Thoughts on "Arcade games are designed to steal your money"?

Anything from run & guns to modern RPGs, what else do you play?
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BryanM
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Re: Thoughts on "Arcade games are designed to steal your mon

Post by BryanM »

Squire Grooktook wrote:Vampire Savior
I'll go back and put some more time into it sometime, always nice to learn something new. Elevator Action 2 was certainly something that fell through the cracks.
crazier concepts... Chain combos, air dashing, characters having unique transformation mechanics that allow them to split in two or fly around the screen as if they had shmup controls, etc.
They're not too different from the old Rainbow hack to me.

It's ok if lots of games are fundamentally the same in their bones. It's just how physical reality is and what our brains like to deal with. So many real life sports overlap. So many theme park rides are just a tracked loop. Novel/movie plots and tropes that are the same, etc.

Sometimes it really is just about the vibes and aesthetics: normal hockey and death hockey where all the players wear black (always makes it hard to see which team someone is on) and have iron spikes sticking out of the uniforms and sticks, and deadly impalement happens frequently... technically totally 100% the same game, but doesn't quite feel the same, does it?

I like to compare it to food. You gotta eat, and if you have an appetite for it who cares if it's the 10,000th pizza you've eaten in your lifetime. Conversely I've seen burnt out gamers complain of doing the equivalent of eating nothing but hamburgers for 30,000 hours and it's like... what did they expect.

After years of FPS war, maybe it's time for them to fly back home and try spending some time walking around a duck pond, or something. Reflexively begging internet people to "Read another book" anytime they bring up Harry Potter has become a pastime. There's like millions of books people have written and published on the internet, they give them away for free!
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Squire Grooktook
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Re: Thoughts on "Arcade games are designed to steal your mon

Post by Squire Grooktook »

BryanM wrote: They're not too different from the old Rainbow hack to me.
AFAIK normies wouldn't know about the Rainbow hack. I certainly never even heard of it till I got deep in the scene.
BryanM wrote: It's ok if lots of games are fundamentally the same in their bones.
I'm still right though.
RegalSin wrote:Japan an almost perfect society always threatened by outsiders....................

Instead I am stuck in the America's where women rule with an iron crotch, and a man could get arrested for sitting behind a computer too long.
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Re: Thoughts on "Arcade games are designed to steal your mon

Post by Despatche »

BryanM wrote:There's a ton of hobbies to kill time with.
I was just talking about your initial statement with the funny numbers, not any of this.
BryanM wrote:Almost everything has better extrinsic value than playing video games.
This is completely wrong, and gets moreso wrong every year. We are rapidly approaching the point where video games are all we have left.
BryanM wrote:Nope, they have names like "Darkstalkers", "Melty Blood", "Dragon Ball FighterZ", "Granblue VS", etc.
You just so happened to pick four games which are all wildly different from each other, while also actually literally sharing heritage. The fuck.

Like you could go on about Street Fighter II vs Fatal Fury Special vs Fighter's History vs Fight Fever, and maybe that would be a workable list. You didn't, and that's why I said what I said. As much as I appreciate the attempt to prop up Smash, some of that game has SNK DNA, so...
BryanM wrote:Blast'em up are literally move and shoot. Platformers are "move to the right". Racers are "go around in a circle".

If different enemies, formations, music, platforms and art are "false novelty" then why have graphics or different games or anything at all.
This is reductionist madness and I will not entertain it. Darius or Mega Man stage select concepts literally doesn't work properly, they get undermined by anything resembling competitive play.
BryanM wrote:They're not too different from the old Rainbow hack to me.
The only game that even remotely resembles Rainbow is... Hyper Fighting, a contemporary SF2 version. Hyper Fighting is dumb.
BryanM wrote:It's ok if lots of games are fundamentally the same in their bones.
Ugh. This would be a perfectly fine statement if someone like me or Squire was saying it! You might as well be saying that all the reviewers going on about how Dodonpachi or whatever is a few steps removed from fucking Space Invaders were correct. (They're not.)

I already hate when people look at two very similar things and swear they are worlds apart. I hate it even more when people look at two wildly different things and cannot mentally process the myriad differences between them.
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Re: Thoughts on "Arcade games are designed to steal your money"?

Post by dan76 »

Playing some of the newer arcade light gun games like Dark Escape 4D and Tomb Raider Arcade under emulation it's clear to see there are unavoidable attacks that WILL take a life / deplete energy. This is really shitty design as no matter your skill you will always have to pump more money into the machine. There isn't much to get better at, it's just time spent for cash. Older arcade games were not like this. Almost all of them could be 1CC'd or looped.

I first noticed it with Star Wars Battle Pod - if you succeed on a level you still have to put more money in the machine to carry on playing, wtf? They are literally saying £1 = 2minutes 30 seconds. Raw Thrills is guilty of it, which is disappointing considering their heritage. At least Sega is keeping it real, House of the Dead Scarlett Dawn is a doable 1CC.
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Re: Thoughts on "Arcade games are designed to steal your money"?

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dan76 wrote: Wed Jul 19, 2023 11:25 amI first noticed it with Star Wars Battle Pod - if you succeed on a level you still have to put more money in the machine to carry on playing, wtf? They are literally saying £1 = 2minutes 30 seconds. Raw Thrills is guilty of it, which is disappointing considering their heritage. At least Sega is keeping it real, House of the Dead Scarlett Dawn is a doable 1CC.
That's a huge problem with the industry today, but it's not one that can really be helped when the machines cost $15,000+. They have to pay themselves off somehow.
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Re: Thoughts on "Arcade games are designed to steal your money"?

Post by Sumez »

I don't think that's the biggest problem the arcade industry of today has :D
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Re: Thoughts on "Arcade games are designed to steal your money"?

Post by BryanM »

The customer base has just shifted to the very affluent. I think Japanese style games got the better deal with the save files and gacha roulettes.

Even then, you'd have to be out and about. Instead of having your private arcade or war theater setup with the projection screen over head and your custom Steel Battalion cockpit made of stainless steel. Maybe even has a rotating chair and theater canvas.

... daamn, I wish I didn't live in a submarine and had the space for stuff like that.
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Re: Thoughts on "Arcade games are designed to steal your money"?

