Posted: March 11, 2005

The Golden Era Arcade is long gone and the Coin-Operated Video Game and the Route Operator is right behind in its demise.

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[Coin-Op World Records]

The Demise of The Coin-Operated Video Game Operator
What ever happened to the video game operator who supplied stores with the newest video Games? It's nearly 33 years since the invention of 'Pong' and the beloved coin-op arcade machine. Video games will go down as the most popular form of entertainment of the latter part of the 20th Century and beyond. In the video game heyday of the early 1980's, there were one and a half million games being operated on 350,000 sites in the US alone - and at least the same again for the rest of the world. Can this vender who supplies video games to the neighborhood retail stores survive when the video games are not supported by the kids like in the Golden Age of the 1980's when everyone went to their local arcade for entertainment. Have you noticed that you cannot find any games any more in your local 7/11 convenience store or liquor store or for that matter in any upscale mall. The kids of today don't even realize that there was a time when video games were in just about every type of store on every block in America, until Nintendo Home Entertainment moved in and made arcades a thing of the past. Why even write about a by gone day of video game routes and video game arcades? Because it is time to realize how good we had it then and how bad things are now-- relative to entertainment and fun. Let's relive the 1980's for a moment and how great it was...
The golden era was a time of unique games that had many different types of controls to master and most of these games were not re-runs of the fighting theme of Street Fighter that we have had for the last 15 years. There were neighborhood arcades with 20 or more games and they were filled with anxious kids learning the latest techniques to mastering games. This is where the kids bonded and in many cases became life long friends. The Beginning of the End of Arcades... There are many reasons this golden era disappeared and it all began with Nintendo. After every kid in America had bought the Nintendo Home Entertainment System, they stopped going to the arcades and so the arcades starting closing their doors one by one until only the Mega Multi-Functional Arcades existed. These were the megaplexes that offered Miniature Golf, Amusement Park Rides, Carnivals, and lots of Cotton Candy, and Carmel Corns.
Then came Legislation. The video game arcades that were left became targets of the Religious Right. There were gaming Curfews and no game could be within 100 feet of an establishment that served alcohol such as a liquor store. This was called the ABC Ruling. Now The California Lottery and other lotteries across America. Every 7/11 or other type of convenience store ousted there video game operator in exchange for a brand new lottery machine which made much more money than the fledging video game. These green machines took your money without even saying; "Game Over" in the end.
Intel - New Technology
The next movement was the CPU chip movement with Intel in Charge. Every six months Intel put out a new computer chip which went twice as fast as the prior chip, and faster and faster home computers became the only thing that mattered for kids who wanted a quick fix on the latest video game. The gap moved quickly between the technology of the home computer compared to the technology of the arcade game. Because the arcade game business was a fledgling and failing industry, no more software was being written for the arcade machine. The different home systems were getting faster and more and more popular. Play station, Nintendo and Sega were on top of their game for home systems. They were even topping the Theater Business in gross revenues.
The video game gap made the arcade game more of a nostalgia point than a cutting edge piece of equipment that it was in the early 1980's. Coin-Op was still a quarter. Ten years after the beginning of the big arcade push, starting with Asteroids, Pac man, Donkey Kong and Centipede, you could still play for just a quarter. This put even more pressure of the route operator who had to buy new equipment every year which went up in price along with inflation while the pricing of the video game never kept up with inflation. Corporate America Took Over. Once big food and other retail chains took over, ma and pa locations went away and so did the classic video games that were in the corner of their stores. You won't see video games in chain stores because big business thinks they are too good for the arcade game business. There square footage is better utilized by another chair or a table or other type of merchandise because the coin-op game isn't pulling in the big bucks any more.
