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. An arcade game or coin-op is a entertainment machine typically installed in public businesses such as restaurants, bars.
Most arcade games are,. While exact dates are debated, the is usually defined as a period beginning sometime in the late 1970s and ending sometime in the mid-1980s. Excluding a brief resurgence in the early 1990s, the arcade industry subsequently declined in the Western hemisphere as competing such as the and increased in their graphics and game-play capability and decreased in cost. Contents. History The first popular 'arcade games' included early games such as, - games, and the earliest coin-operated machines, such as those that claimed to tell a person's or that played mechanical music.
The old Midways of 1920s-era (such as in New York) provided the inspiration and atmosphere for later arcade games. In the 1930s the first coin-operated machines emerged.
These early amusement machines differed from their later electronic cousins in that they were made of wood. They lacked plungers or lit-up bonus surfaces on the playing field, and used mechanical instead of electronic scoring-readouts.
By around 1977 most pinball machines in production switched to using both for operation and for scoring. Electro-mechanical games In 1966 introduced an called - an early and which used lights and plastic waves to simulate sinking ships from a submarine. It became an instant success in Japan, Europe, and North America, where it was the first arcade game to cost a per play, which would remain the standard price for arcade games for many years to come. In 1967 released an electro-mechanical arcade game of their own, Crown Soccer Special, a two-player that simulated, using various electronic components, including electronic versions of pinball flippers. Sega later produced gun games which resemble video games, but which were in fact electro-mechanical games that used in a manner similar to the ancient to produce moving animations on a. The first of these, the game, appeared in 1969; it featured animated moving targets on a screen, printed out the player's on a ticket, and had volume-controllable sound-effects.
That same year, Sega released an electro-mechanical arcade, Grand Prix, which had a, electronic sound, a dashboard with a and accelerator, and a - road projected on a screen. Another Sega 1969 release, Missile, a and, 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 with a fire, which formed part of an early scheme, where two 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. In 1970 released the game in North America as S.A.M.I. In the same year, Sega released Jet Rocket, a featuring that could move the player aircraft around a landscape displayed on a screen and shoot missiles onto targets that explode when hit. In the course of the 1970s, following the release of Pong in 1972, electronic video-games gradually replaced electro-mechanical arcade games. In 1972, Sega released an electro-mechanical game called Killer Shark, a first-person light-gun shooter known for appearing in the 1975 film. In 1974, released, a light-gun shooter that used from to display live-action opponents on the screen. One of the last successful electro-mechanical arcade games was, a racing game developed by and distributed by in 1976; this game appeared in the films (1978) and (1980), as did Sega's Jet Rocket in the latter film.
The 1978 video game, however, dealt a yet more powerful blow to the popularity of electro-mechanical games. Main article: Taito's, in 1978, proved to be the first arcade video game. Its success marked the beginning of the golden age of arcade video games.
Video game arcades sprang up in shopping malls, and small 'corner arcades' appeared in restaurants, grocery stores, bars and movie theaters all over the United States, Japan and other countries during the late 1970s and early 1980s. Space Invaders (1978), (1979), (1980), (1980), (1980), and (1981) were especially popular. By 1981, the arcade video game industry was worth US$8 ($22 billion in 2018). During the late 1970s and 1980s, chains such as, and combined the traditional restaurant or bar environment with arcades. By the late 1980s, the arcade video game craze was beginning to fade due to advances in home technology. By 1991, US arcade video game revenues had fallen to $2.1 billion. Late 1980s 's, designed by and running on the hardware, was the first of Sega's 'Super Scaler' that allowed at high.
The pseudo-3D / scaling was handled in a similar manner to textures in later games of the 1990s. Designed by 's, he stated that his 'designs were always 3D from the beginning. All the calculations in the system were 3D, even from Hang-On. I calculated the position, scale, and zoom rate in 3D and converted it backwards to.
So I was always thinking in 3D.' It was controlled using a resembling a, which the player moves with their body. This began the 'Taikan' trend, the use of hydraulic arcade cabinets in many arcade games of the late 1980s, two decades before motion controls became popular on.
Renaissance In the early 1990s, the arcades experienced a major resurgence with the 1991 release of 's, which popularized competitive and revived the arcade industry to a level of popularity not seen since the days of Pac-Man, setting off a renaissance for the arcade game industry in the early 1990s. Its success led to a wave of other popular games which mostly were in the fighting genre, such as (1990) by, by, (1992) by, (1993) by, (1994) by, (1994) by, and (1994–2005) by SNK. In 1993, noted that when 'historians look back at the world of coin-op during the early 1990s, one of the defining highlights of the video game art form will undoubtedly focus on fighting/martial arts themes' which it described as 'the backbone of the industry' at the time. Were popularized by the games (1992) and (1993), followed by like the title (1993) and title, and like Sega's (1994) and Mesa Logic's (1995), gaining considerable popularity in the arcades.
