Amusement arcade

Last updated
GiGO, a former large 6 floor Sega game center on Chuo Dori, in front of the LAOX Aso-Bit-City in Akihabara, Tokyo, Japan Daiichhisega.jpg
GiGO, a former large 6 floor Sega game center on Chuo Dori, in front of the LAOX Aso-Bit-City in Akihabara, Tokyo, Japan

An amusement arcade, also known as a video arcade, amusements, arcade, or penny arcade (an older term), is a venue where people play arcade games, including arcade video games, pinball machines, electro-mechanical games, redemption games, merchandisers (such as claw cranes), or coin-operated billiards or air hockey tables. In some countries, some types of arcades are also legally permitted to provide gambling machines such as slot machines or pachinko machines. Games are usually housed in cabinets. [1] [2]

Contents

Video games were introduced in amusement arcades in the late 1970s and were most popular during the golden age of arcade video games, the early 1980s.

History

Penny arcade

Early machine at Wookey Hole Caves Penny arcade1.JPG
Early machine at Wookey Hole Caves

A penny arcade can be any type of venue for coin-operated devices, usually for entertainment. The term came into use about 1905–1910. [1] The name derives from the penny, once a staple coin for the machines. The machines used included: [3]

Between the 1940s and 1960s, mechanical arcade games evolved into electro-mechanical games (EM games). Popular examples of EM games in the 1960s included shooters such as Sega's Periscope (1965) and Rifleman (1967), and racing games such as Kasco's Indy 500 (1968) and Chicago Coin's Speedway (1969). Penny arcades later led to the creation of video arcades in the 1970s.

1970s and 1980s

Video game arcades began to gain momentum in the late 1970s with games such as Space Invaders (1978) and Galaxian (1979) [4] and became widespread in 1980 with Pac-Man, Centipede and others. The central processing unit in these games allowed for more complexity than earlier discrete-circuitry games such as Atari's Pong (1972).

During the late 1970s video-arcade game technology had become sophisticated enough to offer good-quality graphics and sounds, but it remained fairly basic (realistic images and full motion video were not yet available, and only a few games used spoken voice) and so the success of a game had to rely on simple and fun gameplay. This emphasis on the gameplay explains why many of these games continue to be enjoyed today, despite the progress made by modern computing technology.

The golden age of arcade video games in the 1980s became a peak era of video arcade game popularity, innovation, and earnings. Color arcade games became more prevalent and video arcades themselves started appearing outside their traditional bowling-alley and bar locales. Designers experimented with a wide variety of game genres, while developers still had to work within strict limits of available processor-power and memory. The era saw the rapid spread of video arcades across North America, Western Europe and Japan. The number of video-game arcades in North America, for example, more than doubled between 1980 and 1982, [5] reaching a peak of 13,000 video game arcades across the region (compared to 4,000 today[ when? ]). [6] Beginning with Space Invaders, video arcade games also started to appear in supermarkets, restaurants, liquor stores, filling stations and many other retail establishments looking for extra income. [7] This boom came to an end in the mid-1980s, in what has been referred to as "the great coin-op video crash of 1983". [8]

On November 30, 1982, Jerry Parker, the Mayor of Ottumwa, Iowa, declared his city the "Video Game Capital of the World". This initiative resulted in many firsts in video game history. Playing a central role in arcade history, Ottumwa saw the birth of the Twin Galaxies Intergalactic Scoreboard and the U.S. National Video Game Team, two organizations that still exist today. Other firsts that happened in the Video Game Capital of the World included:

High game-turnover in Japanese arcades required quick game-design, leading to the adoption of standardized systems like JAMMA, Neo-Geo and CPS-2. These systems essentially provided arcade-only consoles where the video game ROM could be swapped easily to replace a game. This allowed easier development and replacement of games, but it also discouraged the hardware innovation necessary to stay ahead of the technology curve.

