Arcades have been around for a long time, but how long? How have arcade games changed over time? From the first skee ball arcade games over a century ago, to the early co-operated arcade cabinets in the 1970s, to today's modern arcade hits across the globe - learn more about the history of arcade games and how the gaming landscape has evolved throughout the decades.
When Pong was released in 1972, it gave birth to the modern video game as we know it and opened the door to newer, more sophisticated arcade games. Many people mistakenly believe this marked the start of the arcade, where young gamers huddled over a cabinet in the dark, plugging away at buttons and a joystick in the hopes of making it onto the high score list.
Just a year earlier, Galaxy Game was one of the first coin-operated cabinets to make a debut. It was installed at Stanford University in September 1971. You could argue it was one of the first actual arcade cabinets in existence, but if you look at the broader definition of the industry, that's not necessarily the case.
Neither of these events was actually the start of the arcade. In fact, they weren’t even close to the first instances of arcade-style games being used to entertain the masses. No, they didn’t have digital games before then, but not all arcade games are video-based. The true history of arcade games is much more nuanced and complex. Let's take a closer look. You may be surprised at what you learn.
SKEE BALL the original arcade game, invented by J.D. Estes in Philadelphia.
The first SKEE-BALL ALLEYSS sold to outdoor amusement industry, and measured at 36 feet long.
The SIZE OF THE ALLEY was reduced to 14 feet to allow for more diverse crowd of players.
The original game required much more strength to play.
First COIN-OPERATED MACHINE was called Baffle Ball, created in Chicago.
Coin-op machines were considered GAMBLING, and banned or heavily regulated by most states.
The machines were found mostly in bars and porn shops near this time.
Galaxy Game was the irst ever coin-operated gamef that was installed at Stanford University in September.
Galaxy Game cost a dime for 1 game, a quarter for 3.
In Novermber, Computer Space, the first mass-produced video arcade game, is released.
Galaxy Game cost $20,000 to build, using a DEC PDP-11 computer and vector display terminal. Inflation price approximately $115,000.
Pong is released, becoming first ever commercially successfulcoin-operated video game.
Developed by Atari, it eventually sold **more than 35,000 units**.
Pong led the way to video games replacing pinball machines.
From 1972 - 1984, more than 15 companies began to develop video games.
Gun Fight was released, which was the first game to use a microprocessor.
Taito Corp released Space Invaders, which took a year for Tomohiro Nishikado to develop, and went on to become one of the most popular arcade games of all time.
Atari’s Tempest became the first arcade game in 1980 to use high resolution color vector graphics.
Ataru released Asteroids, which was one of the first major hits of the Golden Age, and sold over 70,000 cabinets. Asteroids was Atari’s highest selling game.
The release of Pac-Man, which is the most successful video game of all time, selling 350,000 arcade cabinets, and racking up ver 2 billion dollars in revenue, which would be 3.4 billion with inflation, appealed to all kinds of gamers, male and female, and became a pop culture phenomenon.
Between 1978 and 1982, the business grew vastly, with the most popular machines bringing in 400 dollars a week in quarters, and with 13,000 arcades spreading around America.
Donkey Kong was ne of the first platform games and only the second game ever to feature multiple levels.
Donkey Kong was also the first game that had a more fleshed-out story line and a damsel in distress.
***In just one year, Donkey Kong sold 60,000 units and had earned $180 million.***
Also released during this time were
Too many similar games were being produced, and there was a moral fight against video games by concerned parents that nearly killed the industry.
The industry had gone from $12 billion in 1982 to just $100 million in 1985.
With the North American release of the Nintendo Entertainment System in 1985 and the Sega Master System in 1986, the focus switched to developing home gaming systems.
Sega introduced the Sega Genesis 16-bit console in North America to be followed by Nintendo’s 16-bit Super Nintendo/
Capcom releases Steet Fighter II, which brings a second wind to the industry.
Fighting games such as Mortal Kombat and Virtua Fighter become hige successes, making arcades switch focus.
In the mid-90s the industry once again slows down. However, in the mid to late 1990s, Multiple Arcade Machine Emulators (MAME) or multicades, started being built so that you could put hundreds and thousands of arcade games into one arcade cabinet.
Konami released Dance Dance Revolution, after which they saw a 260 percent increase in net income.
