the early 1980s.
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In the late 1960s, "video projection" electro-mechanical games began appearing, with the likes of Sega's ''[[Duck Hunt]]'' (1968) dropping physical moving targets in favour of projected animated images, helping to set the tone for the first half of the 1970s. With the advent of more complex and reliable "video games" - those which use a combination of [[wikipedia:Solid-state electronics|solid-state electronics]] to draw a picture on a television screen, Sega became less focused{{magref|cb|1975-07-05|229}} on its EM operations, ending with the release of ''[[Plinker's Canyon]]'' in 1976.
 
 
<!-- read the talk page - I will probably delete the rest of this soon-ish
 
 
 
-Squirrel
 
 
 
 
 
 
 
 
 
'''Electro-mechanical arcade games''' (often abbreviated '''EM''' games) are what [[arcade]]s used to have before the introduction of arcade video games (which use solid-state electronics like transistors, integrated circuits, printed circuit boards, and microcontrollers, along with a video display monitor). An electro-mechanical game is any coin-operated game that has neither a microprocessor (nor an approximation of one with logic gates like ''SHARK Jaws'', ''Computer Space'' and others used), or a proper display monitor. An electro-mechanical game is run through switches, relays, motors, and lights. Any electronic circuitry in the machine were usually very simple. Evetually, the late 1960s saw the emergence of video projection EM games, which used projection displays for visuals (like ''[[Duck Hunt]]'', ''[[Jet Rocket]]'' and ''[[Killer Shark]]'') and ocassionally solid-state electronics for  sounds (like ''[[Grand Prix]]'', ''[[Missile]]'' and ''[[Night Rider]]''), laying the foundations for arcade video games.
 
 
 
The most common type of electro-mechanical games were pinball machines—all of them up to the late seventies were either mechanical or electromechanical (the industry switched to microprocessors around 1978 or so). Other electro-mechanicals include most early slot machines and Pachinko machines, although the earliest ones were completely mechanical.
 
 
 
Besides pinball, there were many other types of electro-mechanical games, ranging from sports games to light-gun shooting games. Usually, rather than displaying the objects on a screen, they were physical objects that were either static or moving, often inside a showcase. Eventually, from the late 1960s, there were electro-mechanical games that used video projection displays, giving them the appearance of later arcade video games.
 
 
 
These games had one big problem: they broke down all the time. This is why you never see any electro-mechanicals anymore (aside from a few really old Skee Ball machines). The mean time between failures on most of these machines could be measured in days. Some were more reliable than others, but in general the more complex ones were constantly failing. Any individual game may have hundreds of moving parts, which were often subject to abuse. This makes functioning electro-mechanicals very rare today.
 
 
 
==Electro-mechanical golden age==
 
EM games were popular during the electro-mechanical golden age of the 1960s and 1970s, but video games eventually overtook them in popularity during the golden age of arcade video games that began with ''[[Space Invaders]]'' in 1978.{{ref|[http://shmuplations.com/kasco/ Kasco and the Electro-Mechanical Golden Age] (Interview), ''Classic Videogame Station ODYSSEY'', 2001}}
 
 
 
The electro-mechanical golden age began with the 1959 arcade hit ''Mini Drive'', a racing game where the player used a steering wheel to control a miniature car across a scrolling conveyor belt inside an arcade cabinet. It was manufactured by Kasco (Kansei Seiki Seisakusho) and became a hit in Japan.{{ref|[http://shmuplations.com/kasco/ Kasco and the Electro-Mechanical Golden Age] (Interview), ''Classic Videogame Station ODYSSEY'', 2001}}
 
 
 