Post by jehu »

It's worth noting that 'pummel players mercilessly, and grind their face in the dirt' is a suboptimal commercial strategy. I remember finding it psychologically distressing as a kid when these games got too predatory - and would promptly steer clear of offending machines. I didn't have enough money to 'see it through to the end,' and I no one I knew did either.

At least theoretically, making the most money possible requires steady engagement from the player. The game must be tough enough to kill the player plenty, sure, but it must create the impression of being 'fair' enough to reward repeated play. The games that I put the most money into were hard, but felt fair - like it was 'my fault' when I died.

If this balance is abided by, I think it actually encourages the creation of interesting games. The interests of the player and the interests of the arcade operators almost align here. And I think most developers were attentive to the 'challenging but fair' market incentive, though there are plenty of exceptions.

It's messier than what I have here, but I am adamant that pure 'steal your quarters' design - at least as an approach that 'defines' arcade game design - is a pervasive myth.

It would also be interesting to see if American operators relied on more unique players (leading to weaker games) than Japan's catering to repeat players (leading to better games). I'm skeptical, but it's an interesting hypothesis.
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Re: Thoughts on "Arcade games are designed to steal your money"?

Post by Technicolor »

As a thought experiment…
I feel like a shmup designed around consessions to the modern “barcade” environment would benefit from leaning more towards a caravan style. Each stage could be fairly long and designed for play in isolation, complete with separate leaderboards, and you’d be able pick whichever stage(s) you want like a rhythm game. Unlimited lives with a score penalty on death also seems fitting and would let designers crank up the pattern difficulty.

This would also open the door for the shorter play sessions that seem necessary now…though I’ve seen some barcade games like this that let you pick multiple stages per session, so maybe that isn’t inevitable? You’d also lose out on more fleshed-out visual narratives and (probably) Raizing-style suicide systems, but I think this sort of setup would be closer to viable for a barcade shmup.

Air Master Burst wrote: Tue May 30, 2023 11:11 am For every well-designed arcade game there were like 15 shitty ones that absolutely had no purpose beyond swindling kids out of quarters.

The thing about this is that you can apply it to anything, ever. Sturgeon’s Law and all that.

Despatche wrote: Mon Jul 03, 2023 2:14 am The problem is that nobody is willing to make a distinction between "hard game that wants you to keep putting money into it to beat it (not credit feed it)", "bullshit impossible game that can only be 'beaten' by credit feeding", and "older game with no ending where your goal is to get as far on one credit as possible".

I have to imagine things get complicated once you factor in home releases. The failings of western arcade culture are one thing, but the home environment completely guts the incentive structure that these games were built around. It makes sense to want to minimize the number of continues you use if they cost actual money; a 1cc is the logical conclusion of that. A continue on console instead becomes a weird workaround for how a console game is “supposed” to work, especially through the lens of someone that’s probably never stepped into an arcade.

Could you replicate those incentives through other means? Maybe you could set up a digital release where the free demo requires you to buy credits, but once you spend enough money you unlock infinite continues. Or “rechargeable” spare continues past the first for any run… though that might invite mobile energy bar comparisons. I dunno.

Despatche wrote: Wed Jul 05, 2023 3:59 amDarius or Mega Man stage select concepts literally doesn't work properly, they get undermined by anything resembling competitive play.

I’m curious now— could you elaborate on this some more?
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Re: Thoughts on "Arcade games are designed to steal your money"?

Post by BryanM »

I remember finding it psychologically distressing as a kid when these games got too predatory - and would promptly steer clear of offending machines.
The low difficulty of some games like Altered Beast and Golden Axe definitely helped their popularity.
Technicolor wrote: Fri Jul 21, 2023 10:28 amEach stage could be fairly long and designed for play in isolation, complete with separate leaderboards, and you’d be able pick whichever stage(s) you want like a rhythm game. Unlimited lives with a score penalty on death also seems fitting and would let designers crank up the pattern difficulty.
I think about this often. Three stages tied together for a ten minute play session (the optimal maximum length of time someone can focus). Every credit gives you a spin on a gacha to unlock new characters. Etc.

The big problem is it'd be absolutely massive to make, the equivalent of many games. The rhythm games have it so easy; ONGEKI really only has unique art assets for its characters. The boss guys in the background get recycled. The only cost involved in making a new stage is laying down the notes and buying the license of a song. Ridiculously cheap and easy.

While doing a Golden Axe style game... just one character has tons of animations. Tons of special attacks. And every entity in the game costs at least that much; gigantic bosses and animated backgrounds even more. It's Dragon's Crown times three at a minimum, and for a forever game with infinite updates, a monthly expansion that's at least 0.5 Dragon's Crowns.

It's really fun to think about, but it's not realistic without AI. We can make games for ourselves with really janky cheap art like from Skykid, though!

Urgh, one game that comes to mind for having a lot of copy and paste is The King of Dragons. Too long for a play session. ... man it's been a while since I've played it, think I'll do some today....
Could you replicate those incentives through other means?
Create an immersive sim where you have to work at a job or scrounge alleyways for money, to use at the in-game arcade.

This can be a way to throttle playtime and make it feel "special"..... but also note this is essentially how that one Universal Studios game worked. The real world in that game would have to be fun, too.

It's a lotta work.
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Re: Thoughts on "Arcade games are designed to steal your money"?

Post by Squire Grooktook »

Wasn't the "millions of stages that are like full games with their own leaderboards" basically what Darius Burst did with Chronicle Saviors mode. It was easy there because it was all recycled assets and copy/paste. Which is probably fine. Roguelites pretty much are the closest to an arcade-style game revival for normies because they trick you into thinking you're getting new content when really you're basically playing the same single sitting gauntlet every time.
Technicolor wrote: Fri Jul 21, 2023 10:28 am I’m curious now— could you elaborate on this some more?
I'm going to guess he probably means there's always an optimal route for competitive play which undermines there being a choice in the first place.

I'm not entirely sure I agree, it kinda depends on the game IMO (not every game is meant to be played "competitively" anyway).
RegalSin wrote:Japan an almost perfect society always threatened by outsiders....................

