Where Credits Are Due
The ATEI 2007 arcade exhibition.
For all its pantomime - the bright lights, buzzing neon and showboating shoryukens - the rise and fall of the videogame arcade is a simple tale of supply and demand economics. Technological advance has never moved in tandem with stuttering five-year long console life cycles. For many years, no sooner had the brightest technology been squeezed into Nintendo or SEGA's latest mass-market games machine than the boundaries of what was theoretically possible in videogame hardware had widened. So pioneering developers instead outplayed their latest and wildest interactive dreams in the arcade, where the possibility of bespoke hardware in cabinets of any desired shape and size encasing the latest possible technology available presented far fewer restrictions on the imagination.
As a result, arcades have, year-on-year, signposted the future of home videogames: Space Invaders and Pac-Man laid down the twitch template, Street Fighter II micro-balanced competitive mechanics, Ridge Racer and Virtua Fighter the third dimension and Virtua Cop and Dance Dance Revolution new ways to interact with machines. At each stage the incessant consumer demand for ever-more incredible looking, sounding and feeling videogames was always best supplied by the flexible arcade medium.
However, home consoles have never been far behind each innovation, aping, refining and quickly surpassing the arcade scene's best ideas and bringing them to the sofa-bound masses. Thanks to ever-cheaper microprocessors and broadband, consoles can now stream orchestras, allow a dragon punch inputted in Bristol to connect with a jaw in Osaka and demonstrate graphics that make Virtua Fighter 5 indistinguishable on PlayStation 3, Xbox 360 or Lindbergh. Developers now struggle to fill home console hardware's shoes rather than straining to burst free. In short, arcades have precious few software tricks left to one up the home systems that ably meet modern consumers' demand for new and extraordinary play experiences.
All of which has left the arcade scene limping bedraggled and near redundant far behind its mainstream offspring. But there is one aspect to the arcade experience that consoles can never better: bespoke hardware. Which explains why this year's ATEI show - the UK's annual 'slot-machine' show held at Earl's Court - revealed a line-up of extraordinary hardware innovations that revolutionise some well-loved franchises.
SEGA
The most conspicuous two-fingered salute to the home console scene came from SEGA's House of the Dead 4 Special cabinet. Dubbed a 'Motion Theatre Experience' the machine - consisting of TWO 100" XGA projector screens housed in their own sizeable room - places one or two players into a mining cart affixed to a 360-degree rotating disc. An attendant (let's see Nintendo package one of those with its next console) mans the room, strapping players into the cart with seatbelts and a rollercoaster-style safety bar before closing the entrance door. The cart then swivels between the two screens - one in front and one behind - as you shoot zombies from both angles in an HOTD4 redux. Cinematic surround sound joins in the sensory overload along with vibrating seats, recoil Uzi-style machine guns and, brilliantly, a blaster that fires bursts of air onto your face and neck each time a zombie screams too close to your face. The experience is, needless to say, extraordinary and, perhaps for the first time in five years, showed a heart-stopping videogame experience that will likely never be possible on a home console.
Similarly SEGA's Afterburner Climax, also powered by the PS3 conversion-friendly Lindbergh board, provides players a gut-wrenching experience. While sadly not housed in one of the huge hydraulic Cycraft cabinets that excited us so much last year, the 'Super Deluxe' Afterburner 2 cabinet still provides some white knuckle g-force feedback thanks to its three-point motion base. The game, a sequel to the late '80s hit, looks fantastic as you fly an F-14 Super Tomcat, F-15E Strike eagle or F/A-19E Super Hornet through 20 stages of Panzer Dragoon style on-rails shooting. Acceleration and the new 'Climax Mode' - a kind of light-speed jet-powered bullet time - are handled and triggered with a weighty gear lever and, for flush arcade owners (or extremely flush home owners) there's an option to link up two cabinets for co-op play.
Manic Panic Crush, a Point Blank styled mini-game marathon has clearly looked to the DS for its inspiration. Boasting a 50-inch touch-screen (just think about the implications of that for a moment...) the game requires one or two players to use the 'Magic Wand' peripheral (essentially a big rubber sucker) to whack and swipe the screen in order to clear simple levels and bosses. Again, this is the kind of remarkable technology is simply not affordable/suitable for use in the home yet and, despite the basic gameplay, it signposted what might be possible in a few years' time.