Most US arcades didn't see the intended benefit of this practice since many games weren't exported to the US, and if they were, distributors generally refused to release them as simply a ROM, preferring to sell the entire ROM, console, and sometimes the cabinet as a package. In fact, several arcade systems such as Sega's NAOMI board are arcade versions of home systems.

Other problems were that many arcades focused on quantity more than quality, and that games showed a rising difficulty curve, making them increasingly inaccessible to casual players and more expensive for the skilled players. [14]

1990s

The rise of the fighting game genre with games such as Street Fighter II and Mortal Kombat , combined with the release of popular sports titles such as NBA Jam and NFL Blitz , led to a brief resurgence in the popularity of video arcades, with new locations opening in shopping malls and strip malls throughout the country in the early 90s.

The arcade industry entered a major slump in mid-1994. [8] Arcade attendance and per-visit spending, though not as poor as during the 1983 crash, declined to the point where several of the largest arcade chains either were put up for sale or declared bankruptcy, while many large arcade machine manufacturers likewise moved to get out of the business. [8] In the second quarter of 1996, video game factories reported 90,000 arcade cabinets sold, as compared to 150,000 cabinets sold in 1990. [15]

The main reason for the slump was increasing competition from console ports. During the 1980s it typically took several years for an arcade game to be released on a home console, and the port usually differed greatly from the arcade version; during the mid-1990s it became common for a game publisher to release a highly accurate port of an arcade game that had yet to peak in popularity, thus severely cutting into arcade owners' profits. [15]

2000s and beyond

Two traditional amusement arcades on Great Yarmouth sea front, 2011 Great Yarmouth - panoramio (27).jpg
Two traditional amusement arcades on Great Yarmouth sea front, 2011

In the late 1990s, a bar opened in the new Crown Casino complex in Melbourne, Australia named Barcode. Barcode was a 'games bar' with the latest arcade games, the classics, pool tables, air hockey and pinball machines which players could play while consuming alcohol. [16] The bar was very popular with other bars later opening in the early 2000s in King Street alongside the strip clubs and at the shopping centre Melbourne Central. A Barcode opened in Times Square, New York in May 2000 and was very popular, with the launch featuring on an episode of TV series Sex and the City . Barcode Times Square closed in March 2003. Barcode Crown Casino closed in 2006, followed later by King Street and Melbourne Central. [17] [18]

In the mid-2000s, Madrid businessman Enrique Martínez updated the video arcade for the new generation by creating a "hybrid movie theater with...fog, black light, flashing green lasers, high-definition digital projectors, vibrating seats, game pads and dozens of 17-inch screens attached to individual chairs." At the Yelmo Cineplex in Spain, $390,000 was spent refitting a theater into a "high-tech video gaming hall seating about 50 people." In Germany, the CinemaxX movie theater company was in 2007 also considering this approach. It conducted a four-month trial with video games to test the level of demand for video gaming in a theater setting. [19]

A 2015 Wizard of Oz pusher game Wizard of Oz game.JPG
A 2015 Wizard of Oz pusher game
Facade of VR arcade in Manhattan VR World 4 E34 St jeh.jpg
Facade of VR arcade in Manhattan

Manufacturers started adding innovative features to games in the 2000s. Konami used motion and position sensing of the player in Police 911 in 2000 and Mocap Boxing in 2001. [20] [21] Sega started using "Tuning cards" in games such as the Initial D series of games allowing the customer to save game data on a card vended from the game; Namco copied the idea with the Maximum Tune series. Arcade games continued to use a variety of games with enhanced features to attract clients, such as motorized seating areas, interconnected games, and surround sound systems. Redemption and merchandiser games are also a staple of arcades in the 2000s. One of the most popular redemption games, Deal or No Deal by ICE, simulates the popular television game show. Merchandiser games such as Stacker by LAI Games gives the player the chance to win high end prizes like iPods and video game consoles.

