Showing posts with label Cave. Show all posts
Showing posts with label Cave. Show all posts

Monday, 14 January 2013

Top 10 shoot 'em ups

I've done a few Top 10s over the years, but as I'm winding down Arcade Throwback this year they also give me an opportunity to quickly cover some of my all time favourites from each genre. So here, in no particular order, is Arcade Throwback's Top 10 shoot 'em up of all time.

Galaxian


There's something almost comforting about Galaxian's familiar formula. The game is barely any different from Space Invaders, but in 1979 it was by far the most visually and aurally appealing game in the arcade. That initial ditty still puts a smile on my face today. Compared to Space Invaders, in Galaxian the player is in far more peril from the get go. There's no cover and the aliens start dive-bombing you almost straight away, but who doesn't get a kick out of destroying a flagship and both its escorts when it's millimetres above your ship.

1942


In a genre that is full of crazy over-the-top weapons, enemies and locations, there is something refreshing about 1942's simplicity. There have been many sequels and remakes over the years, but none have quite lived up to the purity of the original. It also started a trend for having shmups based on World War II fighter planes, one of which is in this list.

Fantasy Zone


In a genre full of glinting metal spaceships and gelatinous alien monstrosities, Fantasy Zone's cute and colourful graphics are completely out of place, but that's partly why I like it so much. There are other cute 'em ups (Twin Bee and Parodius for example), but for me, Fantasy Zone stands out because it's also a solid shmup.

Saint Dragon


Jaleco's Saint Dragon is one of a handful of shoot 'em ups to employ a manoeuverable tail into the gameplay, but for me, non did it as well. Careful use of the metal dragon's tail can protect you from all but the fiercest enemy ordinance, but the spray of bullets, leapest metallic panthurs and environment obstacles mean you cannot simply coil yourself up to avoid the flak. This is a great shoot 'em up, which is often overlooked and well overdue a nice, shiny remake.

Blazing Star


The SNK Neo Geo was a wonderful arcade machine, probably best pure sprite-based machine ever made and few games demonstrate this better than Blazing Star. Sequel to the rather poor Pulstar, Blazing Star is busy, beautiful shoot 'em up to behold.

Raiden series


Seibu Kaihatsu's Raiden series is a sublime collection of shoot 'em ups that have survived the death of the arcade and made a happy home for themselves on modern consoles. It's difficult to pick one game in the series over any other, but they all play brilliantly. I just wish that Raiden Fighters Jet compilation for Xbox had made it to the UK.

Radiant Silvergun


When it comes to Treasure's two vertically shoot 'em ups, there's always debate as it which is better, the polarising Ikaruga or the diverse Radiant Silvergun. Personally, I like that RSG gives the player loads of choice about how they deal with each enemy encounter right out of the gate. Add in the colour-coded score bonus system and I can't help thinking it has more game than its younger brother. And thanks to the recent (and brilliant) port to home consoles, it's no longer a mythical game nobody's played. Any shmup fan would be a fool not to pick up.

Akai Katana Shin


Released in arcades in 2010, Akai Katana (as it's known here in the UK) is by far the most recent game in this list. I love pretty much all of CAVE's games, but this probably my favourite. Balancing collecting steel to arm your spirit form and energy to power it up takes thought and plannning, which would seem impossible among the chaos of this bullet hell shooter, but a steady hand and a stiff upper pays incredible dividends. Seeing your patience and care pay off in a shower of giant Gs is one of those pseudo-orgasmic experiences that only a select few games can offer.

Gradius series


I love Gradius, although the first game I played from the series was actually Salamander - also known as Lifeforce. These games are tight, precise shoot 'em ups, with brilliant environmental challenges. Ironically, although I'd struggle to pick a favourite among the original arcade games, my absolutely favourite Gradius game is Gradius V, which is a Playstation 2-only game made by Ikaruga developers Treasure.

R-Type


This is the one, the shoot 'em up that has stayed with me longer than any other. I played it in the arcade, I owned it on my Sega Master System, Commodore Amiga 500, Nintendo Gameboy, Sony PlayStation, Sony PlayStation 2 and now Microsoft Xbox 360, with the sublime R-Type Dimensions compilation.