Another year another Outrun 2 cabinet upgrade, although SDX Special Tours is a marvel to behold. A mammoth cabinet consisting of four two-seat Ferraris (F50/ Dino GTS/ 360 Spider and the 512BB) each in front of 62" monitor the gameplay has had some significant tweaks. Each car has two steering wheels and sets of pedals, which both players in the car must man. In linked mode four teams of two drivers race against each other with control of each team's car switching between players when it comes into contact with other cars, hits a wall or reaches a stage end. The sense of camaraderie this brings is heightened by a huge leaderboard above the cabinet which relays a live video feed of the leading player's face.
The rest of SEGA's line-up was less surprising. Virtua Tennis 3, having been debuted at last year's show and coming shortly to consoles was nonetheless very popular as was Ghost Squad Evolution - an upgrade of 2005's top earning light-gun game - and Too Spicy, a ridiculously-styled but enjoyable head-to-head shooting game. Let's Go Jungle, a new take on the classic Jurassic Park cabinet (both titles have players sit in a jeep) was essentially another FPS using a fixed gun peripheral. Gameplay was unremarkable but SEGA's précis of the story is so brilliant it's worth repeating here (all caps are SEGA's): "A young couple have taken a cheap holiday for a little excitement to an UNINHABITED island, untouched by man and technology. TOUR turns to TERROR! As armies of GIANT LIFE FORMS unleash a massive attack. They need to use their wits to get off the island... WILL THEY SURVIVE?"
Konami
I HOPE SO. Konami had the next biggest showing unexpectedly bringing with them the latest line-up of popular Japanese rhythm action Bemani machines. DrumMania V3, the thirteenth game in their fantastically fun drumming series, presents 400 songs to the player and this version seemed to have more balanced sequencing data that felt a lot more like playing the drums than some of the previous titles. GuitaFreaks V3, Guitar Hero's bitter forbear, was also present but the weighty and unwieldy peripheral combined with the sky-high difficulty will do little to drag Harmonix devotees away from their plastic Gibson SGs.
Beatmania IIDX14 Gold completed the rhythm set providing a massive draw to attendees thanks to its neon blue lights, chrome surfaces, finger-breaking keyboard based complexity and, crucially, the theme from Ghostbusters. Pro Evolution Soccer Arcade Championship 2007 pleased football fans as Konami brings its most beloved online footabll franchise to European arcades for the first time. Connected to Konami's e-Amusement network the game allows you to save play data and battle online in head-to-head matches using either the cab's stick or your own PS2 controller. We didn't have the heart to mutter Xbox Live.
Taito's Chase HQ2, with gently cel-shaded graphics and 23"Hi-res LCD screens looked pleasing but played poorly. Which is one better than all of Global VR's stable of franchised games. Need For Speed Underground, Aliens Extermination and FarCry Instincts: Paradise Lost were some of the worst games we've played in many years. Graphically all looked ten years out of date but it was the broken, repetitive and irksome gameplay that pushed us the hardest from their stand.
The final surprise of the show was Namco's Mario Kart Arcade GP2. The bright, primary-coloured cabinet houses four screens and kart seats and boasts as its dubious but proudly proclaimed USP: live play-by-play commentary which, according to the blurb, "makes the game intense". As well as featuring all the usual suspect characters the game introduces an incongruous-looking Mamechi "fresh from planet Tamagotchi", new courses and, controversially to long-time series fans, loads and loads of new items. Coins can be collected throughout courses and traded to customise the karts (and this data can be stored on special cards) but otherwise this is by numbers (50/100/150cc) Mario Kart Racing.
It would be wrong to describe ATEI 2007 as a resounding success - after all that judgement is left to the arcade operators whose livelihoods depend on these titles attracting your small change - but there did seem to be a concerted effort on the part of the Japanese developers represented to move the scene forward and distinguish the experiences that arcades can offer from that of the home. This might not signal an arcade renaissance - some UK arcades actually have to, y'know, buy some of these things - but it good to see that you can teach an old dog some new tricks.
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Comments (26) Latest comment 5 years ago
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Hmm... you might be right. I think they mean "where credits are due".
"Where credits' due" means "the place where there is a due that belongs to the credits", doesn't it?
Still, it says something about the irrelevance of arcade machines to the modern games world that the first comment is about grammar.
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Though this article was a very nice read...Keep 'em coming...
(or else...)
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I can still find a few machines in the local bowling alley/motorway service station, but you're generally looking at 8 year old versions of SEGA Rally and the like.
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My impressions from the forum here and some more pics here.
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Where are these machines likely to appear anyway, I don't know of any large arcades outside of London.
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'do do do dee dee dee neow...plonk...duh duh duh duh duh duh duh duh duh duh duuuuh'
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Better put a proper comment in here then instead of just moaning about apostrophes.