''[[Periscope]]'', released by [[Namco]] in 1965,{{ref|[https://twitter.com/onionsoftware/status/604656579934220288 Tweet], [[wikipedia:ja:おにたま|Onion Software]]}}{{ref|[http://bandainamcoent.co.jp/gallery/ayumi/archive/elemecha/ Elemecha], [[Namco]]}} and then by [[Sega]] in 1966,{{ref|Steven L. Kent (2000), ''The First Quarter: A 25-Year History of Video Games'', p. 83, BWD Press, ISBN 0-9704755-0-0}} was an early submarine simulator and light gun shooter,{{ref|Brian Ashcraft (2008) ''Arcade Mania! The Turbo Charged World of Japan's Game Centers'', p. 133, Kodansha International}} which used lights and plastic waves to simulate sinking ships from a submarine.{{ref|Steve L. Kent (2001), ''The ultimate history of video games: from Pong to Pokémon and beyond: the story behind the craze that touched our lives and changed the world'', p. 102, [[wikipedia:Prima Games|Prima]], ISBN 0-7615-3643-4}} It became an instant success in Japan, Europe, and North America{{ref|1=Mark J. P. Wolf (2008), [https://books.google.com/books?id=XiM0ntMybNwC ''The video game explosion: a history from PONG to PlayStation and beyond''], p. 149, ABC-CLIO, ISBN 0-313-33868-X}} where it was the first arcade game to cost a [[wikipedia:Quarter (United States coin)|quarter]] per play,{{ref|Steven L. Kent (2000), ''The First Quarter: A 25-Year History of Video Games'', p. 83, BWD Press, ISBN 0-9704755-0-0}} which would remain the standard price for arcade games for many years to come.{{ref|1=Mark J. P. Wolf (2008), [https://books.google.com/books?id=XiM0ntMybNwC ''The video game explosion: a history from PONG to PlayStation and beyond''], p. 149, ABC-CLIO, ISBN 0-313-33868-X}} ''Periscope'' revived the North American arcade industry in the late 1960s.{{ref|https://archive.org/stream/NextGeneration24Dec1996/Next_Generation_24_Dec_1996#page/n10/mode/1up}} The game was cloned by [[Midway]] as ''Sea Raider'' (1969) and ''Sea Devil'' (1970). Midway later adapted it into an arcade video game, ''[[wikipedia:Sea Wolf (video game)|Sea Wolf]]'' (1976).{{ref|[http://www.pinrepair.com/arcade/sperisc.htm Sega Periscope]}}
 
 
 
In 1967, [[Taito]]'s EM arcade game ''Crown Soccer Special'' was a two-player sports game that simulated association football, using various electronic components, including electronic versions of pinball flippers.{{ref|1=[https://www.arcade-museum.com/game_detail.php?game_id=16047 Crown Soccer Special]}} Sega's 1970 multiplayer EM shooter game ''[[Gun Fight]]'' was a direct precedent to Taito's 1975 arcade video game ''[[wikipedia:Gun Fight|Gun Fight]]'', which in turn was influential on shooter video games.{{ref|[https://www.academia.edu/12148820/Once_Upon_a_Time_on_the_Screen_Wild_West_in_Computer_and_Video_Games Once Upon a Time on the Screen: Wild West in Computer and Video Games], Academia}}
 
 
 
===Video projection games===
 
In the late 1960s, Japanese arcade manufacturers Kasco and [[Sega]] introduced a new type of electro-mechanical game, video projection games. They looked and played like later arcade video games, but relied on electro-mechanical components to produce sounds and images rather than a CRT display. They used rear video image projection to display moving animations on a video screen.{{ref|[http://classicgames.about.com/od/arcadegames/p/KillerShark.htm Killer Shark: The Undersea Horror Arcade Game from Jaws], D.S. Cohen, About.com}}{{ref|[http://shmuplations.com/kasco/ Kasco and the Electro-Mechanical Golden Age] (Interview), ''Classic Videogame Station ODYSSEY'', 2001}}{{ref|[https://www.academia.edu/12148820/Once_Upon_a_Time_on_the_Screen_Wild_West_in_Computer_and_Video_Games Once Upon a Time on the Screen: Wild West in Computer and Video Games], Academia}} Video projection games became common in arcades of the 1970s. They combined electro-mechanical and video elements, laying the foundations for arcade video games, which adapted cabinet designs and gameplay mechanics from earlier video projection games.{{ref|[https://www.academia.edu/12148820/Once_Upon_a_Time_on_the_Screen_Wild_West_in_Computer_and_Video_Games Once Upon a Time on the Screen: Wild West in Computer and Video Games], Academia}} They also ocassionally used solid-state electronics for  sounds (like ''[[Grand Prix]]'', ''[[Missile]]'' and ''[[Night Rider]]'').
 