Honourable mentions

Here are a few other games that almost made it into my top 10:
  • Truxton (Tatsujin)
  • Galaga
  • Ikaruga
  • Batsugun
  • Mars Matrix
  • Progear
  • Tempest
  • Defender
  • Juno First
  • Darius series
MTW

Saturday, 23 June 2012

A brief history of World War II shoot 'em ups

Between modern marketing and the Internet, these days it's relatively easy to keep track of all the sequels, prequels and spin-offs that come out for a video game. Back in the days of the arcade, unless a video game magazine or a friend told you about a new machine, you were stuck with what was in the arcades you visited. And while the histories of certain games, like Street Fighter (which I covered last year) and Tekken, are pretty well known, there are plenty of sequels to classic arcade games which went almost unnoticed. One such example for me is Capcom's classic 1942. I played the original game in the arcade loads and I played 1943 a couple of times, but I had no idea how many versions there were until I started dabbling with MAME in the late 90s.

So here, 60 years after 1942 (if you see what I mean), is my brief history of World War II-themed shoot 'em ups.

1942 (1984)

The formula for 1942 was simple. It was a vertically scrolling shoot 'em up, set during World War II, rather than space, like so many others from that era. You pilot the Super Ace, which looked exactly like a World War II Lockheed P-38 Lightning. Your mission was to blast through waves of Japanese fighter planes on your way to Tokyo to destroy an air base. Shooting down a sequence of red aircraft would deposit a power-up, which could be double fire-power, wide shot or two small escort planes. You could also perform a loop-de-loop to avoid enemy flak, although I never found it be particularly useful.

Despite its sober setting and authentic looking fighter craft, there was something endearing, almost cute, about 1942. Perhaps it was the put-put-chugga-chugga-peep-peep music, which sounds like your Super Ace is struggling against gravity, let alone the Japanese air force. 



Its popularity catapulted Capcom into the big league and it would become their first game to spawn a sequel.

1943: The Battle of Midway (1987)

The first sequel arrived three years later. The basic gameplay did not really change, you still had to battle the Japanese air force over the Midway Atoll, you still got power ups from blasting waves of red planes and you could still do a loop-de-loop, if the desire takes you. However, everything was sort of beefed up. The second button was now a special attack (lighting or a tsunami), but which took part of your life bar (a conceit also seen in Capcom's side-scrolling beat 'em ups, like Final Fight and X-Men. The game also removed the traditional three lives and replaced it with a single life bar, which depleted as you took damage, but could be replenished by collecting POW icons. It also added two player co-op, a feature that would stay with the franchise throughout. The music also changed to something more rousing and military-like.

1943 will added two player co-op, timed power-ups and special attacks.

In Japan only, Capcom released an updated version of the game called 1943 Kai, which featured reworked graphics and sound, replaced the P-38 with a Boeing Model 75 biplane and added insane power-ups, like laser guns, which were totally incongruous with the game's WWII theme.

1941: Counter Attack (1990)

The next game in the series came out another three years later, but was set two years earlier. The conflict shifted from the Pacific to the Atlantic. Player 2 now flew what looked like a British-made Mosquito Mk IV fighter and instead of the bomb and loop being separate attacks, they were now a single action, so you avoided flak and wiped the screen of enemies in one action. The game also introduce a powerful homing attack, which had to be charged by holding down the power button  — R-Type style.

1941 gave player 2 a Mosquito Mk IV and added narrow canyons to navigate

19XX: War Against Destiny (1996)

A number of things changed with the third sequel, 19XX. For a start, the player was given a choice of three fighter planes; the Super Ace was now identified as a (P-38) Lighting, the Mosquito was more powerful and the new plane, the (Japanese-made Kyushu J7W Shinden prototype) was fast and nimble. Each ship got a unique weapon too. The game also introduced mission briefing before each level, where you got a summary of the boss you'd be facing at the end. Capcom also lifted the medal system from the Raiden series. Tactically, the most interesting change was to the charge weapon. Now, if your charge shot landed you got several seconds of homing attacks on top of your normal primary weapon. When it came to taking down bosses you had to decide whether you chipped away with the main weapon or charged up in the hope it lands and you can then hit it with homing attacks.

