A Detailed History of Shoot ‘Em Up Arcade Games

June 17th, 2013

It’s you vs. an entire alien army and the odds aren’t looking too good. But in shoot ‘em ups, the original and most popular video game genre, the right ammo and a couple of extra lives just might get you to the end. In the classic version of this beloved format, a solo player mounts a defence against hordes of opponents with nothing more than a spaceship, a laser gun, and a joystick. Yet over thirty years and counting, the simple shoot ‘em up, or “shmup” as it’s casually called among fans, has evolved into countless, wildly creative forms.

Spacewar Computer

It all began in a musty computer lab on the M.I.T. campus in 1961, where students commandeered the first user-oriented computer, the PDP-1, to design something the world had never seen: a computer game. Their creation, Spacewar!, is now regarded as the original shoot ‘em up. Against a primitive vector starfield, students controlled 2 skeletal spaceships, firing upon one another while getting sucked into the gravitational field of a blazing sun. Little did they know their simple game would fire the opening shots in a 100-billion dollar business and spark the imaginations of gamers worldwide.

The Alien Invasion That Inspired a Revolution

Nearly 20 years later and an ocean away, Japan’s Taito launched the golden age for the stand-up arcade game with the global blockbuster Space Invaders (1978). The minimalist 2D raster graphics depicting an ever-advancing formation of squid-like aliens may be archaic by today’s standards, but it’s hard to overstate the massive popularity and social impact of this game when it debuted, grossing a billion dollars in its first three years. That’s a lot of quarters.

Above: the now legendary space invaders, right: the board that made it all possible!

In this first major fixed shooter, players could steer their laser cannon avatar left-to-right while hammering a fire button upon a wall of alien foot soldiers. The steadily quickening pace of the attack was a happy accident of the render limitations of the game’s 2 MHz Intel processor, which designers exploited by adding a thumping sound design to amp up the tension. Orange and green cellophane stuck right to the screen added colour. And by saving past players’ point totals, Space Invaders also invented a little tradition called the “high score.”

Fixed Shooters Burst Into Colour

Using Space Invaders as the blueprint, Japanese developer Namco added major personality to the fixed shooter in Galaxian (1979). Transforming the faceless, uniform wall of alien clones into an RGB coded-coded cast of characters, Galaxian’s field of opponents each expressed unique behaviours, including dive bombers which leapt out of formation for direct attacks on the lone hero starfighter. What’s your technique – hide in the corners or aggressively fire from the centre? These kinds of questions started to forge a new language of skill and strategy for late 70’s gamers. And by noting onscreen how many increasingly difficult rounds a player had completed, Galaxian birthed the concept of reaching levels as a mark of achievement, just as important as point scores.

Galaga

Galaxian’s immensely popular sequel, Galaga (1980) honed the format by using Namco’s 8-bit board with built-in sound chips to render more detailed alien design, bonus rounds, and elaborate audio. Insider tactics, like exploiting player captures by boss Galagas to create a double fighter, promoted a feeling of expertise and intense loyalty to the game. Becoming an ace at Galaga was a rite of passage for kids throughout the early 80s.

Scrolling Into The Future

That same year, the shoot ‘em up was literally turned on its side, with a fast-paced mission over a rocky planet landscape in Defender (1980), one of the first horizontal scrolling shooters. Defender’s swiftly moving landscape orientation suggested a vast field of action beyond the confines of the screen, lifting producer Williams Electronics straight from pinball to world building.

Defender Arcade

5 control buttons for laser fire, thrust and reverse, smart bombs, and a Hail Mary hyperspace option inspired individual styles and strategies for gameplay. The horizontal action took full advantage of 16-color pixel graphics and a wider 320×256 screen resolution… so did the 5 distinct alien designs, each with unique behaviours. The ability to reverse the starship’s direction and manipulate thrust made this violent, high-intensity classic one of the toughest early games to master. Defender inspired many sequels and imitations, like 1982’s side-scrolling adventure Moon Patrol, which added a parallax 3D background effect.

Journey Into the Screen With Tube Shooters

Atari took the shmup into the third dimension with Tempest (1980).  Tempest’s highly abstract, vector-based playing field presented a 3D tube extending deep into an infinity point, as a slew of lethal geometric aliens hurtled straight out of the screen. Players manoeuvred their ship around the periphery of the tube with a twist of the spin dial.

Tempest Arcade

Thinking outside of flat 2D design with innovative into-the-screen gameplay, tube shooters used perspective lines to create depth, here rendered by Atari’s own Color-QuadraScan, an update of the vector refresh monitor designed for their mega-smash Asteroids in 1979. Tempest’s experimental look encouraged young gamers to fill in the minimal design with the ultimate graphics engine – their imaginations.