Doom Video Game Get Bad Rap
Video Games get a bad rap. After the Columbine tragedy, it is said that video games are the root to evil because the kids who killed all of there high school classmates learned how to shoot guns by playing the violent game, "Doom" whose goal was to shoot others before getting shot. It is thought that only drug dealers and derelicts hang out at the few arcades that are left. It was thought to be a gang hangout rather than an entertainment center for the family. Soon after that, the arcades became vacant lots to be later made into large office complexes and other industrial endeavors. So where is the video game operator today in 2005 and where is this business going to be by 2010? Nowadays the video game operator can still put video games out but in a very select few locations. You might see games in laundry mats or independent businesses like video stores, Mexican food restaurants, and pizza parlors. But the games are becoming fewer, and being replaced by redemption games that pay out a prize.
Redemption Games Center
The arcade operator still has sky rocketing costs and no way to get the return that was easily made in the 1980's. a video game that took three months to pay off in 1980 would take a year to pay off in 1985, and now in 2005, it will take two and a half to three years to see a return on the price of the video game if you're lucky. The only reason there are games around at all is because of the video game operator who refuses to close his doors in order to keep the 1980's alive, which is the golden ideal of being able to play a game for a quarter and to be able to meet with the last few people who still play a game or two at the independent arcade or in one of the last ma, pa restaurants. Games have even dropped down below a quarter to a nickel in order to keep the arcade open. The nickel nickel arcades are thriving but for how long? In 2010 I see a further demise of the coin-operated video game because it isn't being supported by the general public or by industry. About every 10 years there is one game that does really well for about a year and then everybody jumps into the band wagon and starting putting video games out just in time for another big crash in the industry. The cycle of the coin operated industry started with Atari in 1972 for the first boom. Then came pacman in 1981 for the second boom. Along came Street Fighter for the third boom in 1991 and then came Dance Dance Revolution in around 2001 which was a dance game instead of a video game but it still takes quarters so we are counting it as well. Besides that game, business has been bleak for all in the arcade video game business. Now the Retro Game is here...
New Retro Game All The Classics Are Back!
Because of the new technology and the generation X kids now in their 30's and 40's, who want to relive their childhood, they now can. You can have one retro cabinet with 39 of the classic video games you once played inside just for you and your game room. Not to mention, many other types of games are being reproduced for those who want to relive the 1980's. Pac man is back as well as many others all jam packed into different specialty cabinets. This doesn't help the Arcade much or the Video Game Coin-Operated Route vendor unless they start selling these retro games on the side to make up for the short fall in their routes. This is exactly what is happening to make ends meet in many shops around the country. Many are rebuilding the classic games and selling them to home owners who yearn for the simpler times of the 80's, when arcade games were simple yet hard to master and fun to play. Is the route guy the way of the wind because technology has pasted him by? Are the 1980's really over? When automobiles came out the first person that was displaced was the buggy whip salesperson. This is the route guy who peddles his arcade video game business but nobody is buying because these games don't compete with the home market which is at least three to four generations ahead. Gone are the days of the rotary dial phone and the pez dispenser. There is no more disco ball and things are no longer cool... they are off the chain... what ever that means. Hopefully we won't lose all of our identity by moving past are heritage of the arcade video game and all of the fun we had along the way. History lost to the Cappuccino bar and of faster moving times... Woolworths Department Store, a get together spot for lunch where many seniors met each other. Wouldn't you like to go back in time and see all of these things again? I'd like to see an Golden Era Amusement Park with all the old stuff in it including the Woolworths Chocolate Shakes on the bar stool at the grill with seniors serving who have been there for 50 years and aren't considered beyond their years. Wouldn't it be nice to go through a mall that wasn't the same as every other mall all over America, but instead had some originality with a few independent stores with employees actually over the age of 18.