 
 
The first video projection games were Kasco's ''Indy 500'', released in the late 1960s,{{ref|[http://shmuplations.com/kasco/ Kasco and the Electro-Mechanical Golden Age] (Interview), ''Classic Videogame Station ODYSSEY'', 2001}} and Sega's ''Duck Hunt'', released in January 1969.{{ref|[http://www.pinrepair.com/arcade/sduckhu.htm 1969 SEGA Duck Hunt (Arcade Flyer)]}}{{ref|1=[https://www.arcade-museum.com/game_detail.php?game_id=13152 Duck Hunt (1969)]}}
 
 
 
Starting with ''[[Duck Hunt]]'' in January 1969, Sega introduced video projection games. It used rear image projection in a manner similar to an ancient Chinese [[wikipedia:Zoetrope|zoetrope]] to produce moving animations on a display screen. ''Duck Hunt'' was the first arcade game with animated moving targets displayed on a screen, in contrast to earlier electro-mechanical arcade games that displayed actual physical static targets. This gave ''Duck Hunt'' the appearance of a video game, several years before the first true video games arrived in the arcades (such as ''Computer Space'' and ''Pong''). ''Duck Hunt'' anticipated the kind of light-gun shooter video games that would later appear in the 1970s, and was the first arcade shooter to display a first-person perspective on a screen. It also printed out the player's score on a ticket, and had sound effects that were volume controllable.{{ref|[http://www.pinrepair.com/arcade/sduckhu.htm 1969 SEGA Duck Hunt (Arcade Flyer)]}}
 
 
 
Kasco's ''Indy 500'' was a rear-projection driving/racing game designed by Kenzou Furukawa. It used rear image projection to display a first-person scrolling track on a video screen, along with rival cars the player needs to avoid crashing into, while the controls consisted of a steering wheel and accelerator pedal. It became a hit in Japan, selling 2,000 cabinets there, and inspired several clones in 1969, including Sega's ''[[Grand Prix]]'' and [[Chicago Coin]]'s ''Speedway'', which became an even bigger hit in North America, selling 10,000 cabinets there and winning a prize.{{ref|[http://shmuplations.com/kasco/ Kasco and the Electro-Mechanical Golden Age] (Interview), ''Classic Videogame Station ODYSSEY'', 2001}} Sega's clone ''Grand Prix'' also had a first-person view, electronic sound, a dashboard with a racing wheel and accelerator,{{ref|1=[http://www.arcade-museum.com/game_detail.php?game_id=17382 Grand Prix]}} and a similar forward-scrolling road projected on a screen.{{ref|Bill Loguidice & Matt Barton (2009), ''Vintage games: an insider look at the history of Grand Theft Auto, Super Mario, and the most influential games of all time'', p. 198, Focal Press, ISBN 0-240-81146-1}} ''Indy 500'' laid the foundations for racing video games.{{ref|[http://shmuplations.com/kasco/ Kasco and the Electro-Mechanical Golden Age] (Interview), ''Classic Videogame Station ODYSSEY'', 2001}}
 
 
 
In 1969, Sega released  ''[[Missile]]'', a first-person vehicle combat simulation that featured electronic sound and a moving film strip to represent the targets on a projection screen. It was the earliest known arcade game to feature a [[joystick]] with a fire [[Push-button|button]], which formed part of an early [[Dual analog control|dual-control]] scheme, where two [[D-pad|directional buttons]] are used to move the player's tank and a two-way joystick is used to shoot and steer the missile onto oncoming planes displayed on the screen; when a plane is hit, an animated explosion appears on screen, accompanied by the sound of an explosion.{{ref|1=[https://www.arcade-museum.com/game_detail.php?game_id=10600 Missile]}} In 1970, the game was released in North America as ''S.A.M.I.''{{ref|1=[https://www.arcade-museum.com/game_detail.php?game_id=5190 S.A.M.I.]}}
 