A choice of planes and mission briefings were just some of the changes in 19xx.

Between the mission briefings and the post boss cinematics, 19XX really feels like a modern arcade game and it's one of the best in the series.

1944: Loop Master (2000)

Developed by Raizing/8ing (the guys behind Battle Garegga), 1944 is a different game again to its predecessors. The Shinden and Mosquito were dropped and instead the plaayer 1 was given the Lighning and player 2 was given a Mitsubishi Zero. The charge attack no longer had a follow up homing attack, instead you got an aerial assault, which (like the loop) kept the player out of harms way for a brief time. The wingman also played a bigger part, with the power-ups floating down to the bottom corner of the screen to be picked up at the player's discretion. The medals were also replaced with gems.

This was also the first game in the series with continues. When you're plane explodes your pilot jumps out and floats around with his parachute. When you continue, rescuing the pilot rewards you with a selection of the power-ups you had before you died.

The game ran on Capcom CPS2 hardware and it is a great looking game with a widescreen aspect ratio and lots of little details.


The Legacy

So that's my brief history of Capcom's 1940s shmups, but they weren't the only ones at it. Plagiarism in the games industry is pretty rife, you only have to look at how many Pong clones were made during the '70s, so it's not surprising 1942's popularity lead to a few copy cats, some of which were based on World War I and many of which really stretched the authenticity of their setting.

Flying Shark and Fire Shark (1987 & 1989)

Toaplan made a lot of great vertically scrolling shooters (Raiden, Truxton and Batsugun to name just a few), so it's hardly surprising they got into the World War-themed shmup scene. Between 1987 and 1989 they developed two such games, both with World War I themes and featuring bi-planes, Zeppelins, tanks and lasers! Yeah well, the less said about that the better. The games follow almost exactly the same template as other Toaplan shmups, yet somehow were never as thrilling as either Capcom's classic series or their own siblings, including this next game....

Twin Hawk (1989)

Also by Toaplan, Twin Hawk appears to be set in the second World War, just like Capcom's games. On the whole, Twin Hawk plays the same as the Shark games, as well as the aforementioned Raiden series. One novel feature was the ability to call forth a whole squadron of helper planes for a few seconds, after which they systematically dive bomb your enemies -- which seems a little extreme, but there you go. Given a choice of which of Toaplan's World War shmups to play, I'd probably go with the Hawk over the Shark.


This is going piste a bit, but Hardcore Gaming 101 did a great piece on Toaplan's shmups earlier this year, which you can check out here.

Strikers 1945 series (1995 - 1999)

When I first saw Psikyo's Strikers 1945 I assumed it was a follow up to the firs three 194x games, but it's actually a totally different vertically scrolling shmup with WWII fighter planes. While it would be easy to dismiss it as a blatant rip off, the Strikers games do have a few merits of their own, not least the choice of planes available to the player. The first game had the P-38 Lighting (same as 1942), the P-51 Mustang, the Shinden, the Messerschmitt BF-109, the Mitsubishi Zero and every Brits favourite piece of World War II hardware, the Spitfire. For the second game (Strikers 1945 II, also known as Strikers 1945 Plus) Psikyo added the Vought V-173 "Flying Pancake", but by the third game (Strikers 1945 III, also known as Strikers 1999) Psikyo brought the roster up to date, with the F-22 Raptor, F-117 Nighthawk and the AV-8 Harrier jump jet.

I like the Strikers games, but they are totally over-the-top, even more so than Capcom's later 1940s games. Transforming fighter planes anyone?


1942: Joint Strike (2008)

As well as porting the arcade games to home consoles in several Capcom collections, in 2008 Capcom and developers Backbone Entertainment released 1942: Joint Strike for home consoles. The game features gorgeous high definition polygon graphics and like 1944 it plays in a widescreen aspect ratio. Don't let the name fool you though, it plays more like the later games than the original. I assume this because of the combination of the bankability of 1942 as a name and Psikyo's similarly-named series.

1942: Joint Strike is a bit like a super model: great to look at, but not much going on underneath.