Hi-C the cool drink from the past 1980's Ghost Busters Monster Theme
So please support your local coin-operated video game before it disappears into oblivion like all of the other cool stuff we had in the Golden Era. Have a nice day and thanks for coming along, it was nice to walk down memory lane with you. Paul Dean ------------------------------------------------------------------------------------ Other Views on The Decline of Arcades and the Decline of the Arcade Game Operator Link ------------------------------------------------------------------------------------- Forums > The Dojo > Domination 101 Ponder #1 07-07-2003, 11:26 AM SRK Tournament Director XBL Gamertag: Ponder Location: Mountain View, CA The Once and Future Arcade --------------------------------------------------------------------------------------- An Act restricting the use of certain video games and supplementing chapter 33 of Title 2C of the New Jersey Statutes. I want to talk about something slightly bigger than just winning at SF today, but something I suspect is of interest to all of us anyway- the status and future of arcades. I was inspired by the remarkably shoddy discussion of same that I had the misfortune to read on Gamespot. What's most depressing is that this simplistic, lazy, and ultimately worthless piece was the product of a combined effort by the entire editorial staff of one of the popular sites in the gaming world. [editor's note: Gamespot's original story can be found at:,00.html] Is this really the best that can be done? Is the current state of thinking about arcades really this pathetic? No wonder they're in trouble. That's what we agree on: arcades aren't doing nearly as well as they once were. The further question is "why?". Here's where the gamespot think-tank and I part ways. Their claim (re-iterated by essentially all of the authors) is that arcades "can't compete" because their games used to be technologically superior to home systems, but aren't anymore. In a nutshell, they're claiming that people aren't willing to pay for what they can get "for free" at home (we'll ignore for the moment that the cost of a newish console + games is hardly "free"). A lot of arcade-goers have noticed the same thing, and have probably been satisfied by the same explanation. Should you be? My claim is: "no". In fact, I think this is a terrible answer. By "terrible" I don't mean simply wrong- instead I mean that it's incomplete, lazy, and totally unilluminating. It's an answer that no one who actually cares about the question should be happy with. While it's obvious that the development of consoles has affected the arcade industry, it's hardly the whole story- or even particularly important. When you look at this from a business perspective (which is the whole point- the failure of arcades is a business phenomenon), ask yourself- does this line of reasoning ("why pay when I can get it at home for free?"), in itself, explain the failure of the business? Since neither Gamespot nor anyone else of whom I'm aware offer anything else, they apparently think it does. Blaming consoles because "they let you play the same thing for free!" goes wrong in at least two serious ways. First, it doesn't explain why the same thing doesn't seem to affect other industries of which EXACTLY the same thing is true. Take for instance the absolute *explosion* of coffee houses over the last few years. Gamespot reasoning: "Can't people get coffee at home? Virtually everyone has a coffee machine- and they're cheap, too. Sure, the coffee houses have fancy machines with lots of chrome- but that's essentially just a gimmick, right? It's still coffee. And 3$ a cup?! Who do these coffee places think they're kidding? No thanks- I think *I'll* just stay here and drink my perfectly-good coffee in the comfort of my own home!". Seems "logical" enough, right? So coffee houses then too are doomed? And what about of our precious pubs and taverns! What will become of these community pillars if (as liquor transportation technology continues to advance) we're someday able to transport beer into our own homes? Will they be reduced to nostalgic memories as well? The Gamespot editors (and anyone else who wants to single out consoles) owe us an explanation of why these (and MANY other) industries are somehow immune to the problem. The second way merely blaming consoles goes wrong is this: It doesn't explain the history of the arcade business. If you'll recall, arcades were in an even more serious recession around 1991, only to be saved almost single-handedly by Street Fighter 2, and the successive wave of fighting games. Despite major advances, consoles of the time were a *far* cry from real arcade machines. So arcades seem subject to disaster quite apart from home systems co-opting their product. The lack of enthusiasm was coming from somewhere else. Next: The complaint that the modern arcade is filled with "gimmicky" games with specialized cabinets/interfaces? ALL the old favorites the editorial staff reminisce so fondly about were "guilty" of EXACTLY the same thing they're criticizing in modern games. From Defender's insane controls, to Tron's annoying "dial+trigger stick" all the way up to the six buttons (! remember when that used to be a lot?) on Street Fighter 2 and beyond, arcade games have ALWAYS had specialized, frequently non-interchangable controls, which could often not be replicated at home (much less the games themselves). Suggesting that games today are degenerate merely for committing the same "crime" is- what?