At the same time as these innovations, a small resurgence in the interest of classic video games and arcades grew with the opening of Barcade in Brooklyn, New York in 2004. Barcade combined a video arcade and a full bar, with a strict focus on classic machines from the 1970s and 1980s, known as the golden age of arcade video games. [22] The idea proved popular and Barcade received recognition as a good place to play classic video game cabinets, because it is "one of the few places where classic arcade games can still be found in public, and in good working order." [23] [24] Barcade's success influenced other similarly themed businesses which opened across the country. [25] [26] Other arcades, like Ground Kontrol in Portland, Oregon, began including full bars in their arcades. [27] Even regular bars added classic arcade games to their venues. [28]

As the trend grew, the industry and press looked for ways to classify these arcade bar hybrids, with the DNA Association branding them "social-tainment" and also referring to them as "game bars". [29] Many of these newer game bars proved to be popular and expansion continued. [30]

In the UK, classic arcades such as Casino and Trocadero, both located in London, closed, with some of the games from Trocadero finding their way to a new arcade, Heart of Gaming in North Acton. [31] The newer Loading Soho Gaming Cafe features arcade machines manufactured by Bespoke Arcades for its customers to use. [32] The UK is also home to the largest arcade in Europe, Arcade Club, located in Bury, Greater Manchester. Home to over 400 original arcade machines, it is recognised as the largest collection in Europe. [33] In May 2019 Arcade Club opened a second venue in Leeds [34] with a third announced for Blackpool opening in 2020. [35]

Types of games

Video games

The video games are typically in arcade cabinets. The most common kind are uprights, tall boxes with a monitor and controls in front. Customers insert coins or tokens into the machines (or, in newer models, use credit cards or mobile devices [36] ) and stand in front of them to play the game. These traditionally were the most popular arcade format, although presently American arcades make much more money from deluxe driving games and ticket redemption games. However, Japanese arcades, while also heavily featuring deluxe games, continue to do well with traditional JAMMA arcade video games.

Some machines, such as Ms. Pac-Man and Joust , are occasionally in smaller boxes with a flat, clear glass or acrylic glass top; the player sits at the machine playing it, looking down. This style of arcade game is known as a cocktail-style arcade game table or tabletop arcade machine, since they were first popularized in bars and pubs. For two player games on this type of machine, the players sit on opposite sides with the screen flipped upside down for each player. A few cocktail-style games had players sitting next to rather than across from one another. Both Joust and Gun Fight had these type of tables.

The Donkey Kong video game was popular in video arcades during the 1980s Donkey Kong arcade.png
The Donkey Kong video game was popular in video arcades during the 1980s

Some arcade games, such as racing games, are designed to be sat in or on. These types of games are sometimes referred to as sit-down games. Sega and Namco are two of the largest manufacturers of these types of arcade games.

Daytona USA, by Sega. Two player version, although up to eight could be linked for multiplayer racing Daytona Twin.jpg
Daytona USA , by Sega. Two player version, although up to eight could be linked for multiplayer racing

Other games

A cocktail cabinet tabletop arcade machine Japanese style cocktail cab.jpg
A cocktail cabinet tabletop arcade machine

Other games include pinball machines, redemption games and merchandiser games. Pinball machines have a tilted, glass-covered play area in which the player uses mechanical flippers to direct a heavy metal ball towards lighted targets. Redemption games reward winners with tickets that can be redeemed for prizes such as toys or novelty items. The prizes are usually displayed behind a counter or in a glass showcase, and an arcade employee gives the items to players after counting their tickets. Merchandiser games reward winners with prizes such as stuffed toys, CDs, DVDs, or candy which are dispensed directly from the machine.

In some countries, some types of video arcades are legally allowed to provide gambling machines such as slot machines and pachinko machines. Large arcades may also have small coin-operated ride-on toys for small children. Some businesses, such as Dave & Buster's, combine a bar and restaurant with a video arcade. The ROUND1 entertainment chain combines a large arcade with a full-service bowling alley, along with billiards and karaoke.

