Electro-mechanical game
Definition
EM games typically combined mechanical engineering technology with various
EM games have a number of different genres/categories. "Novelty" or "land-sea-air" games refer to
History
Predecessors to electro-mechanical games
Early electro-mechanical games (1940s to early 1960s)
Alternatives to pinball were electro-mechanical games (EM games) that clearly demonstrated themselves as games of skill to avoid the stigma of pinball. The transition from mechanical arcade games to electro-mechanical games dates back to around the time of World War II, with different types of arcade games gradually making the transition during the post-war period between the 1940s and 1960s.[7]
At the
In 1941,
By the 1950s, EM games were using a timer to create a sense of urgency in the gameplay. An example of this is the boxing game K.O. Champ (1955) by International Mutoscope Reel Company.[7] By 1961, however, the US arcade industry had been stagnating. This in turn had a negative effect on Japanese arcade distributors such as Sega that had been depending on US imports up until then. Sega co-founder David Rosen responded to market conditions by having Sega develop original arcade games in Japan.[11]
Electro-mechanical renaissance (late 1960s to mid-1970s)
From the late 1960s, EM games incorporated more elaborate electronics and mechanical action to create a simulated environment for the player.
Periscope revived the novelty game business, and established a "realistic" or "audio-visual" category of games, using advanced special effects to provide a simulation experience.[3] It was the catalyst for the "novelty renaissance" where a wide variety of novelty/specialty games (also called "land-sea-air" games) were released during the late 1960s to early 1970s, from quiz games and racing games to hockey and football games, many adopting the quarter-play price point.[13][2]
As Japan's arcade industry grew rapidly, a new category of "audio-visual" novelty games began being manufactured in the late 1960s from Japanese arcade manufacturers, with the four largest being Sega, Taito, Nakamura Manufacturing, and Kasco.[a] Their "audio-visual" games were exported internationally to North America and Europe, selling in large quantities that had not been approached by most arcade machines in years.[3] This led to a "technological renaissance" in the late 1960s, which would later be critical in establishing a healthy arcade environment for video games to flourish in the 1970s.[3]
The success of Periscope led to American distributors turning to Japan for new arcade games in the late 1960s, which in turn encouraged competition from traditional Chicago arcade manufacturers.
Atari founder Nolan Bushnell, when he was a college student, worked at an arcade where he became familiar with EM games such as Chicago Coin's Speedway (1969), watching customers play and helping to maintain the machinery, while learning how it worked and developing his understanding of how the game business operates.[22]
Shooting and simulation games
Periscope established a trend of missile-launching gameplay during the late 1960s to 1970s,
Missile, a shooter and vehicular combat game released by Sega in 1969, had electronic sound and a moving film strip to represent the targets on a projection screen. A two-way joystick with a fire button was used to shoot and steer the missile onto oncoming planes displayed on a screen, while two directional buttons were used to move the player's tank; when a plane is hit, an animated explosion appears on screen, accompanied by the sound of an explosion.[28] According to Ken Horowitz, it may have been the first arcade game to use a joystick with a fire button.[14] Missile became a major arcade hit for Sega in the United States, inspiring a number of manufacturers to produce similar games.[3] Midway later released a version called S.A.M.I. (1970)[14] and adapted it into the arcade video game Guided Missile (1977).[7] Midway also released the submarine-themed missile-launching games Sea Raider (1969) and Sea Devil (1970).[7] Joysticks subsequently became the standard control scheme for arcade games.[14]
Sega's Gun Fight (1969) had two players control
Tomohiro Nishikado developed the target shooting EM game Sky Fighter, released by Taito in 1971. The game used mirrors to project images of model planes in front of a moving sky-blue background from a film canister on a rotating drum. The game was a hit, but too large for most locations, so it was followed by a scaled-down version, Sky Fighter II, which sold 3,000 arcade cabinets.