- you know the answer by now- that's right!- it's dumb. It's thoughtless. It's lazy because it ignores history. Simply crying "gimmick!" as a criticism is ridiculous. A non-ridiculous criticism would be that these "gimmicky" games are also BAD games. Unfortunately for the Gamespot team, however, many games that have specialized interfaces are still good (obviously SOME suck, but the percentage of gimmicky games that suck seems roughly similar to the percentage of more standard, you-could-play-this-on-a-pad-at-home games that suck (re: most, but not all)). Some are even better than good. Dance Dance Revolution, for instance, is a truly excellent game. It's fun, extremely interactive, challenging, addictive, competitive (or cooperative!), and even healthy, boasting a huge following despite a US "release" so limited that it scarcely deserves the name. It's also the #1 money-maker in most of the arcades that it's made it to. These "gimmicky" games aren't using the interface as a substitute for an interesting game- the interface is an integral part of the game itself. Ignoring this and dismissing them as "gimmicks" is just more laziness- maybe okay for Senator Lieberman and co., but unacceptable from gaming "professionals". A lot of explanations for the decline of arcades simply overlook the very obvious. Remember back to the heyday of arcades... Remember who ran them? Almost universally, they seemed to be run by remarkably unpleasant troll-like men, who (apart from their overwhelming greed) were distinguished primarily by the fact that they didn't like games, and they didn't like the people who played them. A lot of them came from the vending machines business, and most of them seemed like they wished they'd never left. Their new arcade "businesses" typically consisted of renting a dank hole someplace, often in shady neighborhoods, and then just cramming the games in there. Voila! Instant money. Some arcades noticed that they could continue to rake in the cash without even doing things like bothering to repair obviously broken machines (the vast majority of arcade employees are completely incapable of even the simplest of repairs). Better still, they could be openly hostile to their customers! Should it really be such a surprise to see a lot of "businesses" like this fail? Especially when you consider that as their clientele ages, they become less interested in being openly and needlessly abused? Can you imagine a restaurant with the same kind of service? Should we blame its failure on advances in refrigerators and improved home-cooking? Please. A lot of arcades fail because they're badly run by non-geniuses out for a quick buck, who neither like nor remotely understand their product. Duh. Contrast this with, for instance, Southern Hills Golf Land's operator, John Bailon. He runs a premier arcade with a steady business, home to some of the greatest players in the country. He does such shocking things as (gasp!) *talking to the players*. He finds out what games appeal to them, then gets those games. He performs *routine* maintenance on games, sometimes replacing parts even before they've broken (standard operating procedure just about anywhere else, but unheard of in arcades). He also runs simple promotions like tournaments that encourage people to come in a little more than they might otherwise. And he's a success. Maybe people in LA just don't know about consoles or something, right? Arcades have also completely failed to promote themselves. In "the good 'ole days", it seemed as though the games needed no advertisement. They were so irresistible that people would go anywhere to play them. This is no longer true, but arcades continue to act as if it were. There's been essentially NO effort at promotion whatsoever, despite their diminishing profits. To this day, about the most advanced marketing technique you see from an arcade has been some kind of pathetic "special" deal on tokens. Even today, sickeningly enough, tournament organizers in some locations actually have to hunt for arcades even willing to host them. Operators are so resistant to the idea of change, much less doing ANY extra work that they're happy to pass on the chance to generate easily 10x their ordinary business. I mean, think about it- you see ads for EVERYTHING. But do you ever see ads for arcades? I haven't. Ever. For that matter, do you see ads for arcade games? Nope. The only people who see those, are the arcade operators themselves. Apparently