Instead I am stuck in the America's where women rule with an iron crotch, and a man could get arrested for sitting behind a computer too long.
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Re: Thoughts on "Arcade games are designed to steal your mon

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Steven wrote: Fri Jun 02, 2023 2:10 pm I wish I could find some damn pinball here. It's like it doesn't exist at all here and it's really weird. Maybe nobody in Japan aside from the dude that made Slap Fight MD cares about pinball, and the only reason I know he likes pinball is because his company's URL is literally pinball.co.jp.

And he hasn't updated it since 2017. Great.
Pinball Map is updated by users and it looks like there are quite a few machines in Japan, though they seem to generally be scattered about. A few places appear to have ten to twelve machine collections but I'm not sure how accurate that is as of this writing. It's worth looking into at least.

https://pinballmap.com/map?address=japan (just click the search button)
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Re: Thoughts on "Arcade games are designed to steal your money"?

Post by Despatche »

I'm bumping this I guess. It's pretty weird to have automatic notifications now.
Technicolor wrote: Fri Jul 21, 2023 10:28 amI have to imagine things get complicated once you factor in home releases. The failings of western arcade culture are one thing, but the home environment completely guts the incentive structure that these games were built around. It makes sense to want to minimize the number of continues you use if they cost actual money; a 1cc is the logical conclusion of that. A continue on console instead becomes a weird workaround for how a console game is “supposed” to work, especially through the lens of someone that’s probably never stepped into an arcade.
I don't totally buy this. I understand that what I'm about to say is a personal anecdote, but I have very little actual physical real-life arcade experience. Despite this, when I really sat down to look at arcade games for the first time, which was not in an actual arcade setting, I immediately understood what a "1CC" was supposed to be long before I ever saw the term. I very quickly started applying this to console games of all stripes, and I cannot imagine doing otherwise, because it's such a consistently useful metric. Over the years it's become abundantly clear to me that something terrible happened to the way people perceive those things called "game flow" and "challenge", and all the drama over the continue feature is at the heart of this. I am now at the point where the actual term "1CC" sounds terrible to me, because it sounds like some weird alternative way of playing a game when it's clearly meant to be the very basic way of playing many games.
Technicolor wrote: Fri Jul 21, 2023 10:28 amI’m curious now— could you elaborate on this some more?
Squire Grooktook wrote: Sat Jul 29, 2023 3:46 amI'm going to guess he probably means there's always an optimal route for competitive play which undermines there being a choice in the first place.

I'm not entirely sure I agree, it kinda depends on the game IMO (not every game is meant to be played "competitively" anyway).
For what it's worth, I mostly threw Mega Man in there because it's a very similar mechanic, and because games like Garegga and its followups also use this particular mechanic. Mega Man and etc generally handle this idea better since you eventually play every stage... usually.

That aside, the vast majority of games that use selectable stages are meant to be played competitively in some way. Mega Man is not really this, but Batrider sure is! The end result is that there is really only one true way to play Batrider, only one true way to play any given Darius, which utterly undermines the entire mechanic altogether. I also don't buy that these mechanics benefit "casual" players (whatever it even means to be "casual") in any meaningful way that triumphs over the clear need to fix a competitive problem.

It even manages to suck from a storytelling standpoint, which does matter when the kind of storytelling you'd be doing here is the kind that tends to gets singled out and praised. A lot of why people like Ray Force as much as they do is because the entire game is actively designed as if it was one gigantic tapestry of adventure, instead of simply being a disparate collection of themed levels.
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Re: Thoughts on "Arcade games are designed to steal your money"?

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Despatche wrote: Mon Nov 20, 2023 10:36 pm only one true way to play any given Darius, which utterly undermines the entire mechanic altogether.
Well scores are usually tracked in Darius games by the final stage so you can still play lesser scoring routes and compete. It's just like separate score tracking for different ships in any other game. Not everyone plays Gain in Garegga.

Yeah there does end up being an ideal route for each end boss scoring wise. But in Darius Gaiden IIRC 26 of 28 stages are used in high level play. That leaves only 2 stages that are redundant and never appear during world record level scoring runs.
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Re: Thoughts on "Arcade games are designed to steal your money"?

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BryanM wrote: Sat Jul 22, 2023 12:10 pm I think about this often. Three stages tied together for a ten minute play session (the optimal maximum length of time someone can focus). Every credit gives you a spin on a gacha to unlock new characters. Etc.

The big problem is it'd be absolutely massive to make, the equivalent of many games. The rhythm games have it so easy; ONGEKI really only has unique art assets for its characters. The boss guys in the background get recycled. The only cost involved in making a new stage is laying down the notes and buying the license of a song. Ridiculously cheap and easy.
Honestly? Depending on the game, it can go as low as 2-3 minutes a pop nowadays. I've seen setups where you're just playing Fruit Ninja on a big touchscreen with a one-minute timer. Most of these barcades also use cards nowadays, so the credit pricing can be flexible as well.

Regardless, though, three shmup stages for three minutes each...that means that with nine stages, all the stages combined add up to about 30 minutes of total content. You could cut corners with the backgrounds by keeping them fairly simple, or reduce the stage count by having B and C layouts for each stage that reuse the backgrounds with different enemy layouts-- maybe depending on what order they show up, like Great Fairy Wars.

...Actually wait, Great Fairy Wars is kind of perfect for this. Why don't we have that at our arcades instead of a seventeenth ticket gambling machine?
Squire Grooktook wrote: Sat Jul 29, 2023 3:46 am Wasn't the "millions of stages that are like full games with their own leaderboards" basically what Darius Burst did with Chronicle Saviors mode. It was easy there because it was all recycled assets and copy/paste. Which is probably fine. Roguelites pretty much are the closest to an arcade-style game revival for normies because they trick you into thinking you're getting new content when really you're basically playing the same single sitting gauntlet every time.
I was thinking of this too. Any developer with games already released could just dip into their library, make a "greatest hits" type of shtick.