Arcades typically have change machines to dispense tokens or quarters when bills are inserted, although larger chain arcades, such as Dave and Busters and Chuck E. Cheese are deviating towards a refillable card system. [37] Retro Arcades are going towards a pay by admission system with the games themselves set to free play. Arcades may also have vending machines which sell soft drinks, candy, and chips. Arcades may play recorded music or a radio station over a public address system. Video arcades typically have subdued lighting to inhibit glare on the screen and enhance the viewing of the games' video displays, as well as of any decorative lighting on the cabinets.

See also

Related Research Articles

Racing games are a video game genre in which the player participates in a racing competition. They may be based on anything from real-world racing leagues to fantastical settings. They are distributed along a spectrum between more realistic racing simulations and more fantastical arcade-style racing games. Kart racing games emerged in the 1990s as a popular sub-genre of the latter. Racing games may also fall under the category of sports video games.

<i>Space Harrier</i> 1985 video game

Space Harrier is a third-person arcade rail shooter game developed by Sega and released in 1985. It was originally conceived as a realistic military-themed game played in the third-person perspective and featuring a player-controlled fighter jet, but technical and memory restrictions resulted in Sega developer Yu Suzuki redesigning it around a jet-propelled human character in a fantasy setting. The arcade game is controlled by an analog flight stick while the deluxe arcade cabinet is a cockpit-style linear actuator motion simulator cabinet that pitches and rolls during play, for which it is referred as a taikan (体感) or "body sensation" arcade game in Japan.

<i>Daytona USA</i> 1994 arcade racing video game

Daytona USA is a 1994 arcade racing game developed by Japanese studio Sega AM2. Inspired by the popularity of the NASCAR motor racing series in the US, the game has players race stock cars on one of three courses. It was the first game to be released on the Sega Model 2 arcade system board. Released by Sega in March of 1994, Daytona USA is one of the highest-grossing arcade games of all time.

Chicago Coin was one of the early major manufacturers of pinball tables founded in Chicago, Illinois. The company was founded in 1932 by Samuel H. Gensburg and Samuel Wolberg to operate in the coin-operated amusement industry. In 1977, Gary Stern and Sam Stern purchased the assets of the Chicago Coin Machine Division as it was then called to found Stern Electronics, Inc. They also produced various arcade games during the 1960s to 1970s.

<i>Gun Fight</i> 1975 video game

Gun Fight, known as Western Gun in Japan and Europe, is a 1975 multidirectional shooter arcade video game designed by Tomohiro Nishikado, and released by Taito in Japan and Europe and by Midway in North America. Based around two Old West cowboys armed with revolvers and squaring off in a duel, it was the first video game to depict human-to-human combat. The Midway version was also the first video game to use a microprocessor instead of TTL. The game's concept was adapted from Sega's 1969 arcade electro-mechanical game Gun Fight.

<span class="mw-page-title-main">Electronic game</span> Game that employs electronics to create an interactive system with which a player can play

An electronic game is a game that uses electronics to create an interactive system with which a player can play. Video games are the most common form today, and for this reason the two terms are often used interchangeably. There are other common forms of electronic games, including handheld electronic games, standalone arcade game systems, and exclusively non-visual products.

<i>G-LOC: Air Battle</i> 1990 video game

G-LOC: Air Battle is a 1990 combat flight simulator arcade video game developed and published by Sega. It is a spin-off of the company's After Burner series. The title refers to "G-force induced Loss Of Consciousness". The game is known for its use of the R360 motion simulator arcade cabinet. The arcade game was a commercial and critical success upon release.