Due to the popularity of online gaming these days, Joint Strike had an emphasis on multiplayer co-op, even adding special collaborative attacks that are only available in two player mode. However, the game was underwhelming. It's difficult to say what it is, because they have all the ingrediants, they've just not cooked it for long enough. However, die hard fans of the series may still enjoy it, especially in co-op mode.

Horizontally scrolling WWII games

While it would be a bit of an assumption to say 1942 inspired the following games, they are nonetheless noteworthy as other World War II-themed shmups:

P-47: The Phantom Fighter  (Jaleco, 1988)

US AAF Mustang (UPL, 1990)
P-47: Aces (Jaleco, 1995)

Progear (Cave, 2001)

Akai Katana Shin (Cave, 2010)

What I think is most suprising of all is how few World War I or II themed shoot 'em ups there have been full stop and the ones that do exist have been made by the same few developers. There may be a few others I've missed (I suppose I could have included Atari's first person vector rail shooter Red Baron), but this is pretty much all there is. Had I been trying to compile a list of space-themed shmups, I doubt I could have even got half way.


MTW

Saturday, 16 June 2012

Port Review: Akai Katana (Xbox 360)

World War II fighter planes firing lasers, magic and giant ninja swords that are also capable of turning into enormous ghosts of dead teenagers? Sounds like a typical Japanese shoot 'em up to me.
In the 80s and early 90s, Toaplan made some brilliant arcade shoot 'em ups. Tiger Heli, Hellfire, Slap Fight, Batsugun and perhaps most famously Truxton I and II (which I discussed in last January's Classic of the Month) can all claim to be classics in their own right. Sadly, in 1994, shortly after the release of Snow Bros II, Toaplan filed for bankruptcy. 

Thankfully, from the ashes of Toaplan rose Computer Audio-Visual Entertainment Interactive, or CAVE for short. Over the past 17 years, CAVE have been been making a variety of games for arcades, home consoles and smartphones, but they're most famous for their series of bullet hell shoot 'em ups, including Guwange, Espgaluda, Deathsmiles, my son's favourite shmup, Progear No Arashi, and the jewel in their crown, the Donpachi series. In 2010 they released Akai Katana Shin in the arcade, which looks and plays like its the spiritual successor to 2001's Progear (although nowhere do they say that). Now, with the help of publishers Rising Star Games, CAVE have brought Akai Katana to Xbox 360 (minus the Shin for the UK).

Like all CAVE's shoot 'em ups, Akai Katana has a complex back story, but with the exception of a few cutscenes during boss encounters (which are in Japanese with no subtitles) the game does not waste the player's time explaining it, so I won't either. Just know there's a bad guy, he's in control of a fleet of World War II era planes, helicopters, tanks and submarines, which all fire lasers and magic rather than lead and explosives. At the start of the game you get to chose one of three pilot and phantom teams, each with their own plane. Tsubaki and Sumire fly the Marigold, which fires in straight lines; Botan and Kikyou fly the Orchid, which has homing lasers; and finally Shion and Suzuran fly the Sakura, which fires in a spread patten. Like other CAVE games, there are no weakest links in the choice of fighters, which means it's all down to play style. 

There are three modes in this Xbox version: Origin, which is the original arcade version, Climax, which is a harder, widescreen update of the Arcade version, and Slash mode, which is new for the Xbox and by far the best version of the game. Visually the game has a far higher resolution than CAVE's previous offerings, whilst still being clearly sprite-based. It almost looks like a HD Neo Geo game — which is no bad thing in my book. However, as I've already said it looks like Progear, as well as a host of other World War II-themed games, like Psikyo's Strikers 1945 series or even Metal Slug (which is probably I think it looks like a HD Neo Geo game). Conversely, the music and the front menus actually make it look and sound like a Guilty Gear game, so much so that when my wife saw me start it up for the first time, she remarked, "All these games look the same. Like Street Fighter and Soul Calibur?" So Akai Katana is the Megan Fox of arcade shoot 'em ups: it's very pretty, but it doesn't really stand out from the crowd.