Several EM arcade games gave the illusion of holography in the 1970s. The San Francisco based Multiplex Company used its "rotating cylindrical hologram" technology to provide animation for several shooting games from Kasco and Midway. Kasco used it in Gun Smoke (1975), Samurai and Bank Robbers (1977), while Midway used it in Top Gun (1976). These games predated Sega's later arcade video game Time Traveler (1991) in their use of holographic-like technology.[36] Kasco's Bank Robbers[b] was a commercial success, becoming the eighth highest-grossing EM arcade game of 1978 in Japan.[37] Taito also announced a holographic-like arcade gun game at the AMOA show in October 1975.[38] In 1977, Kasco released a shooting EM ninja game called Ninja Gun,[12] which helped introduce a number of American children to ninjas in popular culture by the early 1980s.[39]
One of the last EM games from Sega was Heli-Shooter (1977), a combat flight simulator that combines the use of a CPU processor with electro-mechanical components, screen projection and audio tape deck. The gameplay involves the player piloting a helicopter using a throttle joystick (to accelerate and decelerate) and pedals (to maneuver left and right) across a realistic three-dimensional landscape and shooting at military targets across the landscape.[40][41] In Japan, it was one of the top ten highest-grossing EM arcade games of 1977,[42] and it released in North America the same year.[41] One of the last successful EM shooting games was Namco's light gun game Shoot Away (1977), which was Japan's third highest-grossing EM arcade game of 1977[42] and highest-grossing EM arcade game of 1980,[43] while maintaining a presence in Western arcades into the 1980s.[44]
Racing games
A new type of
Other EM
Speedway also had an influence on Atari founder Nolan Bushnell, who had originally planned to develop a driving video game, influenced by Speedway which at the time was the biggest-selling game at his arcade, but he ended up developing Pong (1972) instead. Atari eventually developed a driving video game later on, Gran Trak 10 (1974).[52]
Sega's EM driving games Stunt Car (1970) and Dodgem Crazy (1972) are seen as precursors to later driving video games that involve ramming cars, such as Exidy's Destruction Derby (1975) and Death Race (1976) as well as Atari's Crash 'N Score (1975), while lacking their dynamically changing open arenas enabled by video game technology.[7] Kasco used 8 mm film for a 1970s driving game, The Driver, which projected live-action video footage filmed by Toei Company.[12]
There were also two EM racing games from 1971 that gave the illusion of three-dimensional holography, Bally's Road Runner and Sega's Monte Carlo. The player's car was animated with holographic-like technology, while the rival cars were standard model cars like other EM games. During a collision, an animation shows the player's car flipping into the air several times.[53]
One of the last successful electro-mechanical arcade racing games was
Sports games
EM bowling games called "bowlers" included Bally Manufacturing's Bally Bowler and Chicago Coin's Corvette in 1966. EM baseball games included Midway's Little League (1966) and Chicago Coin's All Stars Baseball (1968).[2]
Sega released an EM game similar to
Later electro-mechanical games (mid-1970s to 1990s)
The arrival of arcade video games eventually led to the decline of electro-mechanical games during the 1970s.[63] Following the arrival of arcade video games with Pong (1972) and its clones, electro-mechanical games continued to have a strong presence in arcades for much of the 1970s.[12][3] In Japan, EM games remained more popular than video games up until the late 1970s.[12] Japanese arcade manufacturers initially lacked expertise with solid-state electronics and found Pong-style video games to be simplistic compared to more complex EM games, so it took longer for video games to penetrate Japan than it had in the United States. Meanwhile in the United States, after the market became flooded with Pong clones, the Pong market crashed around the mid-1970s, which led to traditional Chicago coin-op manufacturers mainly sticking to EM games up until the late 1970s.[3] EM games eventually declined following the arrival of Space Invaders (1978) and the golden age of arcade video games in the late 1970s.[12][64]
Several electro-mechanical games that appeared in the 1970s have remained popular in arcades through to the present day, notably
Electro-mechanical games experienced a resurgence during the 1980s.[70][71] Air hockey, whac-a-mole and medal games have since remained popular arcade attractions.[65] Hoop Shot, a Super Shot basketball skill-toss game manufactured by Doyle & Associates, was released in 1985 and became a hit, inspiring numerous imitators within a year, leading to super shot games becoming popular in the late 1980s.[72] In 1990, Capcom entered the bowling industry with Bowlingo, a coin-operated, electro-mechanical, fully automated mini ten-pin bowling installation; it was smaller than a standard bowling alley, designed to be smaller and cheaper for arcades. Bowlingo drew significant earnings in North America upon release in 1990.[73] In 1991, Bromley released an electro-mechanical rifle shooting game, Ghost Town, resembling classic EM shooting games.[74]
Notes
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