By 1994, arcade games in the United States were generating revenues of $7 billion in quarters (equivalent to $11.8 billion in 2018), in comparison to home console game sales of $6 billion, with many of the best-selling home video games in the early 1990s often being. Combined, total US arcade and console game revenues of $13 billion in 1994 ($22 billion in 2018) was nearly two and a half times the $5 billion revenue grossed by movies in the United States at the time. Around the mid-1990s, the home consoles, and, began offering graphics, improved sound, and better 2D graphics, than the previous generation. By 1995, personal computers followed, with cards. While such as the remained considerably more advanced than home systems in the late 1990s, the technological advantage that arcade games had, in their ability to customize and use the latest graphics and sound chips, slowly began narrowing, and the convenience of home games eventually caused a decline in arcade gaming.
's console, the, could produce 3D graphics comparable to the arcade system in 1998, after which Sega produced more powerful arcade systems such as the and in 1999 and the in 2000, before Sega eventually stopped manufacturing expensive proprietary arcade system boards, with their subsequent arcade boards being based on more affordable commercial console or PC components. Decline Arcade video games had declined in popularity so much by the late 1990s, that revenues in the United States dropped to US$1.33 billion in 1999, and reached a low of $866 million in 2004. The gap in release dates and quality between console ports and the arcade games they were ported from dramatically narrowed, thus setting up home consoles as a major competitor with arcades. Furthermore, by the early 2000s, networked gaming via computers and then consoles across the Internet had also appeared, replacing the venue of head-to-head competition and social atmosphere once provided solely by arcades. The arcade market suffered from a lack of diversity even compared to other gaming markets (a 1996 survey showed that 70% of arcade players were teenage males), leading to a cycle in which the uniformity of the audience discouraged innovation in game design, which in turn further discouraged people outside the narrow target audience from visiting arcades.
The arcades lost their status as the forefront of new game releases. Given the choice between playing a game at an arcade three or four times (perhaps 15 minutes of play for a typical arcade game), and renting, at about the same price, exactly the same game—for a video game console—the console became the preferred choice. Fighting games were the most attractive feature for arcades, since they offered the prospect of face-to-face competition and tournaments, which correspondingly led players to practice more (and spend more money in the arcade), but they could not support the business all by themselves. A 20th anniversary arcade machine, combining the two classic games. To remain viable, arcades added other elements to complement the video games such as, games, and food service, typically snacks. Referred to as 'fun centers' or 'family fun centers', some of the longstanding chains such as and ('GattiTowns') also changed to this format. Many 1980s-era video game arcades have long since closed, and classic coin-operated games have become largely the province of dedicated gamers and hobbyists.
In the 2010s, some and family fun centers still have small arcades. 2000s–2010s In the 2000s and 2010s, arcades have found a by providing games that use special controllers largely inaccessible to home users, such as dance games that have a floor that senses the user's dancing. An alternative interpretation (one that includes fighting games, which continue to thrive and require no special controller) is that the arcade is now a more socially-oriented hangout, with games that focus on an individual's performance, rather than the game's content, as the primary form of novelty.
Examples of today's popular genres are such as (1998) and (1999), and such as (1994), (1995) and (1996). In the Western world, the arcade video game industry still exists, but in a greatly reduced form.
Video arcade game hardware is often based on home game consoles to reduce development costs; there are video arcade versions of (, ), , , and home consoles and (e.g. Some arcades have survived by expanding into ticket-based prize redemption and more physical games with no home console equivalent, such as.
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Some genres, particularly and (such as 's ), continue to be popular in arcades. Worldwide, arcade game revenues gradually increased from US$1.8 billion in 1998 to US$3.2 billion in 2002, rivalling sales of US$3.2 billion that same year. In particular, arcade video games are a thriving, where arcades are widespread across the country. The US market has also experienced a slight resurgence, with the number of video game arcades across the nation increasing from 2,500 in 2003 to 3,500 in 2008, though this is significantly less than the 10,000 arcades in the early 1980s. As of 2009, a successful arcade game usually sells around 4000 to 6000 units worldwide.
The relative simplicity yet solid gameplay of many of these early games has inspired a new generation of fans who can play them on mobile phones or with such as. Some classic arcade games are reappearing in commercial settings, such as Namco's Ms.
Pac-Man 20 Year Reunion / Galaga Class of 1981 two-in-one game, or integrated directly into controller hardware (joysticks) with replaceable flash drives storing. Arcade classics have also been reappearing as, with Pac-Man in particular selling over 30 million downloads in the United States by 2010. Arcade classics have also begun to appear on multi-game arcade machines for home users. Playing in an in, 2005. In the Japanese gaming industry, arcades have remained popular through to the present day. As of 2009, out of Japan's US$20 billion gaming market, US$6 billion of that amount is generated from arcades, which represent the largest sector of the Japanese video game market, followed by home and at US$3.5 billion and US$2 billion, respectively.