Sidenote, but I seriously think an Unconnected Marketeers-style procgen system is kind of the perfect replacement for continues in the modern day. Let players buy randomized wack shit, then penalize their score accordingly. You'd need to keep the shop items from being too juicy to be missed in proper survival runs... but it's otherwise a highly varied and casual-friendly system with room for imbalanced chaos, whilst getting out of the way of quality stage design for more serious play.
Despatche wrote: Mon Nov 20, 2023 10:36 pm I understand that what I'm about to say is a personal anecdote, but I have very little actual physical real-life arcade experience. Despite this, when I really sat down to look at arcade games for the first time, which was not in an actual arcade setting, I immediately understood what a "1CC" was supposed to be long before I ever saw the term.
My arcade knowledge is probably even more limited than yours, so I can't really argue whether your experience is unusual. But it's definitely clear that at least some people struggle to "get" arcade games, and I'd have to assume continues as a system don't totally help. I remember seeing an old post from you talking about how they should be thrown out in modern shmups that I resonated a lot with, though I also think they should be replaced with some kind of alternative that fills the same "training wheel" role.
Despatche wrote: Mon Nov 20, 2023 10:36 pmI also don't buy that these mechanics benefit "casual" players (whatever it even means to be "casual") in any meaningful way that triumphs over the clear need to fix a competitive problem.
Rastan's point aside, I think this mindset makes sense now in an era when casual shmuppers are a lot rarer and new shmups are usually indie. But I'd wager a lot of older games with those kinds of systems had large(r) casual audiences to work with. And...well, casual gamers like having more stuff. Most wouldn't know what the optimal routes are in the first place, and they'd probably care only so much about scoring integrity compared to actually seeing new stuff in the game. If you're the kind of person that likes collecting 1CCs, or even just someone who occasionally pops open a shmup for a quick half hour of fun? Darius Gaiden is functionally like seven games for you.

I will also put forth that I think multiple routes can add an interesting wrinkle on a community level, in that now players have to figure out which paths offer what scoring/survival benefits for what reasons. You can compare the scoring potentials of separate "games" that both use the same systems and relative numerical bounds. But in the end, having more ways to engage with a game you already like is really cool, otherwise shmups wouldn't even have scoring systems. So while I won't pretend that a game's content being potentially "obsoleted" in competition doesn't bug me on principle, I tend to agree with Squire that competition shouldn't be the only metric to judge a game, based on general game design intuition.
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Post by BryanM »

A lot of tower-climbing kind of games like Gauntlet or Magic Sword really do recycle a lot of content.

I think the core of the issue with mainstream popularity when it comes to arcade style games, like Shm'ups, Beat'em ups, race'em ups etc is that there isn't any long term goals or decisions. When some internet goober calls Rygar and such "mindless", they don't mean it doesn't have tactical or technical demands, but that they're games where you run to the right and kill motherfuckers. Selecting what upgrades/weapons to use is often not even offered, and games like Diablo and Vampire Survivor and Mario show that transforming your avatar's capabilities can really keep a game from feeling stale.

Navigation seems to be a pretty big deal to the animal mind. Nothing makes you feel less free and less invested than being put on rails. I'm a big proponent of level select mechanics like in Mario or Umihara Kawase. Games like Mega Man or Deathsmiles only have the illusion of choice - even if you don't feel like playing a level... you're gonna have to play it.

I guess honestly standards have just gone up. Like how one-button, one-screen Atari games don't feel like full games anymore, so too goes arcade games in general. They're more suited to being subgames in "real" games, like plugged into Grand Theft Auto. How does it feel to know more total hours of human life will be put into playing the arcade games included in Zenless Zone Zero, than 95% of all arcade games ever made?

....Shit, I'm going to go play some Magic Sword..
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Re: Thoughts on "Arcade games are designed to steal your money"?

Post by Bassa-Bassa »

^What about the notion of journey, though? Once the proto years passed and stuff like Swimmer and Xevious born, players welcomed the idea of getting better at the game to see more stages and enemies, and that become the basis of game design for some decades. The option of credit-feeding likely killed it in the arcade habitat in the end, as playing for score just didn't provide a strong enough motivation for most people.
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Re: Thoughts on "Arcade games are designed to steal your money"?

Post by PC Engine Fan X! »

Back in the early 1990s, I used to watch the locals try their mettle at the American Technos arcade puzzler, Block Out, a 3-D wireframe version of Tetris. Some folks would get a perfect score of 10,000 points during the bonus rounds (definitely helps out with your overall score once game over appears). I used to be able to get to round 30 on a single credit of Block Out.

Another arcade puzzler by the name of Atari Games' Klax (circa February of 1990) that I had first come across it in April of 1990 at Marroit's Great America amusement park (just a little ways from Milipitas, CA to Santa Clara, CA anyways). I had gotten the NES Tengen game of Klax as a Christmas gift in December of 1991 and would play it for hours on end -- it finally clicked with me that there's no set pattern with the various colored tiles given to you at any given time as it is all randomized -- no two games of Klax are like, period. So you the player are supposed to deal with whatever colored tiles the CPU gives you -- try to cash in on with what tiles you do have on-hand for big points. It wasn't until a full-sized Atari Klax cabinet finally showed up at my local arcade joint called "The Regency Game Palace" in April of 1994. I figured with all that practice playing the NES Tengen version of Klax would pay off and it did. So on one fine day in May of 1994, I put a single token into the Klax cab and pressed the "Start" button. About two to two and half hours later of playing non-stop on the single credit still in play, I had reached Wave 100 (which if you do complete it, you'll score a cool 1,000,000 points added to your overall score) -- score two "Big Xs" on Wave 100 and you're done. I had finally reached over 6,000,000+ points on that single credit (which is still regarded as my personal best). I got no recognition/accolades for achieve that particular Klax score and it was never acknowledged by the staff of the Regency Game Palace either. Sadly, the Regency Game Palace arcade closed it's doors for good in July of 1994 due to losing it's business lease. What's cool about playing/owing a Klax jamma pcb is, high scores and high score initials are save for posterity (even if powered down for the night and re-powered up the next day -- how cool is that?).