<span class="mw-page-title-main">R360</span> Arcade cabinet

The R360 is a motion-based arcade cabinet produced by Sega. It was first released in Japan in 1990, and internationally a year later. Being short for "Rotate 360", the R360 is noteworthy for its ability to spin 360 degrees in any direction on two metal axes, allowing the player to freely move as the cabinet mimics the in-game action, including the ability to turn completely upside down. A safety bar and four-point safety harness are utilized to keep players in the seat as the machine moves. An emergency stop button is also present both inside the machine and on the attendant tower.

<i>Alpine Racer</i> 1994 video game

Alpine Racer is a racing sports video game developed and published by Namco for arcades. It had a limited release in December 1994, followed by a wide release in July 1995. It ran on the Namco System 22 arcade hardware.

<i>Star Wars Arcade</i> 1993 video game

Star Wars is a 1993 arcade game developed by Sega and based on the original Star Wars trilogy. Combining elements of A New Hope and Return of the Jedi, the game has players pilot a Rebel starship and battle against the forces of the Empire. Sega developed Star Wars for their Model 1 system, the same arcade hardware that powered Virtua Fighter and Virtua Racing. Like those two titles, the graphics in Star Wars are rendered entirely using polygons. The game was given a home port under the name Star Wars Arcade, as an exclusive for the Sega 32X's launch in 1994.

<i>Sea Wolf</i> (video game) 1976 video game

Sea Wolf is an arcade video game designed by Dave Nutting and released by Midway in 1976. It is a video game update of an electro-mechanical Midway game, Sea Devil, itself based on Sega's 1966 electro-mechanical arcade submarine simulator Periscope. The game was released in Japan by Taito. In Sea Wolf, the player, piloting an unseen submarine, launches torpedoes vertically in an attempt to sink ships moving horizontally across the screen before time runs out. The screen is viewed through a faux periscope mounted on the cabinet.

<i>Galaxy Force</i> 1988 shoot em up arcade game

Galaxy Force is a rail shooter video game developed and released by Sega for arcades in 1988. The player assumes control of a starship named the TRY-Z, as it must prevent the Fourth Empire from taking over the entire galaxy. Gameplay involves shooting down enemies using either a laser shot or a limited supply of heat-seeking missiles, all while avoiding collision with projectiles or obstacles and making sure the ship's energy meter doesn't fully deplete. It ran on the Sega Y Board arcade system, and was released with a motion simulator cockpit arcade cabinet version like previous Sega Super Scaler games.

<i>Thunder Blade</i> 1987 video game

Thunder Blade is a third-person shoot 'em up video game released by Sega for arcades in 1987. Players control a helicopter to destroy enemy vehicles. The game was released as a stand-up arcade cabinet with force feedback, as the joystick vibrates. A helicopter shaped sit-down model was released, replacing the force feedback with a cockpit seat that moves in tandem with the joystick. It is a motion simulator cabinet, like the previous Sega Super Scaler games Space Harrier (1985) and After Burner (1987). The game's plot and setting was inspired by the film Blue Thunder (1983).

Electro-mechanical games are types of arcade games that operate on a combination of some electronic circuitry and mechanical actions from the player to move items contained within the game's cabinet. Some of these were early light gun games using light-sensitive sensors on targets to register hits, while others were simulation games such as driving games, combat flight simulators and sports games. EM games were popular in amusement arcades from the late 1940s up until the 1970s, serving as alternatives to pinball machines, which had been stigmatized as games of chance during that period. EM games lost popularity in the 1970s, as arcade video games had emerged to replace them in addition to newer pinball machines designed as games of skill.

<span class="mw-page-title-main">Strength tester machine</span> Type of amusement machine

A strength tester machine is a type of amusement personality tester machine, which upon receiving credit rates the subject's strength, according to how strongly the person presses levers, squeezes a grip or punches a punching bag. In the past, strength testers could mainly be found in penny arcades and amusement parks, but they are now also common in pub-style locations as well as video arcades, bowling alleys, family entertainment centers and disco venues. Modern strength testing machines have become redemption games and use LCDs for a video feedback, while some such as Sega's K.O. Punch (1981) use a video game display for feedback.