During this time, most arcade games were fighters, and so arcade owners were worried the Dance game would be too quirky and weird for the American audience. However, it was a huge success, reaching $6.5 million in sales in 2003. This release, along with other similar games like Guitar Hero helped to improve the arcade industry again in the early 2000s.
The first 4D gaming cabinet launched, called Dark Escape 4D. It uses a combination of:
This truly immerses the player in what’s happening. There’s even a heart rate monitor that will tell you when your heart is racing. Spoiler alert — it goes crazy the entire time unless you're superhuman.
In 2014, Facebook bought virtual reality gaming company Oculus for $400 million in cash and 23.1 million shares of Facebook. Since them, virtual reality has been incorporated into various games and arcade attractions.
Basketball arcade games with real balls became popular during the late '80s to early 2000s. Basketball arcade games had been around for decades, of course. Play Basketball by Aero-Matic in 1920 used a setup similar to the earliest pinball cabinets. Taito’s Basketball (1974) was one of the first conventional arcade cabinets to feature the sport. It had a black and white display with a blank background that symbolized the court. Players would control on-screen avatars using an arcade joystick.
It wasn’t until games like 1988's Competition Basketball from Intermark Amusements Inc. and 1993's Hot Shot Basketball from Midway Manufacturing Co. launched that the use of actual basketballs became a practice.
Today, Super Shot Basketball from Bay Tek Games — and some of its many variations — is one of the most popular arcade cabinets around. In fact, the company revised the arcade for 2018.
Light gun shooters, or arcade games that use a gun-shaped controller, have believe it or not, been around for a long time. Some of the first used mechanical light guns in the 1930s and operated much differently than modern game setups. The mechanical setup gave the impression the player was shooting the gun when they actually were not.
Sega’s electro-mechanical arcade cabinet featuring Periscope launched in 1966. Players targeted cardboard ships moving within the unit.
In the 1970s and 1980s, video shooter games appeared. In 1969, Sega created the original Duck Hunt, which featured moving targets onscreen. After the player finished, they received their score, which was printed out on a paper ticket. The Nintendo Entertainment System later adapted Duck Hunt, which featured a plastic gun-like controller.
In the 1990s, the genre evolved considerably to include much more realistic and immersive experiences. On top of featuring 3D graphics and realistic artwork, such as what you’d see in 1994's Virtua Cop and 1995's Time Crisis, the guns were much improved, too.
In 1996, House of the Dead launched in Japan and was internationally released in 1997. It featured a reactive gun controller that had moving parts, which would provide feedback as you played the game. Eventually, these games gave way to the more modern first-person shooters and gun arcades we know today.
In 1973, Atari released Space Race, which allowed players to control spaceships flying around a unique track, avoiding comets and meteors. Taito launched a rival game called Astro Race, which employed the same theme. While these two games aren’t technically the same style of racing simulators we know today, they were a couple of the first to introduce racing to the masses.
Taito’s 1974 Speed Race was one of the first such games to introduce driving. The course became narrow or wide as the player moved along the road. The same year, Gran Trak 10 launched, which featured the first use of a gear-stick, steering wheel and foot pedals.
A number of games were launched from then on into the early '80s that also used racing as a theme. This included titles such as:
It wasn’t until 1982’s Pole Position where the idea of racing simulators came to fruition. The game was based on a real racing circuit and even featured a qualifying lap, similar to real Grand Prix rules.
Sega’s Hang-On in 1985 was the first to use force feedback, a form of movement that made it seem like the player was really in a car. This later evolved to include enhanced force feedback through vibrations, more immersive experiences, and so on. Other notable games of this era in the genre include:
A coin pusher does exactly what the name suggests – it is an arcade game that pushes coins (duh). Put in tokens or coins and try to stockpile them as much as you can in order to push them off the edge to win tickets, prizes, more coins, or, in more recent years, cards. You have probably seen them as they are still quite popular machines at local arcades.
While there are many new coin pushers these days with fancy lights and new objectives, the classic arcade coin dozers are what started it all. The fundamental addictive gameplay has not changed.
Let’s dive into the history of coin pushers. I’ll also touch on tips on how to win tickets on modern coin pushers, gambling issues for these arcade machines, and if they are legal where you live.
The history of the coin pusher begins around 1963. I say “around” because there is some debate on the definition of a coin pusher and the exact date when the first one was released.
A European company called Cromptons is credited with making the first coin pusher. Cromptons started making coin-operated amusement products in 1947.