Fast forward to the 2001 California Extreme show held in San Jose, CA that year, Ultracade reps had brought in an Ultracade cab set on "Free Play" with Klax loaded up. On the last day of the 2001 CAX event, I started a Klax session on the Ultracade cab and proceeded to reach Wave 100 once again with some Ultracade reps watching me. Finally beat Wave 100 and it was quite something to achieve/pull off. One of the Ultracade reps was none other than LX Rudis, a former Atari employee (whom had done the cool BGMs for the NES Tengen Klax game). LX told me what he saw when I was playing Klax, that he had never see a person play Klax as good as I did on that final day of the '01 CAX show -- he also said that Klax is an easy game to start off but a hard game to master. I told LX that I had practiced at home with the NES Tengen Klax game and he said that he was the one who did the BGMs for it (which was a cool revelation for me at that particular point in time). The real reason why the Klax jamma pcb doesn't have any BGMs was due to the chip shortage of 1989-1990 and running out of memory to actually have it on-board as well -- at least the Atari Lynx version of Klax has cool BGM tunes to listen to (LX Rudis had a hand in getting the Lynx Klax game made). You might recall Atari Games' "Off The Wall", an arcade puzzler with some cool novel twists 'n' spins to the classic arcade Arkanoid formula (circa 1991) has some cool BGMs to listen to while playing the game itself.

Of course, with Tengen of Japan's Klax release for the PC Engine gaming platform, it has more user-end adjustments to muck around with compared to the original jamma based pcb of the same name (thus making it the "definitive" version of Klax to own/play bar none). Both the full-sized and smaller cabernet versions of Atari Games' Klax cabs sport two dedicated four-way digital based Atari logo branded joysticks as the proper way to play it as originally intended/meant to be played.

----------
Klax pcb Factoid:

LX Rudis' name appears in the pcb version of Klax's credit screen -- he was responsible for the audio portion of it.
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Re: Thoughts on "Arcade games are designed to steal your money"?

Post by BIL »

BryanM wrote: Wed May 22, 2024 9:27 pmI guess honestly standards have just gone up. Like how one-button, one-screen Atari games don't feel like full games anymore, so too goes arcade games in general. They're more suited to being subgames in "real" games, like plugged into Grand Theft Auto. How does it feel to know more total hours of human life will be put into playing the arcade games included in Zenless Zone Zero, than 95% of all arcade games ever made?
Feels good tbh. Image The general public enjoy all kinds of weak shit I've zero interest in. \(˘w˘)/
....Shit, I'm going to go play some Magic Sword..
One of a dozen arcade games teetering on No Miss, that I wish I'd played instead of putting 1,000hrs into From's mainstream-approved Real Games™ over the last six months. 3;

Well, not "wish." I just know I'd have gotten more out of it in the long run. Had a great time, profoundly absorbing. And frankly, those games are just classically punishing 80s ARPGs artfully sugarcoated so normies won't heave. Likewise, I can't play most mainstream darlings without feeling myself dying in real time IRL, unless they impart this kind of life-affirming smack.

Also, apparently 75% of my five million-strong Real Gamer™ cohort suck at videogames, judging by all the bosses they couldn't beat. How surprising. :o Maybe they played it like Jerry's NES Rygar review... you know, absorbing enemy attacks with your character's face? That doesn't work, you'll get buttfucked into next Christmas. You want to use your i-frames and good spacing, like in the arcade Rygar!
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Re: Thoughts on "Arcade games are designed to steal your money"?

Post by BryanM »

Over 50% of people never finish a game they buy, and a good chunk of them don't even play it at all.

One of those kinds of stats that makes me lol are the people who decide to go home and sleep in a Persona game. Limited amount of in-game time, and that's what they do with it. Persona games have lousy dungeon crawling aspects, lousy combat; the dating sim aspect is their main point and they choose to skip it.

Myself I think Ocarina of Time was a divergence point for myself. Everyone at the time was like "10/10 perfect game Jesus is back bitch" and I... didn't like it. Outright loathed how slow it was to push blocks around, completely unnecessary waste of human life. The completely empty field that acted like a hub zone gives the endless blue+gold shafts in the og Metroid a run for its money.

But the auto-targeting most of all really takes all the joy out of a game. Dodging and aiming used to be core to the types of games we're into, and they took half of that away from us! Grand Theft Auto has solid driving mechanics and a funny story/vibe, but its gunfights are trash.

Jerry's NES Rygar

I like how in an alternative dimension you have no idea this guy is sucking down oxygen, but because of me you're cursed to carry him around in your neuron's latent space. At least I've done some work, in this world!

... he's kind of at the console's peak era currently. Mega Man 2. Ninja Turtles. Monster Party. Dragon Warrior.

... I just smiled at the fact he has to make four more videos about Mega Man before he's done with the project. You have to really love Mega Man to not feel like they were copy and paste games/mission pack sequels.
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Re: Thoughts on "Arcade games are designed to steal your money"?

Post by BIL »

Nah I knew all about Jer and his ilk from way back in the day, sadly. 3; It was always a mixed bag, even before the print division went tits-up. You had some good dudes like Milkman and Shane, who appreciated the spartan ethos of arcade-styled gaming. And then jagoffs like Jerry, who were always waiting for videogames to become wine-tasting socials.

As I say, I don't begrudge them. They're normies, I'm a sperg, who cares.

What I can't help finding a bit risible, amongst the nostalgia tourism set, is the notion of games as some unbroken continuum from the arcades to your uncle's musty hentai dungeon. "Look how far we've come as a medium!" Yeah, amazing - let me sell off my Final Fight kit, now that I've got Streetwise, with its roach-squashing minigame and enthralling conversations with J and Two P. I thought I had it good with the knife-edge intensity of those massive onslaughts, and the sublime give/take of the Megacrush dynamic - but what I really needed was to hear Cody has arthritis now.

It's such a stupidly blinkered way of looking at things. I'm sure a Metro City Stories game, where you shoot the shit with your Mad Gear frens and use Bushin-ryuu to deliver takeout and save tree cats could be great fun. At one point you have to sneakily swap Belger's back pain meds for laxatives, ruining his slam-dunk Delta Metro City / DRUGZ deal. He explosively shits his pants at city hall and hollers "I'll get you Haggar!" while the gang high-fives with pizza at El Gado's free knife trauma clinic. Did you know El Gado got clean and went back to med school after FF1? You do now! What, did you think he got arthritis?