 
 
In the late 1960s, Sega developed ''[[Jet Rocket]]'', which eventually released in 1970, and was cloned shortly after by three Chicago manufacturers.{{ref|https://archive.org/stream/NextGeneration24Dec1996/Next_Generation_24_Dec_1996#page/n10/mode/1up}} It was a first-person combat flight simulator with cockpit controls that could move the player aircraft around a landscape displayed on screen and shoot missiles onto targets that explode when hit.{{ref|1=[https://www.arcade-museum.com/game_detail.php?game_id=17309 Jet Rocket]}} It featured shooting and flight movement in a 3D environment from a first-person perspective, a precursor to first-person vehicle combat video games such as ''[[Battlezone]]'' (1980) and ''[[Hovertank 3D]]'' (1991), and the first-person shooter video game genre.{{ref|Carl Therrien, [http://gamestudies.org/1502/articles/therrien Inspecting Video Game Historiography Through Critical Lens: Etymology of the First-Person Shooter Genre], ''Game Studies: The International Journal of Computer Game Research'', Volume 15, issue 2, December 2015, ISSN 1604-7982}}
 
 
 
In 1972, Sega released ''[[Killer Shark]]'', a first-person light gun game known for appearing in the 1975 film ''Jaws''.{{ref|[http://classicgames.about.com/od/arcadegames/p/KillerShark.htm Killer Shark: The Undersea Horror Arcade Game from Jaws], D.S. Cohen, About.com}}
 
 
 
In 1974, [[Nintendo]]'s arcade light gun shooter ''Wild Gunman'' used  full motion video (FMV) projection from 16mm film to display live-action cowboy opponents on screen.{{ref|1=[https://www.arcade-museum.com/game_detail.php?game_id=10432 Wild Gunman (1974)]}} It was the first interactive movie game, and the first game to use full motion video (FMV).{{ref|Carl Therrien, [http://gamestudies.org/1502/articles/therrien Inspecting Video Game Historiography Through Critical Lens: Etymology of the First-Person Shooter Genre], ''Game Studies: The International Journal of Computer Game Research'', Volume 15, issue 2, December 2015, ISSN 1604-7982}} The quick time event (QTE) mechanic also has origins in ''Wild Gunman''. Alternate film footage was played depending on the player's quick draw reaction. It paved the way for later QTE [[Sega LaserDisc hardware|laserdisc]] video games.{{ref|[https://www.academia.edu/12148820/Once_Upon_a_Time_on_the_Screen_Wild_West_in_Computer_and_Video_Games Once Upon a Time on the Screen: Wild West in Computer and Video Games], Academia}} In the 1970s, Kasco released a hit electro-mechanical arcade game with live-action FMV, projecting car footage filmed by [[wikipedia:Toei Company|Toei]].{{ref|[http://shmuplations.com/kasco/ Kasco and the Electro-Mechanical Golden Age] (Interview), ''Classic Videogame Station ODYSSEY'', 2001}}
 
 
 
In 1975, Kasco released the first holographic 3-D game, ''Gun Smoke'', a light gun shooter. It was a hit in Japan, selling 6,000 cabinets there, but only 750 cabinets were sold in the US.{{ref|1=[https://www.arcade-history.com/?n=gun-smoke&page=detail&id=14552 Gun Smoke]}} It was followed by two more holographic Kasco gun games, ''Samurai'' and ''Bank Robber'', released between 1975 and 1977, as well as a 1976 Midway clone, ''Top Gun''. They predated the first holographic video games, Sega's ''[[Time Traveler]]'' (1991) and ''[[Holosseum]]'' (1992).{{ref|1=[https://books.google.com/books?id=tLWlCgAAQBAJ&pg=PA179 ''Holograms: A Cultural History'', page 179]}}
 
 
 
One of the last successful electro-mechanical arcade games was ''F-1'', a racing game developed by [[Namco]] and distributed by [[Atari]] in 1976.{{ref|1=[https://www.arcade-museum.com/game_detail.php?game_id=7743 F-1]}} This game appeared in the films ''Dawn of the Dead'' (1978){{ref|1=[https://m.youtube.com/watch?v=3UVzepqkmts Mall Arcade (Dawn Of The Dead)]}} and ''Midnight Madness'' (1980), as did Sega's ''Jet Rocket'' in the latter film.
 