The article is spot on about arcades depending on consoles being behind them, and I think the main problem faced by arcades now is that even if they're higher resolution or have faster smoother graphics, it's just not as noticeable as it used to be.
The differences between console hardware generations are getting smaller anyway, so there aren't those same gaps for arcades to squeeze into.
For me the main problem with arcades is the high cost, paying pounds for just minutes of gameplay isn't really that much fun any more. Plus all the "amusement centres" near me are full of gambling machines and scary people.
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'Oh you! He he he!'
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I'll tell you the exact moment arcade gaming died. It was the middle of the Playstation Saturn war, when the arcades were bigger than they had been since the early 80's. Sega had kick started this virtua arcade revolution, they ruled the arcades and but the Saturn struggled. Then Sega brought out the model 3 arcade board that was technologically light years head of the home consoles and actually used that power to create some new gameplay and brought fresh features to old faves.
There was one problem. People didn't want to know because of the Playstations popularity in the home. Off the back of that, Playstation fans had already decided Namco were the king of the arcade cause they were Sony's bum chum. Namco had upto that stage tried to match Sega's cutting edge arcade hardware but this time they didn't. They brought Tekken 3 out on another Playstation based board and as a result it looked like shit in comparison with the Sega stuff. I'd watch people at that time and they'd play Tekken 3 once, decide it looked and played no better than the home version and go home. On the way out though they'd look at the new model 3 stuff, look impressed for a few seconds and then shake their heads and be like "na its a Sega innit, Sega iz shit" and go.
But that didn't bother Namco because they had their eyes on where the big bucks were: the home conversion. Their attitude was you have the arcades Sega, you're right we can't beat you in there but in the home its a different story- we win cause we're in with the power: Sony. The result: The likes of Virtua Fighter 3 couldn't be converted to the Saturn and as a consequence it more or less finished the system and Sega off. Tekken 3 ported perfectly to Playstation and became another major system seller.
Sega went on to use their fancy technology to make a load of quirky innovative games that nobody played because they couldn't be ported to home machines. Sony and the likes of Namco got rich playing it safe and just ripping off any good ideas Sega did come up with. So when they came to make the Dreamcast, Sega realised they couldn't make the same mistake again having super powerful games that couldn't be ported and reverted to Dreamcast based Naomi hardware. With Sega now offering coin ops that couldn't do any better than home machines it pretty much finished the arcade scene off. Since then all arcade manufacturers have stuck with systems that are easy to port to the home because good ol Namco showed the way forwards all those years ago.
Sorry if any of that comes accross as biased or whatever against Sony and Namco but its just how my beloved arcades died. Full cred to Resident Evils and Metal Gear Solids of the playstation world but balls to all of its crappy Sega-lite arcade ports. The final death blows are the high costs and the general lack of originality as arcade manufacturers are forced to play it safe to make money.
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Giant? massive? attack?
TEH CRABS HAVE RETURNED.
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WOW!!
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P.S. Let's go, Mr. Driver.
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Most people who used arcades during their most popular years didn't really care or know that much about the manufacturers, and didn't follow who made what with whom. Even today Space Invaders and Pac-Man are huge brands that just about everyone knows, but far far fewer know who Taito or Namco are.
Most people who used arcade machines at the peak of their popularity just played whichever games looked most appealing, they certainly didn't decide that "Namco were the king of the arcade cause they were Sony's bum chum".
Once arcades stopped looking substantially better than console games, but continued to cost a fortune to play, the arcade machine's days as a mainstream form of entertainment were numbered. It really is as simple as that.
Arcades might still exist as a niche product like fruit machines or photo booths, but they're nowhere near as popular and widely used as they were in the 1980s for example (in the 1980s hollywood studios literally made movies with plots based around arcade machines, they were glamorous and everyone played them back then).
It's the same with consoles now, despite what you might think from gaming websites and magazines, most gamers don't read them, they just buy whatever attracts their attention the most. That's why the Top 10 is always full of crummy games that have big licences, because most people don't really think that much about why they should buy a game, they just buy it and hope for the best.
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There was a semi-sequel to Chase HQ called S.C.I.
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.. i'd buy it for retro value
(and yes, i know burnout 2 had a chase hq style mode.. but its not the same thing)
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PLEASE - was there any pinball?
Coolest thing there last year was a single player table football machine. Yup - it looked like normal table football, but had a radar and servo controlled player 2. Fantastic - shame it was £12,000UKP
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Something pretty amazing will need to happen for there to be a new interest in pinball, and I cant see where its coming from. Theres the remake Medieval Madness tables coming soon (suposedly) but I think these will be bought more for home use than trade.
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Mario Kart GP 2 was fun. :-D