It’s All In The Wrist

The iconic trackball controller of Centipede (1981) innovated by adding fluid, multi-directional control entirely appropriate to the subject matter – defending a garden from an onslaught of long squirming insects. The slippery quality of the trackball in Centipede, its sequel Millipede (1982), and Atari’s Missile Command (1980), required a new skill set for the gamer hands of 1981, pre-dating the widespread use of the multi-directional mouse with personal computers by several years. These games positioned the player as a nimble, adaptable action hero who had to develop game-specific piloting skills to succeed, inspiring the oft-cited defence against accusations of excessive gaming… “I’m developing hand-eye coordination, Mum.”

Centipede Arcade

Rail Shooters Lead A Course to Adventure

As innovations in gameplay modes started to explode, rail shooters brought an emphasis on storytelling and total environments, with elaborate pre-determined fly-overs of complex landscapes teeming with surprise threats. SEGA pioneered the form with Zaxxon in 1982, presenting an into-the-screen adventure over a cinematic industrial landscape of enemy turrets and fuel bunkers, using axonomic projection to suggest depth and heighten the environment’s realism. Shadows kept pace with the altitude of the hero fighter ship, while difficult spatial obstacles like brick walls required depth-perception and agility in x-y-z space, just like real piloting.

zaxxon & xevious

A year later Atari answered back with the rail shooter Xevious (1983), wherein fighters cruised over 16 levels of ground-based enemy terrain. Pinpoint crosshair targeting was added to the aerial tour over a seemingly endless world below, dense with foliage and cannonball-firing enemy strongholds. Gamers coursed over the turf without too much freedom of movement, as if literally on a rail.

In Frantic Multi-Directional Shooters, Stress Comes From All Sides

1982’s Time Pilot dispenses with the traditional playing field altogether by dropping a fighter plane into a infinite skyscape full of enemies, in Konami’s highly original spin on the shoot ‘em up. In a multi-directional shooter, the art of dodging takes centre stage, as players must carve hairpin courses through opponents coming from all sides.

Time Pilot & Robotron 2084

Robotron 2084 (1982) took the multi-directional shooter to an abstract zenith of high-pressure gameplay by pitting a human against a relentless mass of swarming robots, like an insanely accelerated interpretation of 1980’s Berzerk. Don’t be fooled by the simple pixel graphics – Robotron’s ferocious high-speed robot attack was among the most stressful games ever produced, maximizing the potential of the multi-directional shooter by having few orientation landmarks on the playing field, with hero and civilians barely distinguishable from the thousands of villains. Players scrambled to control dual joysticks, one for movement and one to direct their constant stream of laser fire – thus eliminating pause and precision shooting in favour of a free-for-all vibe. Williams Electronics pulled off this head banger with a processor operating at a then blazing speed of a whopping 1 MHz!

Third Person Shooters Bring Graphics to the Forefront

Space Harrier Arcade

Shoot ‘em up visual design matured substantially with 1985’s mega-hit Space Harrier. Using 16-bit graphics and high speed 60 fps sprite scaling, SEGA created a fully-immersive 3D fantasy world with a unique third-person perspective. No longer was the player’s avatar a small blip at the base of the screen, but now an elaborately realized character tromping through an alien world boasting more than 32,000 colours. In the groundbreaking sit-down cabinet, the entire seat moved in tandem with the sensitive and precise joystick, rocking a player’s body in sync with their avatar, through 18 eye-popping levels. Space Harrier’s wildly colourful, psychedelic world combined with the innovative booth to make this a one-of-a kind event game, worth dropping quarter after quarter into.

All That Training Starts to Pay Off

R-Type Arcade

R-Type (1987) challenged elite gamers with all-new levels of sophistication and difficulty in a scrolling shooter. This viciously difficult shoot ‘em up from Irem required piloting a spaceship through a manga-inspired bio-mech sci-fi universe with monstrous snake-like machine insects crawling out of the walls. This wasn’t your grandfather’s side scrolling shoot ‘em up. The densely complex 384×256 pixel visual assault was designed to disorient. Fine speed control, an arsenal of unique weapons, multi-directional firepower, perches to land upon, an upgradable ship, and a dynamic Force energy shield were used to develop the complicated gameplay strategies (along with countless quarters) needed to simply survive.