So on to the game play. If you've never played Akai Katan before, what you think of its game play could be affected by which mode you play first. If you decide you want that authentic arcade experience and choose Origin mode, you may think it's game play is as run of the mill as its artstyle; if you play Climax mode you may think the same, plus it's frenetic and hard; if you play Slash mode, you may be left dumbfounded by what's going on at all, because Slash mode is a very different beast to the other two modes. The arcade original was good, but no better than anything else CAVE has offered. If you're a shmup fan you'll still enjoy it, but it may not leave a lasting impression. If you chose Slash mode, take the time to watch the lengthy tutorial video and maybe read the user guide — yes, for a shoot 'em up — you'll find that by tweaking the game's rules, CAVE have made Akai Katana into something very rewarding indeed. You see, in Origin and Climax modes, you fly around, collect energy from fallen foes and use it to switch to phantom mode, which allows you to deflect bullets and provides more fire power, but that seems to be all there is to it. In Slash mode, you have to collect energy to charge up your phantom, but also steel to arm it. You control how you collect these two resources by switching between defence and attack mode. Thankfully, that's all done with one button (although a second can be used if you want). Tapping the shot button fires your general weapon; holding down the shot fires a more powerful weapon, but at the cost of your speed. It's a mechanic that CAVE have employed for years, but here it has more application than previously. As you collect steel red orbs appear around your fighter. When you switch to phantom mode the steel orbs turn into katanas, which float around the phantom and will be unleashed when you switch back to fighter mode. This is key to both destroying mid-bosses and end of level bosses, as well as netting high scores. It means that you can conjure the most powerful attacks in the game when you want, rather than when the game decides to give you a power up. However, that is only part of the Slash's mechanics — there's much more to it than that, but I'm still learning the rest of the game's subtleties and nuances. How many shoot 'em ups can say that?

Between Xbox Live Arcade and all the CAVE ports, the Xbox 360 has a lot of great shoot 'em ups. This is where Akai Katana's £25 asking price, however cheap compared to other boxed games, seems less appealing. For that price if you wanted some classic arcade bullet hell action you could buy Treasure's classics Ikaruga and Radiant Silvergun, plus CAVE's other classic, Guwange. If you're open to some modern bullet hell action you could buy Sine Mora, Omega Five and Strania. If you're really open minded (and patient), you could buy about 20 Xbox Live Indie shmups for that price, such as the brilliant Platypus, Shoot 1-Up or Vorpal. This all sounds like I'm trying to talk you out of getting Akai Katana, but I'm not, I'm just trying to provide a balanced review. I guess it all comes down to how much a shmup nut you are. If you're like me, you'll probably own everything I've mentioned and are looking for something with that bit more depth. Many of the games I mentioned above also offer that, but for me, Akai Katana scratches a very particular itch and I cannot stop scratching. Err... yeah, that's not the best metaphor in the world. Let's just say I love it.




Highs

  • The best looking CAVE port to date and looks great on a big HD TV.
  • Three versions of the game in one, each with its own subtle differences.
  • At less than £25, this is a budget price for a new boxed release.
  • Switching between attack and defence to collect energy and steel respectively provides plenty of scope for tactical, rewarding gameplay.
  • Slash mode makes this one of CAVE's most satisfying shoot 'em up experiences to date.

Lows

  • At £25, it is not the cheapest slice of shoot 'em up action on the Xbox this year. 
  • Could get lost in the crowd.
Akai Katana is available for Xbox 360 from all decent retailers for around £25.

Saturday, 14 April 2012

Akai Katana Shin hits UK in May

God bless Rising Star Games. Last year they brought Cave's Gothic side-scrolling shoot 'em up, Deathsmiles and the futuristic bullet hell shoot 'em up DoDonPachi Resurrection to west Xbox 360 owners. Next month they are releasing another Cave classic, a port of Akai Katana for the Xbox 360. It's never been a better time to be a shmuppet, as long as you can take the intensity of Cave's creations. Hey, Rising Star, how about Progear next?

MTW

Friday, 13 April 2012

Boss Fight - Giant Cow Mary (Deathsmiles, 2007)

So far we've had one of the earliest boss fights in arcade gaming, my first boss fight and one of the more controvertial boss fights. This month, I'm going to talk about one of the silliest, Mary the Giant Cow from Cave's sublime shoot 'em up Deathsmiles.