 
 
Over the course of the 1970s, following the release of ''[[Pong]]'' in 1972, arcade video games began competing with electro-mechanical games in the arcades.{{ref|Brian Ashcraft (2008) ''Arcade Mania! The Turbo Charged World of Japan's Game Centers'', p. 134, Kodansha International}}{{ref|[http://shmuplations.com/kasco/ Kasco and the Electro-Mechanical Golden Age] (Interview), ''Classic Videogame Station ODYSSEY'', 2001}} The gradual shift was not abrupt, as early arcade video games were largely modelled after earlier video projection games,{{ref|[https://www.academia.edu/12148820/Once_Upon_a_Time_on_the_Screen_Wild_West_in_Computer_and_Video_Games Once Upon a Time on the Screen: Wild West in Computer and Video Games], Academia}} which continued to thrive up until the 1978 video game ''Space Invaders'',{{ref|[http://shmuplations.com/kasco/ Kasco and the Electro-Mechanical Golden Age] (Interview), ''Classic Videogame Station ODYSSEY'', 2001}} which dealt a powerful blow to the popularity of electro-mechanical games.{{ref|
 
Brian Ashcraft (2008) ''Arcade Mania! The Turbo Charged World of Japan's Game Centers'', p. 136, Kodansha International}} Kasco, one of the biggest electro-mechanical arcade manufacturers at the time, declined due to its reluctance to make the transition to arcade video games. The 1978 release of ''Space Invaders'' marked the end of the electro-mechanical golden age, and the beginning of the golden age of arcade video games.{{ref|[http://shmuplations.com/kasco/ Kasco and the Electro-Mechanical Golden Age] (Interview), ''Classic Videogame Station ODYSSEY'', 2001}}
 
  
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A number of arcade video games were inspired by electro-mechanical arcade games (particularly the "video projection" type) during the 1970s, until video games eventually replaced electro-mechanical games with the arrival of ''[[Space Invaders]]'' (1978). Due to a reliance on physical moving parts (and by extension, high maintenance costs), all types of electro-mechanical arcade games are difficult to find outside of museums, with most being taken out of service in the early 1980s.
  
 
==References==
 
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Latest revision as of 22:09, 14 June 2024

Periscope, an example of an early Sega electro-mechanical arcade game.

In the mid-20th century, electro-mechanical arcade games (EM games) were a staple of amusement arcade venues across the world. As the name suggests, these are commercial products, typically using simple electric circuits to move physical objects in order to simulate a game - an evolution of slot machines, pinball tables and Pachinko machines (as well as purely mechanical games), and which rose to prominence after the end of World War II.

Numerous amusement companies designed and manufactured coin-operated EM games between the early 1950s and late 1970s. Sega began producing games in the early 1960s, with the 1966 release of Periscope emerging as their first successful EM venture. Until the mid-1970s, the company structured itself around this market.

In the late 1960s, "video projection" electro-mechanical games began appearing, with the likes of Sega's Duck Hunt (1968) dropping physical moving targets in favour of projected animated images, helping to set the tone for the first half of the 1970s. With the advent of more complex and reliable "video games" - those which use a combination of solid-state electronics to draw a picture on a television screen, Sega became less focused[1] on its EM operations, ending with the release of Plinker's Canyon in 1976.

A number of arcade video games were inspired by electro-mechanical arcade games (particularly the "video projection" type) during the 1970s, until video games eventually replaced electro-mechanical games with the arrival of Space Invaders (1978). Due to a reliance on physical moving parts (and by extension, high maintenance costs), all types of electro-mechanical arcade games are difficult to find outside of museums, with most being taken out of service in the early 1980s.

References