Electro-mechanical arcade games

From Sega Retro

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

Electro-mechanical arcade games (often abbreviated EM games) are what arcades 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.[1]

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.[1]

Periscope, released by Namco in 1965,[2][3] and then by Sega in 1966,[4] was an early submarine simulator and light gun shooter,[5] which used lights and plastic waves to simulate sinking ships from a submarine.[6] It became an instant success in Japan, Europe, and North America[7] where it was the first arcade game to cost a quarter per play,[4] which would remain the standard price for arcade games for many years to come.[7] Periscope revived the North American arcade industry in the late 1960s.[8] The game was cloned by Midway as Sea Raider (1969) and Sea Devil (1970). Midway later adapted it into an arcade video game, Sea Wolf (1976).[9]

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.[10] Sega's 1970 multiplayer EM shooter game Gun Fight was a direct precedent to Taito's 1975 arcade video game Gun Fight, which in turn was influential on shooter video games.[11]

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.[12][1][11] 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.[11] 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,[1] and Sega's Duck Hunt, released in January 1969.[13][14]

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 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.[13]

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.[1] Sega's clone Grand Prix also had a first-person view, electronic sound, a dashboard with a racing wheel and accelerator,[15] and a similar forward-scrolling road projected on a screen.[16] Indy 500 laid the foundations for racing video games.[1]

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 button, which formed part of an early dual-control scheme, where two 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.[17] In 1970, the game was released in North America as S.A.M.I.[18]

In the late 1960s, Sega developed Jet Rocket, which eventually released in 1970, and was cloned shortly after by three Chicago manufacturers.[8] It was a first-person combat flight sim with cockpit controls that could move the player aircraft around a landscape displayed on screen and shoot missiles onto targets that explode when hit.

In 1972, Sega released Killer Shark, a first-person light gun game known for appearing in the 1975 film Jaws.

These eventually influenced Nintendo to produce similar light-gun shooting electro-mechanical arcade games. In 1974, Nintendo's arcade light gun shooter Wild Gunman used similar technology, but improved it even further by using full-motion video projection to display live-action cowboy opponents on screen.

References

  1. 1.0 1.1 1.2 1.3 1.4 1.5 Kasco and the Electro-Mechanical Golden Age (Interview), Classic Videogame Station ODYSSEY, 2001
  2. Tweet, Onion Software
  3. Elemecha, Namco
  4. 4.0 4.1 [Steven L. Kent (2000), The First Quarter: A 25-Year History of Video Games, p. 83, BWD Press, ISBN 0-9704755-0-0 Steven L. Kent (2000), The First Quarter: A 25-Year History of Video Games, p. 83, BWD Press, ISBN 0-9704755-0-0]
  5. [Brian Ashcraft (2008) Arcade Mania! The Turbo Charged World of Japan's Game Centers, p. 133, Kodansha International Brian Ashcraft (2008) Arcade Mania! The Turbo Charged World of Japan's Game Centers, p. 133, Kodansha International]
  6. [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, Prima, ISBN 0-7615-3643-4 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, Prima, ISBN 0-7615-3643-4]
  7. 7.0 7.1 [Mark J. P. Wolf (2008), The video game explosion: a history from PONG to PlayStation and beyond, p. 149, ABC-CLIO, ISBN 0-313-33868-X Mark J. P. Wolf (2008), The video game explosion: a history from PONG to PlayStation and beyond, p. 149, ABC-CLIO, ISBN 0-313-33868-X]
  8. 8.0 8.1 https://archive.org/stream/NextGeneration24Dec1996/Next_Generation_24_Dec_1996#page/n10/mode/1up
  9. http://www.pinrepair.com/arcade/sperisc.htm
  10. Crown Soccer Special
  11. 11.0 11.1 11.2 Once Upon a Time on the Screen: Wild West in Computer and Video Games, Academia
  12. Killer Shark: The Undersea Horror Arcade Game from Jaws, D.S. Cohen, About.com
  13. 13.0 13.1 1969 SEGA Duck Hunt (Arcade Flyer)
  14. Duck Hunt (1969)
  15. Grand Prix
  16. [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 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]
  17. Missile
  18. S.A.M.I.