As bosses go, there's not much to say. She simply charges the player from the left (which is quite unusual), firing purple bullets from God knows where and conjuring protective cubes. She takes damage where ever you hit her and if you use a combination of our own conjure magic (AKA bomb) and power up mode you  should despatch her in a few seconds. Nonetheless, the first time you see her you will wonder what the hell is going on.

MTW

Saturday, 14 January 2012

What is Bullet Hell

"Bullet hell" ("danmaku" in Japanese) is a term used to describe a sub-genre of manic shoot 'em up. The screenshot below is from Cave's 2001 game, Progear, and summarises the genre pretty well.

Progear (Cave/Capcom 2001) - 2nd Boss "Gabriel Hammer"
As you can probably tell, bullet hell shooters are above and beyond your usual shmup, with intense and complex enemy bullet patterns that require skill and nerves of steel to negotiate.  Talking of Cave, they are the bastions of the genre and continue to make arcade games to this day.

MTW

Sunday, 30 January 2011

Classic of the Month - Truxton

Manufacturer:Toaplan
Genre:Shoot 'em up
Board:Toaplan 68000/Z80-based hardware
Year:1988

I ended last year with a classic shmup, Lifeforce, so, when it came time to decide what game to cover for January's classic, I found myself thinking about other brilliant, but perhaps lesser known shoot 'em ups.  So for the coming months, I'm going to discuss some of my favourites, starting with Truxton by Toaplan.

I first saw Truxton in a Computer & Video Games annual from 1989.  Now I've always been a fan of shoot 'em ups, but the screenshots for Truxton blew me away, especially the ones that showed the Borogo fighter shooting great arcs of lightning at the enemy Gidans.  I finally got to try it at The Mint in Great Yarmouth several years later and playing it was even better.  It quickly became my favourite shoot 'em up after R-Type, but unlike Irem's classic, I was rubbish at Truxton.  Unfortunately, as amazing as the power-ups look, they take a long time to acquire and are actually severely under-powered.  There are still enemies you can kill with one shot, but there are also lots of enemies that take dozens of shots to kill; playing Truxton is hard work, even by arcade shmup standards.

Truxton is also noteable for having a playfield that extends beyond the edges of the screen.  It really pays to move as far left and right as you can as frequently as you can, because you never know if there's an power-up waiting out of sight.  Something my teenage self did not realise is that Truxton is not a stages game, as most arcade games of that era were.  Truxton is one long, continuous level, that takes about 40 mins to complete - if you're good.  As far as I know, in this regard, Truxton is unique and well worthy of being this month's classic.

YouTube user MamePlayer has uploaded a 3-part play through. Below is the 1st part.


Here's an interesting side note: when Toaplan folded in 1994, a bunch of the dev team went on to form a new company called Computer Art Visual Entertainment, better known as Cave, makers of bullet hell shooters such as DonPachi, Progear and Death Smiles.  Their pedigree certainly shows.
MTW

Tuesday, 28 December 2010

End of the Arcade

Well, it's almost the end of 2010, which has got me thinking about the end of arcade gaming. There are still plenty of arcades around, especially at seaside resorts, in motorway services and in theme parks, but they are no longer filled with shoot 'em ups, platformers and beat 'em ups from the likes of Capcom, Taito, Midway or SNK.  Sega has managed to hang on, thanks to their generally more elaborate cabinets still attracting attention, so games like Sega Rally, Manx TT, Daytona USA, Ghost Squad and House of the Dead can still be found.  Likewise, Namco's Time Crisis and Final Furlong and Konami's world conquering Dance Dance Revolution are still common sights, but most of these machines are pushing a decade old now and usually in pretty poor condition.
Dance Dance Revolution - bringing teenage girls to arcades since 1998.

What killed the arcade? 

General consensus is that it was the rise in home gaming during the mid to late 90s. For starters, there was the birth of the 32-bit, polygonal games consoles, the Sony PlayStation, the Sega Saturn and the Nintendo N64. These machines were capable of providing the best conversions gamers had ever seen, with even the latest games migrating relatively unscathed. Plus they offered their own unique, often more cinematic experiences, with games such as Metal Gear Solid and Final Fantasy VII. As for the hardware in the consoles, it was often based on the same hardware as current arcade machines. A case in point was the Sega Dreamcast, from 1998, which was essentially a home version of the Naomi system board.
Sega Naomi logo
There was also more and more gaming hardware emerging for the PC, with major leaps forward including the 3Dfx Voodoo graphics add-on card. By the end of the 90s, the PC had left arcade games far behind, with increasingly more powerful hardware and landmark games like Quake 3 Arena, Unreal Tournament and Half-Life offering a new breed of fast paced, competitive gaming.