Not sure I'd play it, but I'd enjoy kicking back and watching my little brother curse at the RC car minigame, like we do each new GTA. It wouldn't obsolete the arcade game, or its contemporaries, unless you placed no value in them to begin with. Or regarded them with contempt.

Cue that NES Rygar review, in which a perfectly enjoyable little ARPG gets defamed into a mission statement against arcade gaming, complete with copious footage of Jerry playing it like complete and utter shit. :/

So we arrive at a terminally dickless time where "Prepare To Die" is not just an enduringly successful ad campaign, but also a viscerally shocking one. Prepare to decide whether to hit the explosively flammable poison samurai with a +9 flaming sword or a +25 poison hammer. Prepare to decide whether to run around the dragon's side as it puffs up its instakill laser, or stand in front of it holding up your shield like an absolute dipshit. Hm. Decisions. Strange, I remember other games where macroing around massive frontal attacks is often a sound tactic. It's almost like we're still sat in front of a flat image operating a controller, no matter how many hotdog eating contests get wedged in.

Wait. Why is it just me and five other dudes who didn't get buttfucked into next Easter by the samurai and the dragon? I thought everyone loved these games!

I've seen quite enough tbh Bryan! I return to GaymerGayte for my mainstream ents. Image
Last edited by BIL on Fri May 24, 2024 1:54 am, edited 1 time in total.
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Re: Thoughts on "Arcade games are designed to steal your money"?

Post by BryanM »

BIL wrote: Thu May 23, 2024 11:03 pmStreetwise

lol AVGN-fodder for a phoned-in episode

So, so many of these awful 2d to 3d games. Splatterhouse, Bubsy, Earthworm Joe, is never ends.

When something like Ninja Gaiden 3d came out and had an audience, that's the out of place abomination.

It wouldn't obsolete the arcade game, or its contemporaries, unless you placed no value in them to begin with. Or regarded them with contempt.

Yeah, lots of people don't care about them. Like our 'ole buddy icy would say, if this isn't the kind of thing you like, you shouldn't be reviewing it. (But with a few slurs and puffing-himself up tossed in.)

The nearest arcades to me when I was growing up were both ~20 minutes away. I lived in the middle of an olive orchard, so there wasn't exactly a city bus to ride. It was a special event that happened a few times a year, where my parents would bring me to the mall and toss five bux my way.

Forget about ever mastering a game, it was enough to get to see and try out whatever looked cool. (Super Mario Vs. looked very uncool indeed. Why is this in the arcade? It was a total mystery to my younger self, ignorant of the console crash and the need to advertise.) Without the internet, it was a magical place full of wonder and possibilities. With technology advancing rapidly, there was almost always something new. I was only a couple degrees removed from that kid in High Score Girl who's a walking video game advertisement.

Digging through heaps of things almost nobody knows or talks about, does tingle that hunter-gatherer bit of my brain.

It wasn't really until MAME and my young adulthood that the ability to seriously practice a game became possible. I owned very very few arcade style games, mostly bulk Sega stuff like Super Thunderblade. Shoot'em ups were relegated to the occasional rental and my copy of Forgotten Worlds. Being exposed to CAVE was like being exposed to cocaine.

So we arrive at a terminally dickless time where "Prepare To Die" is not just an enduringly successful ad campaign, but also a viscerally shocking one. Prepare to decide whether to hit the explosively flammable poison samurai with a +9 flaming sword or a +25 poison hammer. Prepare to decide whether to run around the dragon's side as it puffs up its instakill laser, or stand in front of it holding up your shield like an absolute dipshit. Hm. Decisions. Strange, I remember other games where macroing around massive frontal attacks is often a sound tactic. It's almost like we're still sat in front of a flat image operating a controller, no matter how many hotdog eating contests get wedged in.

Wait. Why is it just me and five other dudes who didn't get buttfucked into next Easter by the samurai and the dragon? I thought everyone loved these games!

It is a bit disappointing how much people hate overcoming failure, despite overcoming failure is the only way to have accomplished anything of value. Ocarina of Time, I died only a few times. Couldn't tell you how to kill any bosses, because I only remember playing tennis with Ganon. Just hit it with whatever item you found in the dungeon, is this your first 3d Zelda game? (Urgh..) While I can remember many troublesome ArKnights enemies and bosses from years ago, because if I did not understand how they worked and what threat they presented, I could not beat the stage.

Maybe it's endemic to how our society looks at things. Yeah, it's another excuse to blame capitalism for a problem in society: we're expected to learn one (1) skill early in life and then we're expected to do that one (1) thing over and over again until we die. And there are tons of people who love living like that. Maybe it makes them feel secure or something, I wouldn't know. OCD makes getting good at something the thing of nightmares - the fun was in learning things and getting good, not in grinding out shekels and dimes while bored out of my mind.

Familiarity is a heuristic for understanding; neurons don't like new things. They want AT-AT's. And Matlock.

But this time as a girl.

They'd make the AT-AT's into girls too, if they could figure out how to.

(I really think some people have really slacked as parents and failed to toss a ball around with their kids a few times every day as their brains were developing. This is the most important part of any mind's development, you can't build out those algorithms when the brain fossilizes later!

Throwing sticks at things is how our species survived, neglecting it is to not be human!)
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Re: Thoughts on "Arcade games are designed to steal your money"?

Post by BIL »

BryanM wrote: Fri May 24, 2024 1:54 amlol AVGN-fodder for a phoned-in episode

So, so many of these awful 2d to 3d games. Splatterhouse, Bubsy, Earthworm Joe, is never ends.

When something like Ninja Gaiden 3d came out and had an audience, that's the out of place abomination.
Itagaki's a huge Image Fight fan, incidentally. Image He once said he'd have made NG about an hour long tops, if they'd have let him. Image
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Re: Thoughts on "Arcade games are designed to steal your money"?

Post by BryanM »

Another way of looking at these games are as a kind of sport, instead of a worldsim or friendsim or puzzle game.