Capcom/Namco/Konami, etc, seem to think that once they've sold the machines to the arcades, their job is done. In one (very short-sighted) sense, this is true. However, in a market em to realize this as far as console games are concerned (even where the "console game" is an EXACT PORT of the arcade version), yet nothing seems to be spent on their arcade counterparts. Apparently that job falls to the operator alone, and the operators simply aren't doing it. The early success of videogames seems to have bred some incredibly bad industry habits in arcade operators. The initial arcade craze was powered by games that people played compulsively, against the computer. For the most part, these tended to be relatively simple. It wasn't graphics that made these games popular- it was a more basic cleverness behind them. This, however, plays directly into the hands of consoles. If you want to obsess over some puzzle game, you don't need anyone else around to do it, and you also don't need a very sophisticated piece of hardware. This is part of what I suspect was behind the initial decline in arcade revenues, and should have been a lesson learned. Competition (in fighters like SF2) revived the industry, because you couldn't get that by yourself, or even at home (and you still can't, with at least a lot of popular titles- there's still no national network in place in the US, internet speeds simply aren't good enough for a lot of games, and all of this still omits the face-to-face factor, which can be a lot of the fun). However, success again spawned a still larger number of games, and constant imitation of successful titles. Both of these things make sustained, focused competition that saved the arcades difficult to maintain. With everyone taking a small slice of the player base, there's less people to push things to the next level on any particular game. With a market as crowded as today's, operators can hope for that lucrative intense competition in two ways. They can wait until a game comes along that's so magical, so involving, that people everywhere can't stay away. Good luck on that front. The other way is with some damn promotion. Does anyone remember Capcom's "Saturday Night Slammasters"? Probably not. It was a strange wrestling game/fighter hybrid, featuring none of wrestling's actual celebrities, and while moderately interesting, was nothing to get very excited about. What was something to get excited about was the fact that Capcom sponsored a national tournament for the game, which brought players out in droves. Without question, the cost for the entire promotion was less than the cost of a few simple print ads, yet it drove the players in many areas into a complete frenzy over an otherwise unexceptional game (the success of the national Tekken Tag tournament was another more recent example). There seems to be absolutely no reason the same thing can't work again, and *especially* because no one else is doing it. Gameworks and Co. have succeeded not simply because they have games you just can't play at home ("gimmick" games)- they succeed because they create an exciting environment where people can be together, and enjoy themselves. Quite apart from the games, just take a look at the place: it's nice. It's comfortable. It's not dangerous. There's a reasonably competent, courteous staff. People can be around each other, and the games. What's most amazing about Gameworks is that it has succeeded even WITHOUT even being particularly concerned about catering to the historical core gaming demographic of teens and guys in their early 20s. Instead, they targeting instead older adults and their kids, creating a new market. They seem to have realized the very obvious fact that people like going out to interesting places, to be around (physically) other people, and to interact. They're willing to use almost anything as an excuse to do so. Games happen to be one such excuse- and apparently a good one (that's part of why fighting games were the smash they were- you're beating someone down directly- not judged by something as inert and impersonal as a score, but by outwitting the person themselves. It's not "which of us is better able to beat this simplistic CPU?", but "which of us is able to beat the other person one on one, directly?". Scoring doesn't matter- the game doesn't even record your margin of victory- flawless victory or down and dirty- a win was a win). The experience of the game itself is, for a lot of an arcade's patrons, pretty secondary. Before I became a Street Fighter addict, I liked to go to the arcade just because it was the arcade. It was fun. Sure, all my favorites were there, but it was the magic of the place at large, and the people there that were a major draw. The editors tip-toe around this point, but can't seem to zero in on the obvious. Whether they're remembering the old social aspect of arcades, or discussing the mystery of people still paying 10$ a ticket to see a movie when you could rent it on DVD, they still manage to brilliantly