Arcade game

Coin-operated photo booths automatically take and develop three or four wallet-sized pictures of subjects within the small space, and more recently using digital photography.

At the Amusement & Music Operators Association (AMOA) show in October 1975, Taito introduced an arcade photo booth machine that combines closed-circuit television (CCTV) recording with computer printing technology to produce self-portrait photographs.

Purikura are essentially a cross between a traditional license/passport photo booth and an arcade video game, with a computer which allows the manipulation of digital images.

[7] Introduced by Atlus and Sega in 1995, the name is a shortened form of the registered trademark Print Club (プリント倶楽部, Purinto Kurabu).

Pinball machines are games that have a large, enclosed, slanted table with a number of scoring features on its surface.

Medal games are design to simulate a gambling-like experience without running afoul of Japan's strict laws against gambling.

[9] Pinball machines initially were branded as games of chance in the 1940s as, after launching the ball, the player had no means to control its outcome.

These are generally treated as games of chance, and remained confined to jurisdictions with favorable gambling laws.

[13] Penny arcades started to gain a negative reputation as the most popular attraction in them tended to be mutoscopes featuring risqué and softcore pornography while drawing audiences of young men.

They were similar to shooting gallery carnival games, except that players shot at a cinema screen displaying film footage of targets.

They showed footage of targets, and when a player shot the screen at the right time, it would trigger a mechanism that temporarily pauses the film and registers a point.

Cinematic shooting gallery games enjoyed short-lived popularity in several parts of Britain during the 1910s, and often had safari animals as targets, with footage recorded from British imperial colonies.

[18] A later gun game from Seeburg Corporation, Shoot the Bear (1949), introduced the use of mechanical sound effects.

[20] Coin-operated pinball machines that included electric lights and features were developed in 1933, but lacked the user-controlled flipper mechanisms at that point; these would be invented in 1947.

[22] Pinball machines were also divisive between the young and the old and were arguably emblematic of the generation gap found in America at the time.

Newer machines may have complex mechanical actions and detailed backplate graphics that are supported by these technologies.

[26] Some early electro-mechanical games were designed not for commercial purposes but to demonstrate the state of technology at public expositions, such as Nimatron in 1940 or Bertie the Brain in 1950.

[27] From the late 1960s, EM games incorporated more elaborate electronics and mechanical action to create a simulated environment for the player.

[29][5] A new category of "audio-visual" novelty games emerged during this era, mainly established by several Japanese arcade manufacturers.

[30] Periscope, a submarine simulator and light gun shooter,[31] was released by Nakamura Manufacturing Company (later called Namco) in 1965[32] and then by Sega in 1966.

[5] This led to a "technological renaissance" in the late 1960s, which would later be critical in establishing a healthy arcade environment for video games to flourish in the 1970s.

[38] It was a fresh approach to gun games that Sega introduced with Duck Hunt, which began location testing in 1968 and released in January 1969.

[42] It had a circular racetrack with rival cars painted on individual rotating discs illuminated by a lamp,[5] which produced colorful graphics[5] projected using mirrors to give a pseudo-3D first-person perspective on a screen,[26][43][44] resembling a windscreen view.

[5] Like Periscope, Speedway also charged a quarter per play, further cementing quarter-play as the US arcade standard for over two decades.

[5] Atari founder Nolan Bushnell, when he was a college student, worked at an arcade where he became familiar with EM games such as Speedway, watching customers play and helping to maintain the machinery, while learning how it worked and developing his understanding of how the game business operates.

[50] Mogura Taiji was introduced to North America in 1976, which inspired Bob's Space Racers to produce their own version of the game called "Whac-A-Mole" in 1977.

[56] As technology moved from transistor-transistor logic (TTL) integrated circuits to microprocessors, a new wave of arcade video games arose, starting with Taito's Space Invaders in 1978 and leading to a golden age of arcade video games that included Pac-Man (Namco, 1980), Missile Command (Atari, 1980), and Donkey Kong (Nintendo, 1981).

[58] Fighting games like Street Fighter II (1991) and Mortal Kombat (1992) helped to revive it in the early 1990s, leading to a renaissance for the arcade industry.

[64] It represents the American coin-operated amusement machine industry,[65] including 120 arcade game distributors and manufacturers.

[67] In music industry, forged license-compliance programs with right groups ASCAP, BMI or SESAC,[68] and it represented the country's licensed jukebox owners.

An amusement arcade featuring several different types of arcade games, located in Chiba Prefecture , Japan
Arcade video games at ZBase Entertainment Center in Tampere , Finland
Skee-Ball was one of the first arcade games developed.
A claw crane game, where one must time the movement of the claw to grab a prize
A purikura photo sticker booth in Fukushima City , Japan
Air hockey tables at an arcade
A row of mutoscopes at a Disneyland penny arcade in the 1980s
Pinball machines from the 1960s at the Pinball Hall of Fame
Sega 's Gun Fight (1969), a two-player EM game that used light-sensitive targets. It was one of the first games with head-to-head shooting, inspiring arcade shooter video games such as Gun Fight (1975). [ 25 ] [ 5 ]
All American Basket Ball (1969), an EM game produced by Chicago Coin
A row of video games at an arcade