It's not really Assassin's Creed that's taken their space, but competitive PvP games like League of Legends, Fortnite, Fall Guys etc. Or co-op PvE games like Monster Hunter, Dauntless, Path of Exile, Warframe. Maybe this effect is part of why Street Fighter 2 got so goddamn big that it became its own genre? Maybe there could have been other competitive arcade games that could have caught on, if only the art was awesome? NBA Jam did really well, for a while. (/checks NBA Jam Franchise, notes it isn't like Konami's only franchise that's still alive, that one baseball game. Shrugs at how using licenses is like putting a noose on yourself.)

So it's kind of like comparing solitaire to a card game with a table full of people. That's another thing that was special about the arcade: there were other people around. For any realistic revival of popularity, that social scene is critical. We overly fixate on the games themselves, when it's really about the environment around them.

And none of us can say we don't care about other people, or we wouldn't be here.
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Re: Thoughts on "Arcade games are designed to steal your money"?

Post by Air Master Burst »

BryanM wrote: Fri May 24, 2024 6:30 pm NBA Jam did really well, for a while. (/checks NBA Jam Franchise, notes it isn't like Konami's only franchise that's still alive, that one baseball game. Shrugs at how using licenses is like putting a noose on yourself.)
NBA Jam stopped being good when the people who made the original lost the name and made NBA Hangtime instead.

I personally think Hangtime is the peak of arcade basketball, but Jam has a more iconic roster. Showtime is pretty underrated too.

ETA: NFL Blitz was a pretty massive deal for a long time, too. There are still bars around here with dedicated machines.
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Re: Thoughts on "Arcade games are designed to steal your money"?

Post by Steven »

I tried that PS3 NBA Jam (the original version, not On Fire) and was not especially impressed. Too bad, as I really liked the PS1 version of NBA Jam Extreme even though I don't care about sports or whatever.

Going back to the first post, I have also decided that, for the most part (exceptions exist), the reason is
Steven wrote: Tue May 30, 2023 6:27 amit's just an excuse for being bad
and
BIL wrote: Tue May 30, 2023 10:41 am It's no great insight to say "arcade game stealin muh quarters" any more than "AAA walking sim grindanthon II: the next grindan robbed muh next $65."
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Re: Thoughts on "Arcade games are designed to steal your money"?

Post by Randorama »

Steven wrote: Tue May 30, 2023 6:27 am I sometimes see people say this sort of thing online and it pisses me off and makes me think it's just an excuse for being bad, but then I think of stuff like Geese, Rugal, Parace L'sia, Inbachi, and the entirety of games like Same! Same! Same! 1P.

I've only been playing arcade games semi-seriously for about a year and half now and I don't have that many arcade 1CCs, so I don't know. What do you think?
My opinion...(apologies to previous posters who will think I am shamelessly ignoring their relevant comments).

There should be an interview with an SNK developer from their pre-Neo Geo days on shmups scanlations or whatever the website is called (BIL, please save me with a link!). I am pretty sure that he described how they were getting really worried on some title not being difficult enough that people would insert coins every two minutes or so. If you have patience, you could also find online images of company flyers that promise operators games difficult enough to warrant players pumping credits at a brisk pace. My uncle had an arcade and often ranked up the difficulty of games as soon as the average time for a play would go beyond five minutes. So, yes, I played a lot of arcade games at higher difficulty levels than default (e.g. my uncle maxed out King of Dragon's difficulty because there were people 1-cc'ing it after 4 days or so...bad news for business).

Fun fact: the Falsificare crowd at some point (2006, 2007) spent copious amounts of time claiming that my uncle would do that on my request, so that I could get higher scores via higher difficulty (i.e. I was a clairvoyant at 11, in 1991, planning my falsificare shenanigans 15 years in advance). That was...interesting, in the British sense of the word (and I guess they still keep making these claims, early in their own '50s).

So yes, there has been an initial period in arcade gaming history which programmers had to pursue brutal design philosophies imposed by evil capitalism on an emergent market (...and I think that Jehu points out that it is
sub-optimal). I would go on and say that some programmers were more oriented towards proposing a fair though remarkably hard challenge to players (BIL will probably mention IREM interviews here), whereas others were content with "dodge this, dude" simpler approaches to design (lack of psychology/business background knowledge?). The medium was young, so I guess that programmers had to explore and evaluate design philosophies by checking what would sell in the arcade (e.g. 'yes, people will insert coins every two minutes and also set the cab on fire after the sixth coin. Back to the drawing board').

Over time, younger generations of programmers should have developed some working knowledge of design philosophies that work for everyone (operators and players), so we might say that the "stealing-quarters" part might have become more nuanced. Some US versions of Konami games nevertheless make me believe that some markets required players to pump coins in, full stop, at any age/stage (or: please try to play The Simpsons US vs. The Simpsons JP, and tell me if you notice any differences in difficulty).

I have no idea if an arcade market exists now and how does it work (but Dan76's post is telling). Still, I guess that programmers making arcade games these days might have learnt something in their "design philosophy" classes (i.e. there are "videogame programming" degrees around the world: some users here teach in them) or from their older colleagues (i.e. old glories from the '80s should now be senior management in their '60s, and may say things such as "re-design this level from scratch, it would have been too difficult in the '80s!"). Maybe they don't, and the current philosophy has been reduced to "pay every X minutes" (again, Dan76's post is telling). I'd even throw in a "Japanese vs. non-Japanese arcade games and philosophies", but I actually have only some experience with '80s Atari games, so it's better if I leave the topic aside.

After all, capitalism works on separating money from their owners, especially if they are fat and dumb (again, please note the Konami US games case). Depending on the single specific game and the skills of the single specific player, the theft part might be more or less successful, more or less occurring early in the game, and so on. Arcade videogames exploded more or less in the 1980s, and a brief look at a history wiki tells us that capitalism was soaring in the 1980s (in tandem with getting heavily fist-fucked by corporations and governments, for the joy of the poor masses waiting for emancipation).