overlook the simple fact that *people like going out to be near other people* (it's bizarre, but true- despite all the annoyances that come with seeing a movie in public, it's still a lot of fun, and a more profitable as a business than ever). Arcades are an ideal venue to capitalize on this fact. Even apart from Gameworks, you can see that people still crave the interaction of the arcade experience. Case in point? This site. In many ways, it's a forum for top and aspiring players to know about each other, and to have their own love for the game affirmed by the fact that there are others who take it (and play it) seriously. Everyone has a good time, but we work at these games. It fosters an environment of excellence, and since tournaments are the furnace that shape top play, that's what you get. All of the discussion, etc, culminates in major tournaments. And there are uncountable many more, and better attended tournaments this year than there have ever been since the height of SF2's popularity. When you factor in the incredible level of information- sharing and understanding of the games (movies, tactics, technical and strategy articles, etc.) now as compared to then, it's never been better. What prompted this renaissance? Some mind-bogglingly great new game? Hardly. With the exception of MVC2, recent Capcom fighters have been relatively minor advances at best, or even literal steps backwards (CVS). Not the stuff that generates activity like we've seen this year. It's the experience of real tournament interaction and play itself that's exciting. It's *so* exciting to the true fans and players that they're willing to go cross-country- even across oceans- to play each other. Directly. In the spirit of that OG arcade competition. And they have a great time doing it (as evidenced by the fact that virtually everyone who starts going to tournaments, KEEPS going to tournaments- they're infectiously great). The real greatness of this experience is precisely what sets me off when I see limp-wristed stuff like the Gamespot article. Though they obviously don't understand them, these guys at least seem to remember the magic (they all wax nostalgic about the good 'ole days- some even claim to still like arcades!). However, they're precisely the one's who've abandoned it (one admits he hasn't even *been* to an arcade in years). They've turned away from arcades, preferring to stare into their own navels (er, consoles). Not only does this encourage the (in many ways undeserved) image of videogames as anti-social, it also actually puts another nail in the coffin of the arcades they claim to love. They're doing this by helping to perpetuate a cycle: Given the amount of coverage they get in the American gaming press (the Japanese press does not have this problem, their arcades and tournaments get plenty of attention, and (curiously?)- their arcades have always been far more popular), it seems safe to assume that no one's at the arcades anymore- they're all home on consoles, screwing around with secret codes, etc. Since no one's at the arcade, there's no reason to go, and so on. The truth is, however, that there ARE people at these arcades- some of the best players in the world, in fact. But instead of investigating, the gaming press sees fit to jam their pages with the coolest new code for an alternate costume color, and the latest rumors about Over hyped Letdown IX, which will be in development for the next three years ("Tips and Tricks" being the notable exception, and their excellent arcade tournament section seems to grow every month). Is that really what loving games is all about? It's easy to understand how these guys could overlook the action. It gets a little easier when you don't leave home. At home, you see, you can avoid getting that whipping your feeble skills deserve. You can continue to believe you're good merely because you can "beat" a game (on max difficulty even!), or do a bunch of combos, or even unlock some special modes! It makes me sad that people as intimately involved with games as these editors could be so confused, and willfully oblivious to what truly playing is all about. So do I mean then that increased publicity is the solution to all of the woes facing today's arcades? Hardly. But it IS a way for the Gamespot editors to stop contributing to the problem they're complaining about, and to encourage the revival they claim to want. Simple-mindedness like "umm... consoles are just too good!" doesn't help anything- the pretty game may draw them in, but the atmosphere- the competition- is what can keep them coming back and that's not available only via gimmicks, or games for kids and lightweights. Stick to your s33krit l33t c0d3z, boys _______________________ "Guardian Guardian Guardian of the Blind!" Gamertag-Thrillh0use Gamma Ray [COLOR=skyblue]It's a good thing Deejay (plutoburn) directed me to this part of the forum to see these kinds of threads. You should have a publishing deal by now. The thing is, the idea about consoles being