<span class="mw-page-title-main">Zaccaria (company)</span> Arcade game companies

Zaccaria was an Italian manufacturer of pinball and arcade machines that operated in Bologna from 1974 until 1990. The factory was sold to tecnoplay.

<span class="mw-page-title-main">History of arcade video games</span>

An arcade video game is an arcade game where the player's inputs from the game's controllers are processed through electronic or computerized components and displayed to a video device, typically a monitor, all contained within an enclosed arcade cabinet. Arcade video games are often installed alongside other arcade games such as pinball and redemption games at amusement arcades. Up until the late 1990s, arcade video games were the largest and most technologically advanced sector of the video game industry.

<span class="mw-page-title-main">Arcade game</span> Coin-operated entertainment machine

An arcade game or coin-op game is a coin-operated entertainment machine typically installed in public businesses such as restaurants, bars and amusement arcades. Most arcade games are presented as primarily games of skill and include arcade video games, pinball machines, electro-mechanical games, redemption games or merchandisers.

References

  1. 1 2 Nasaw, David (15 April 1999). Going out: the rise and fall of public amusements. Harvard University Press. p. 154. ISBN   9780674356221. Archived from the original on 2014-07-04. Retrieved 2013-05-30. First use of the term [...] between 1905 and 1910
  2. "Penny arcade definition and meaning". Collins English Dictionary. 17 February 2023. Retrieved 17 February 2023.
  3. "Penny Arcade Machines". Archived from the original on 5 August 2016. Retrieved 26 June 2016.
  4. Wolf, Mark (2007). The Video Game Explosion: A History from PONG to PlayStation and Beyond. Greenwood. ISBN   978-0313338687.
  5. Mark J. P. Wolf (2008). The Video Game Explosion: A History from PONG to PlayStation and Beyond. ABC-CLIO. p. 105. ISBN   978-0-313-33868-7. Archived from the original on 2021-09-07. Retrieved 2011-04-19.
  6. Mark Stephen Price (Atari Games Corporation) (1998). "Coin-Op: The Life (Arcade Videogames)" (PDF). Digital illusion: entertaining the future with high technology . ACM Press. p.  444. ISBN   0-201-84780-9. Archived (PDF) from the original on 2022-10-09. Retrieved 2014-10-02.
  7. Edge Staff (2007-08-13). "The 30 Defining Moments in Gaming". Edge . Future plc. Archived from the original on 2011-10-29. Retrieved 2008-09-18.
  8. 1 2 3 Webb, Marcus (February 1996). "Arcadia". Next Generation . No. 14. Imagine Media. p. 29.
  9. "Welcome to Twin Galaxies". 15 February 2009. Archived from the original on February 15, 2009. Retrieved 26 June 2016.
  10. "Welcome to Twin Galaxies". 21 February 2009. Archived from the original on February 21, 2009. Retrieved 26 June 2016.
  11. "Welcome to Twin Galaxies". 21 February 2009. Archived from the original on February 21, 2009. Retrieved 26 June 2016.
  12. "Welcome to Twin Galaxies". 15 February 2009. Archived from the original on February 15, 2009. Retrieved 26 June 2016.
  13. Tim McVey Day Poster, January 28, 1984
  14. How Arcades Have Evolved To Survive - SUPERJUMP
  15. 1 2 Webb, Marcus (September 1996). "Arcade Games Down 40% in Five Years". Next Generation . No. 21. Imagine Media. p. 22.
  16. "Barcode". Barcode bar. Archived from the original on 2007-11-03.{{cite web}}: CS1 maint: bot: original URL status unknown (link)