In 2005, arcade ownership and operation accounted for a majority of 's for example. With considerable withdrawal from the arcade market from companies such as, became the strongest player in the arcade market with 60% marketshare in 2006. Despite the global decline of arcades, Japanese companies hit record revenue for three consecutive years during this period. However, due to the country's, the Japanese arcade industry has also been steadily declining, from 702.9 billion (US$8.7 billion) in 2007 to ¥504.3 billion (US$6.2 billion) in 2010. In 2013, estimation of revenue is ¥470 billion.
In the Japanese market, and card features introduced by and, and novelty cabinets such as machines have caused revitalizations in arcade profitability in Japan. The reason for the continued popularity of arcades in comparison to the west, are heavy and an infrastructure similar to facilities.
Former rivals in the Japanese arcade industry, and, are now working together to keep the arcade industry vibrant. This is evidenced in the sharing of arcade networks, and venues having games from all major companies rather than only games from their own company. Technology. Inside of a Virtually all modern arcade games (other than the very traditional Midway-type games at county fairs) make extensive use of solid state, and screens. In the past, coin-operated arcade video games generally used custom per-game hardware often with multiple, highly specialized and, and the latest in expensive display technology. This allowed to produce more complex graphics and sound than what was then possible on or, which is no longer the case in the 2010s. Arcade game hardware in the 2010s is often based on modified video game console hardware or high-end PC components.
Arcade games frequently have more immersive and realistic game controls than either or, including specialized ambiance or control accessories: fully enclosed dynamic cabinets with controls, dedicated, rear-projection displays, reproductions of automobile or airplane cockpits, motorcycle or horse-shaped controllers, or highly dedicated controllers such as. These accessories are usually what set modern video games apart from other games, as they are usually too bulky, expensive, and specialized to be used with typical home PCs and consoles. Arcade genre. A man playing (here known by its alternate name Warzaid) in, Arcade games often have short levels, simple and intuitive control schemes, and rapidly increasing difficulty. This is due to the environment of the Arcade, where the player is essentially renting the game for as long as their in-game avatar can stay alive (or until they run out of ). Games on consoles or PCs can be referred to as 'arcade games' if they share these qualities or are direct ports of arcade titles. Many independent developers are now producing games in the arcade genre that are designed specifically for use on the Internet.
These games are usually designed with // and run directly in web-browsers. Arcade have a simplified and do not require much learning time when compared with. Cars can turn sharply without braking or understeer, and the rivals are sometimes programmed so they are always near the player. Arcade games also use simplified physics and controls in comparison to.
These are meant to have an easy, in order to preserve their action component. Increasing numbers of console flight video games, from to and indicate the falling of manual-heavy flight sim popularity in favor of instant arcade flight action.
Other types of arcade-style games include (often played with an ), games (including fast-paced games), and ' (intuitive controls and rapidly increasing difficulty), (particularly ), and / (intuitive controls and often played in short sessions). Arcade action games The term 'arcade game' is also used to refer to an that was designed to play similarly to an arcade game with frantic, addictive gameplay. The focus of arcade action games is on the user's reflexes, and the games usually feature very little puzzle-solving, complex thinking, or strategy skills. Games with complex thinking are called. Emulation. Main article: such as, which can be run on modern computers and a number of other devices, aim to preserve the games of the past. Emulators enable game enthusiasts to play old video games using the actual code from the 1970s or 1980s, which is translated by a modern software system.
Legitimate emulated titles started to appear on the (1994) with Williams floppy disks, (1996) and (1997), with CD-ROM compilations such as and, and on the and with DVD-ROM titles such as. Arcade games are currently being downloaded and emulated through the Service starting in 2009 with, and many more. Other classic arcade games such as, and are emulated on. The emulators have evolved to be used in mobile phones (APPS) or websites that function as an. Industry In addition to restaurants and video arcades, arcade games are also found in bowling alleys, college campuses, video rental shops, dormitories, laundromats, movie theaters, supermarkets, shopping malls, airports, ice rinks, corner shops, truck stops, bars/pubs, hotels, and even bakeries. In short, arcade games are popular in places open to the public where people are likely to have free time. The American Amusement Machine Association (AAMA) is a established in 1981 that represents the coin-operated amusement machine industry, including 120 arcade game distributors and manufacturers.
List of highest-grossing games. See also: For arcade games, success was usually judged by either the number of units sold to operators, or the amount of revenue generated, from the number of coins (such as or ) inserted into machines, or the hardware sales (with arcade hardware prices often ranging from US$1000 to US$4000 or more). This list only includes arcade games that have either sold more than 1000 hardware units or generated a revenue of more than US$1 million. Most of the games in this list date back to the, though some are also from before and after the golden age.
See also: These are the combined hardware sales of at least two or more arcade games that are part of the same franchise. This list only includes franchises that have sold at least 5,000 hardware units or grossed at least $10 million revenues.