the main factor in the death of arcades, is very true. It is a sad reality, especially since I dislike -Next Generation- consoles (PC for life). The dream for many game players though in the late 80's early 90's, was to have arcade games at home. The big problem was, that the consoles couldn't handle the power. The ports were very crimped up versions of what you played in the arcade, so people kept going the arcade for the real deal. When Saturn came out with a graphics chip the same power as the arcades (32bit)), you could see the potential of home conversion. X-men children of the atom was a perfect example of having close to the actual arcade game in your home. The real beginning to the end of arcades was, Namco's Soul Caliber on Dreamcast. The game was actually a better version than the arcade. Finally, the dream of arcade quality games in the home for many, were realized. Now it's not a matter of people thinking about having the arcade game at home for free, cause it cost a premium to obtain in the first place. The idea though, of paying one price to own the game forever at home, pays for it self over the long run of going to the arcades and putting money in all day. The comparison of other industries like coffee, actually proves the console destroying arcade theory. Coffee houses have one thing you can't get in your home on a consumer level, professional equipment and ingredients. You cannot obtain the same coffee grounds and machinery that the houses have, so the quality of home brew is still way off the house level. Think of pizza joints, they have pizza ovens, which are almost the back bone of the quality taste you can't get from your oven. If we could get a pizza oven and industrial pizza ingredients, then the same thing would start to happen to parlors as is with arcades. The revival of arcades in the 90's because of Street Fighter 2 is correct, but, it actually revived the gaming industry in general. Think about it, what if Street Fighter 2 was released as a console game on SNES, the same effect would have happened and the arcade industry actually might have died then. Remember Street Fighter 1, how come that didn't save the arcade industry from slipping in '87. When Street Fighter 2 was released on SNES, it broke sales records and why, because people wanted it to be at home. If people really liked the idea of Street Fighting in the arcades as it was released on that platform first, why would the SNES version sell tens of thousands of copies? Home gaming is what actually kept arcades alive; remember Donkey Kong and Mario Bros. They became even more popular when they were released to home consoles. Atari wasn't huge because of arcades, it was because of its home console. Arcades have actually been used as public advertisements for games and as public tests to see what games would be cash-cows for the home market. The real money for companies wasn't in the arcade units (they were mostly rented), it was home console. The arcade stayed alive too, because of the power. Even though people had the home version of the game, They like to see the better graphics and sound still. The day came with Dreamcast, and the arcade units finally met their match. So what next, virtual games. The arcades couldn't prove to people anymore why they should put quarters in, to play straight 2d-3d games compared to console. Arcades had one advantage, customization. The cabinets can be designed any which way you want. Games like Dance Dance would succeed, because a mat for the PS2 is not the same as the stand-up arcade unit. Now all the keep arcades alive, are specialty games, like hand gliding and fire fighting and fishing etc. Problem with reality games is, the masses don't care about them. So the arcades hadn't a leg to stand on. Alot of big companies didn't just do arcade ports, they developed games for consoles. Midway saw so much potential in the next-gen consoles, that they straight up left the arcade side and concentrated the entire effort to consoles (Mortal Kombat 5). Capcom is now next in line, Sega is already there and many arcade companies have long perished (Data East). Side Note: Notice alot of fighting game ports from arcade, always had extras in the console, like; hidden/extra players (PSone SFA3). This was another sign that the big companies saw consoles as there market. We can see, but not have to like the fact that the next-gen consoles are the largest reason for the fall of arcades. There are other smaller factors like the mid 90's generation of kids was exposed to Windows95 and the internet. Kids having a higher income than us in the 80's, so they worry more about buying cell-phones and clothes than going to arcades. All in all, consoles became the grim reaper for arcades and the arcade era is not coming back in our life time. Sega risked its entire future on a console, yet they were arcade pioneers (Shinobi). That tells anybody, that even an arcade pioneer, knew that the future of gaming was the console. PC's for life, because