I mean: Rugal was not the first enemy/team in KOF'94, was it? If you can reach him on one credit, you should have played for at least half an hour with pocket change as a price. That's not too shabby, so SNK programmers decided that kids had to pump coins trying to beat the magnificent bastard at least once. My own subjective experience (01/09/1994, my uncle's arcade, 10.10 pm, almost 14 years of age) was that I reached Rugal for the first time at the 12th attempt in grand total, and then pumped 11 credits only to get my ass handed down every time, snap at the game and trigger my uncle's appearance behind me just saying: "Touch the cab and I will rip your arms away. How do you plan on playing VGs without arms, uh? Feet and dick?" (no, I didn't defecate in my pants but I was close to it. My uncle was and still is scary). Thieving designers creating bollocks levels/enemies may still lurk around: they probably failed "level design 1.01" and/or their bosses said "we need more money now! More irrational challenges, pronto!".

Still reading?

Of course I did beat Rugal at some later stage, and ended up learning how to consistently 1-CC the game with all teams. Luckily, my uncle also knew well that the main source of income from the game was in the VS. mode and the casual players, for obvious reasons. So, no difficulty increase. More in general, there was no financial issue for him in having a few skilled players at the arcade (say, 2-3% out of all customers...once he mentioned this percentage range, which probably corresponded to no more than 20 people getting 1-CC's). Programmers and companies, though, had to guarantee that arcade owners could perform legalised thievery from customers in relatively subtle forms. I don't believe that other forms of entertainment work differently, under a capitalist economy.

A final plea for forgiveness after writing all this nonsense: If you wanted a less long-winded and much more simplistic answer, you could have just checked in with "modern videogame journalist #23.X", or something. I am all for the TL;DR posts that try to make a nuanced point via sometimes convoluted passages. You didn't say that we had a word limit, did you?

OK, OK.

So yes, arcade games are designed to steal your money, but if and only if you approach them in a completely clueless way. Or: they were designed to do a lot of different things. So, don't obsess over one aspect at the cost of ignoring everything else, which might sound like the most outstandingly banal suggestion ever. Be a smartie and figure out how to steal enjoyment out of them. It would have driven the programmers (of the time) and arcade owners (of today) crazy, especially when they resorted to dodgy methods to win at all costs (e.g. ramping up the difficulty, designing shitty levels, you name it). It's just playing a game about games, after all.
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Re: Thoughts on "Arcade games are designed to steal your money"?

Post by Sima Tuna »

The thing about arcade game "designed to steal your money" is they had to strike a balance. The game had to be fun enough you wouldn't mind losing, addictive enough to convince you to put another coin in, and give the appearance of fairness so that you thought you had a fair chance if you did put in another coin.
Spoiler
Anybody can design a bullshit hard video game that never lets you win. But a game where you lose in the first two seconds isn't going to make arcade operators money. They'll get the initial play from that person and then never again. An initial play from every frequenter of the arcade, followed by profits for that cab dropping off a cliff. Modern gamers just don't understand that game difficulty has been a gradual softening process from the arcade, to console sensibilities and now to modern sensibilities, which are even softer than the difficulty curve of a pre-HD console like the ps2. It's just a difference in how games are designed and the philosophy of difficulty. Game devs nowadays want to stress the amount of content (hours) in the game and a feeling of metaprogression through a single save file. So they make the game easier. If Dodonpachi took 50 hours to credit feed through once, who would bother to learn the 1cc? A short game needs to be challenging and a long game needs to be a certain amount of easy, or else it's too grueling for most players.

Arcade games have always needed to balance the difficulty with frustration factor. But the arcade is also a different environment than a home console, with different factors influencing profit. At arcades, games need to be loud, flashy and they need for the gameplay loop to look appealing to onlookers, so that those people will want to hop on the cab as soon as the first guy stops playing. If the game looks like shit and is impossibly unfair, nobody will want to hop on that! Not when the Metal Slug cab is right next to it, competing for eyeball attention.

People think arcade games are all unfair now because they don't understand how arcade games are designed and how they're meant to be played. You aren't intended to clear them on your first session. Modern arcade ports give you infinite credits so you can credit feed on some of the games, but that just trains modern players to approach arcade games AS quarter-munchers and money-spam to victory. Every game feels the same when you credit feed, I've noticed. It's hard to pick up on the nuances of gameplay or strategy when you pump in 99 coins and aren't even trying to avoid damage...

Finally, I just want to say that it's okay to lose. It's okay to lose when you play arcade games for the first time. Or second time. Or third. That doesn't mean the game is bad. It's okay if the game is hard and you die! A good game will allow a path to victory somewhere, but it might take you a while to reach it. It doesn't make the game bullshit that victory isn't immediate. The real meta-progression was inside you all along. Arcades operators knew this, which is why the devs who designed the same types of games (like shmups,) made their later games harder in response to average player base skilling up over time.
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Re: Thoughts on "Arcade games are designed to steal your money"?

Post by PC Engine Fan X! »

At a local movie theater, a local vending company had set an upright Dynamo cab running Psikyo's Strikers 1945 III in the arcade section with pricing set to fifty cents per credit to initially start and only a mere quarter to continue. If you continued, it was 25 cents but if you ran down the "continue timer" to zero, then it'd set you back two quarters just to start a brand new gaming session of S-1945 III. Perfectly legal/justified and there was nothing that the arcade gamer could do about that particular "peculiar" pricing (with the arcade operator earning an extra "free quarter" in the process every time a new game was started) -- either pay up to play or don't play it at all. Of course, profits from said arcade games out on a "street location" is supposed to be split 50/50 between vending company & retail business hosting said arcade games. It's business as usual in the USA with local vending companies and lone arcade operators nowadays.

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Re: Thoughts on "Arcade games are designed to steal your money"?

Post by Randorama »

...Technos' U.S. Championship V'ball is a beach volleyball game that gives you 75 seconds to clear the first stage. The game has a glacial pace, and you pass each stage after scoring 7 points. A perfect, ultra-fast play will net you a point in more or less 10 seconds. If you pass the stage, you get another 30 seconds of play to whatever is left from clearing the first stage. Maybe I am completely misunderstanding the game, but I suspect that this one was designed to steal quarters, full stop.
"The only desire the Culture could not satisfy from within itself was one common to both the descendants of its original human stock and the machines [...]: the urge not to feel useless."

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