The company released a machine called Wheel-a-Win in 1962. This game had a sweeping arm that pushed coins into holes that were spread around the surface of the inside of the cabinet.
This seems to be the first coin pusher, as it pushes coins that the player inserts, but a later arcade machine would more closely resemble coin pushers as they operate today.
Released in 1964, Penny Falls is a simple concept that most subsequent coin pushers would copy. Coins were inserted and dropped on a surface with more coins. These coins would be pushed forward and eventually dropped off an edge where the player could collect them.
After Wheel-a-Win and Penny Falls, Cromptons dove headfirst into this new coin pusher idea. They would go on to release many more coin pushers that all operated very similarly but with different themes. The hexagonal variant became the most popular because it didn’t take up as much space on the floor.
Coin pushers became a major success in arcades around the world. These old school, classic coin pushers can still be found in arcades in the UK today. Japan also very quickly jumped on the coin pusher fad and these games are still a staple in arcades there.
Coin pushers are in almost every arcade around the world. I think that is because of how addictive and simple the gameplay is. When the Cromptons company made the first coin pusher they did not patent it. Cromptons did not think that it was going to last more than a year or two. The coin pusher craze definitely persisted and today we can see copies of the coin pusher concept from that first one that was made in the 1960s.
In the 1890s the first claw machines exsisted. They were cranked by hand the old fasion way and featured a candy dispenser and only cost a penny to operate.
In 1920s, it was patented as an arcade game, called "Eerie Digger. The modern arcade was born.
In 1951, Federal laws outlawed cranes and classified them as gambling devices. This made transporting them across state lines illegal. This is what basically put an an end to the crane business as we knew it for at least the next 2 years.
It was only a couple of years later when these laws were modified to allow diggers to be operated at carnivals, as long as they met certain guidelines. The machines had to be strictly mechanical and could not contain prizes higher than $1 in value. No coin slots were not allowed, so the machine had to be turned on by the operator. Cost per play could be no greater than 10 cents.
There were earlier machines, like the Holly Crane and the Lucky Crane, that featured wooden cabinets. These machines were arranged horizontally, with prizes on the floor so that players were forced to look through the large glass panel on top to be able to see what they were aiming for.
Claw strength on the early vertical skill cranes was not adjustable and the claw was limited by a single forward and a single sideways motion before the claw would drop to retrieve the prize.
Enter the computer. This new advanced technology allowed for more sophisticated claw machines to be born into the market. During the late 70's and early 80's, skill cranes and claw machines of all types were sent from over seas countries like Europa and Asia.
Success of crane machines continued and the laws became less harsh in the 70's. The coin slots came back. The cost of play on some cranes was raised to a whopping 25 cents.
During the 80's, the newer vertical claw machines appeared and this gave birth to the style of skill cranes that we see in locations today. These modern machines gave birth to adjustable claw strength, dollar bill acceptors, and even joysticks. This allowed for complete control and the ability to reach every corner of the machine instead of using only 2 buttons, limited only by an on board timer.
In 1995, "The Claw" appeared in Disney's "Toy Story"! About a year later, one of the top suppliers of claw machines, American Coin Merchandising, Inc., signed a contract with a large number of retail corporations, like Walmart, and began to install and operate "Sugarloaf" claw machines in restaurants and stores all over the good old US of A.
Some Walmarts had as many as 10-12 machines per store, set up by the store entrances / exits, as well as in game rooms. Since then, skill cranes have been popping up in many restaurants, grocery stores, and many other commercial locations. New claw machines came standard with advanced features, such as payout ratios, multi-stage claw tension adjustments, and fail limits (to stop operating when too many prizes have been dispensed within a short amount of time).
Older versions, retired from play, started making their way to onto Ebay and into game rooms and man caves nationwide.
An insanley popular Japanese claw machine called the Sega UFO Catcher entered the US market in more recent years. The UFO catcher is more difficult because it has only 2 prong claws, it moves at a slower speed but with a proper grab, items typically don't escape prior to the carriage arriving back to the prize chute.
The claw machine or skill crane gave birth to a new type of arcade game. Enter redemption games.Games like Stacker and Keymaster. These are the types of game that we see in bowling alleys, arcades and movie theaters all over the country.
Games such as Flaming Finger, Stacker and Keymaster allow players to try their luck and apply a little bit of skill in order to win minor or major prizes.The changes to win are based off of the payout ratio and the players skill at winning the game.