what, Emulators. At least in that sense, we will always have the true arcade games, long after the final cabinets disappear. Rest in peace, I say to the arcade industry, memories I can never forget. SF2 for life, Double Dragon, Ninja Gaiden, Time Soldiers. How can you replace those? I stopped my console madness after the original Playstation and turned to the mighty PC. I will not be a part of the console fraud and I will never forget the console industry, for the death of what is engraved in our minds forever. A r c a d e[/COLOR] ------------------------------------------------------------------------------------- DIA operator pulls most-violent video games School deaths intensify pressure on industry Link By Kevin Flynn Denver Rocky Mountain News Staff Writer -------------------------------------------------------------------------------- The operators of the game room at Denver International Airport say violence in video games has become a hotter issue all over the country since the Columbine High School killings. But Bill Beckham of Toledo, Ohio, said the industry had been faced with serious questions over game violence for at least two years. Beckham and his partner, Dan Lopez of Parker, removed several games that involved killing and other violence this week after Rep. Scott McInnis, R-Colo., complained about it to Denver Mayor Wellington Webb. Lopez said he immediately agreed to remove some of the games in question, and that the Columbine killings had had a profound impact on his own family. He has four children. "It opened our eyes to a lot of things even in my own family," he said. Beckham operates video game rooms in Ohio and Michigan as well. He is a member of an industry group that deals with issues such as violence. "We haven't bought certain games because of this," he said. "Several we've taken a pass on." Beckham also said the operators have asked manufacturers to come out with a warning system. Some games already come with a parental advisory. "Columbine did escalate the public awareness of this," he said. May 29, 1999 ------------------------------------------------------------------------------------- Further Superior Court Restrictions on Coin-Operated Video Games Below: Link ASSEMBLY, No. 2849: Restrictions On The Coin-Operated Video Operator STATE OF NEW JERSEY 209th LEGISLATURE INTRODUCED OCTOBER 12, 2000 ------------------------------------------------------------------------------------- 2. a. It is unlawful for an operator to knowingly show, display, exhibit or permit the showing, display or other exhibition of a coin-operated video game which contains harmful graphics in a public place as defined in section 2 of P.L.1992, c.132 (C.40:48-2.52), on or near the premises of the operator's business, to a person under the age of 17 years. b. It is unlawful for any operator to knowingly allow a person under the age of 17 years who is not accompanied by his or her parent, guardian, or custodian to be exposed to more than an incidental view of an arcade video game that displays harmful graphics or to allow such person in the partitioned area required under subsection d. of this section. c. It shall be unlawful for an operator to make available to patrons any coin-operated video game displaying harmful graphics unless each such game displays a conspicuous sign indicating that the game may not be operated by a person less than 17 years of age. If such video games are displayed together in an area separate from games that do not contain harmful graphics, a single conspicuous sign in that area or at the entrance to that area may be used to mark the group of games for purposes of this subsection. d. It shall be unlawful for any operator to make available to patrons any coin-operated video game that displays harmful graphics within 10 feet of a coin-operated video game that is not displaying harmful graphics. Games containing harmful graphics shall be separated from other games by some form of partition, divider, drape, barrier, panel, screen or wall that completely obstructs the view of persons outside the partitioned area of the playing surface or display screen of the games that display harmful graphics. 3. If there is a dispute as to whether a particular coin-operated video game shall be restricted, the operator may apply to the Superior Court for a declaratory judgment. 4. A person who violates this act shall be fined no less than $200 or more than $1,000 for the first violation. A person who has been cited for a second or subsequent violation shall be fined no less than $1,000 or more than $3,000 for each violation. 5. The provisions of this act shall not be applicable to any coin-operated video game that is on premises licensed for the sale of alcoholic beverages pursuant to Title 33 of the Revised Statutes and on premises where entry is limited to persons who are 17 years of age or older. -------------------------------------------------------------------------------------
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