The Quake series was one of the first to popularise online competitive play.
Another issue was pricing. Back in the 80s, a credit on an arcade game would cost you 10p to 20p, with only light gun games and hydraulic cabinets costing more than that. At the time, the average price for an 8-bit video game was around £30 (with console games generally costing more than computer games). Fast forward to the end of the 90s and average price for a console game was still only around £35, while the bottom price for a credit was 50p, with some arcades charging as much as £2 for games like Silent Scope.
This rift seemed to get worse during the current console generation, with some really good indie games costing less than a tenner and smart phones offering some decent gaming experiences for the price of a Mars bar. In short, arcades priced themselves out of the market.

My own time with arcades - at least the time when I sought out arcades as my primary gaming fix - was while I was at university in 1995. As well as frequenting the arcade in town, the city centre where I studied had a fairly well stocked Namco Station arcade. Between lectures, a few friends and I would spend our spare time playing Tekken, Ridge Racer, Time Crisis, Area 51, Virtua Fighter 2, Street Fighter Alpha, Mortal Kombat 3, Sega Rally and few others I can no longer recall. Sega Rally was certainly the biggest draw for my friends and we would take it in turns to race against each other on the twin-seat cabinet.

Sega Rally was the last arcade game I played a lot.
Happy days, although it arguably contributed to my premature departure from uni. After that, I too drifted into PC and console gaming and I have only visited a handful of arcades since. I guess that made me part of the problem, but in my defense - and in defense of all lapsed arcade gamers - I don't think we ever thought it would end like this. Once arcades failed to deliver gaming experiences above and beyond home machines, their appeal waned.

Is the end nigh?

Reportedly the biggest arcade in the world, Funspot in New Hampshire, USA, is still going strong but there are also retro arcades popping up in America.

Fun Spot in New Hampshire, USA, is apparently the biggest arcade in the world.
In Japan arcades are still huge, with fighting games being the biggest draw.  Virtua Fighter 5, Super Street Fighter IV and Tekken 6 are as big now as their predecessors were in the 90s. And new fighting games include such as Guilty Gear and BlazBlue continue is this proud tradition. Shoot 'em up developer CAVE also appear to be unstoppable, with games likes Progear, Espgaluda, Deathsmiles and numerous sequels to DonPachi appearing in arcades since the turn of the millennium.

Club Sega in Akihabara is one of the most famous arcades in Japan.
And every few years, you'll get wind of another arcade starting up and doing well, partly because of retro nostalgia, but also because the owners have modernised their pricing structure, offering blocks of time, rather than charging per game or coming up with gimmicks like offering tournament nights.

But what about here in the UK?  There are two noteable arcades in London.  First there's Funland in the Trocadero Centre,  Piccadilly Circus and also a Namco Station in County Hall on the South Bank, but elsewhere things are not so promising. Even places like Alton Towers, which has about a dozen mini-arcades, has no traditional arcade games. And if video arcade games are suffering, pinball machines are defunct entirely. You don't even see them in bars any more. You'd think they would have survived better, thanks to there more mechanical and elaborate designs, but sadly they died out with the video games that they paved the way for, back in the 70s.

The truth is, arcades games on the whole have had their day. They are no longer scattered around the country in random locations and there are unlikely to ever be again. When a smartphone can play games like Angry Birds, Fruit Ninja and Cut the Rope, and the internet gives people access to all the emulators and ROMs you could ever want, only the most die hard fans of the arcade will ever miss them.

MTW


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 And if that isn't enough, check out Arcade Mania: The Turbo-Charged World of Japan's Game Centers by Kotaku's Brian Ashcraft and Jean Snow.  It's available from Amazon, priced £7.99: http://www.amazon.co.uk/dp/4770030789