  17. "Remembering Barcode: NYCs Failed Arcade Club". Destructoid. Archived from the original on 16 August 2016. Retrieved 8 July 2016.
  18. Porter, Ian (17 August 2006). "Barcode goes Indian as night-life dims at Crown". The Age. 17 August 2006. Archived from the original on 13 February 2016. Retrieved 8 July 2016.
  19. Carvajal, Doreen (2007-02-26). "The New Video Arcade in Spain Might Be the Movie Theater". The New York Times . Archived from the original on 2014-10-06. Retrieved 2014-10-02.
  20. "Police 911 Videogame by Konami (2000) – The International Arcade Museum and the KLOV". Arcade-museum.com. Archived from the original on 2010-11-15. Retrieved 2011-07-21.
  21. "MoCap Boxing Videogame by Konami (2001) – The International Arcade Museum and the KLOV". Arcade-museum.com. Archived from the original on 2010-02-10. Retrieved 2011-07-21.
  22. Weiss, Jennifer (2011-04-22). "For Arcades, Survival now Hinges on Alcohol". Wall Street Journal. Archived from the original on 2014-10-06. Retrieved 2014-10-02.
  23. June, Laura (2013-01-16). "For Amusement Only: The Life and Death of the American Arcade". theverge.com. Archived from the original on 2014-10-06. Retrieved 2014-10-02.
  24. Allen, Ted. "Best Bars: Barcade". Esquire. Archived from the original on 2014-11-13. Retrieved 2014-10-02.
  25. Wenzel, John (2011-05-01). "From LoDo to the Smithsonian, Video Games Get Their Due". The Denver Post. Archived from the original on 2012-11-14. Retrieved 2014-10-02.
  26. Lande, Samantha (2012-02-14). "Emporium Arcade Bar Opening in March". Chicago Eater. Archived from the original on 2013-04-10. Retrieved 2014-10-02.
  27. Hottle, Molly (2011-02-15). "Ground Kontrol Arcade to Reopen Thursday with Party". oregonlive.com. Archived from the original on 2013-11-10. Retrieved 2014-10-02.
  28. Petkovic, John (2013-04-25). "B Side Liquor Lounge in Cleveland Heights Adds Old-time Arcade Games". cleveland.com. Archived from the original on 2014-10-06. Retrieved 2014-10-02.
  29. K Williams (2013-05-20). "A Nascent Trend, the Rise of the Gamebar". dna-association.com. Archived from the original on 2016-03-28. Retrieved 2014-10-02.
  30. Ocean, Justin (2014-07-14). "Boozy Sleepovers and Booby Bounce Houses: Kids' Activities for Grownups". Yahoo! Travel. Archived from the original on 2014-10-06. Retrieved 2014-10-02.
  31. Parkin, Simon (2014-08-17). "The Last Arcade". Eurogamer.net. Archived from the original on 2014-10-06. Retrieved 2014-10-02.
  32. Arcade Hero Staff (2013-05-03). "LOADING SOHO Gaming Cafe Added To The MADD Bar In London". Arcade Heroes. Archived from the original on 2014-10-06. Retrieved 2014-10-02.
  33. "We found the Biggest Arcade in Europe inside a Warehouse in the middle of Bury". Manchester’s Finest. 2019-05-26. Archived from the original on 2020-06-11. Retrieved 2020-06-11.
  34. "Arcade Club Leeds – Everything you need to know". www.yorkshireeveningpost.co.uk. 13 July 2019. Archived from the original on 2020-06-11. Retrieved 2020-06-11.
  35. "Arcade Club: Classic arcade with 250 games teased to open in Blackpool – here's everything we know so far". www.blackpoolgazette.co.uk. 4 December 2019. Archived from the original on 2020-06-11. Retrieved 2020-06-11.
  36. "Mobile, credit and debit card payments for amusement and arcade machines". Archived from the original on 2020-02-26. Retrieved 2019-11-20.
  37. "CEC Token Cards – Token Museum". www.showbizpizza.com. Archived from the original on 2011-07-05. Retrieved 2011-05-04.

Bibliography