Run And Gun On The Front Lines of Adventure

Run & Gun Arcade Games

Breaking free from the “lone spaceship against a hostile alien world” formula, the mid 80s saw a new wave of shoot ‘em ups focused on human mobility, the run and gun. In Capcom’s Commando (1985), a Rambo-like warrior runs on foot through an elaborate jungle environment with only a machine gun and some grenades for company. The soldier of fortune learned to jump in Konami’s Contra (1987), wherein gamers could do everything a human could do – jump, crouch, and fire while in the air. These widely influential warfare-themed games would extend their influence through countless arcade hits, like Ikari Warriors, Gun Smoke, and Metal Slug, eventually leading to ultra-sophisticated contemporary military campaign shooters like Call Of Duty.

Bullet Hell Sets A New Standard For Total Anarchy

Batsugun - Bullet Hell!

Robotron fans could never have dreamed of the complexity of high stress bullet dodging they would be up against just a few years later with the advent of the manic shooter, aka bullet hell. Manic vertical scrollers like Toaplan’s Batsugun (1993) combined an infinitesimal hitbox surrounding the player’s ship with a mind-bending chaos of bullets to fly through. Players were required to think fast and make split-second navigation choices.  Call it extreme manoeuvring. Toaplan’s heirs formed influential game company Cave, which lifted the manic shooter to new plateaus with Dodonpachi (1996). A wild arsenal of artillery guns, lasers, and bombs exploded against shockingly chaotic backgrounds, teeming with attack ships in every shade of the 32,768 colour raster rainbow. The most valuable skill in a manic shooter is simply training the eye not to get distracted.

High-Intensity Can Still Be Cute

Twinbee-Yahoo Is Cute!

While the bullet hell format was dominating mid-90s arcades in ever-expanding eye-numbing complexity, a brand new take on the shoot ‘em emerged, with a decidedly less aggressive skin – welcome to the cute ‘em up. The landscapes, villains, and sounds of these surreal games were more like the stars of children’s cartoons than hard sci-fi or military stories. The epitome of the cute shooter trend was Konami’s TwinBee Yahho! (1995), featuring a phantasmagorical ride through a psychedelic candyland of puffy shapes and bold colours. Yet, the frenzied pace of the genre is every bit as intense as hardcore bullet hell games, with hyper-stylized children’s ice cream truck music adding a comic counterpoint to the adult-intensity warfare.

The Zenith of the Shoot ‘Em Up

Radiant Silvergun Screenshots

The modern shoot ’em up reached its pinnacle and perhaps the conclusion of its relevance in the gaming world with Radiant Silvergun (1998), by Konami offshoot Treasure. This high intensity hard sci-fi vertically scrolling adventure was gorgeously rendered in 704 × 513 resolution, but the high level of strategy required was what set it apart. Radiant Silvergun called for a finely developed knowledge of a fighter ship’s many unique capabilities, and being able to swap among them in an instant to achieve goals, defeat bosses, and just plain survive. Treasure’s 2001 follow-up Ikaruga featured the groundbreaking concept of polarity – altering the character of ammo to inflict calculated damage to particular ships at particular times, a mental mouthful that was a challenge for even the most hardcore gamers, and a far cry from the left-right uni-directional shootout of Space Invaders.

A New Era of Creativity

New Generation Shoot-Em-Ups

The 2000s saw endless sequels to hit games that had launched in the 90s, yet it still proved a period of great creativity for the arcade shoot ‘em up, long after its heyday as the central genre in world gaming had given way to the ever-increasing sophistication of home consoles. Visco’s 2000 release Vasura imagined a hard sci-fi retelling of 1600s Japan populated with mecha-samurais, in a blazingly intense manic shooter. Progear (Cave/Capcom 2001) offered a riveting scrolling manic shooter with an imaginative steampunk design. And in Takumi Corp’s extremely demanding Mars Matrix (2000), players piloted through an explosion of colour in a battle for control of Mars, against the backdrop of thousands of sentient and extremely hostile moving parts.

It’s been a wild ride from the shoot ‘em up’s humble, static-screen origins to these elaborate and insanely challenging mini-masterpieces. Perhaps a new decade will breathe fresh life and innovation into the enduringly popular format. As long as there are laser guns to fire and alien hordes to kill, there will probably always be a lone starship pilot, ready to heed the call of adventure.

Has this flash-back given you the taste for some retro shooting action? If so here’s a table showing you which of our awesome arcades has which games on:

 

Cosmic II 60-in-1 / Galaxy II 60-in-1 Arcade Machines Cosmic III 350-in-1 Arcade Machine Frontier Customisable Arcade Machine
Space Invaders
Galaxian
Galaga
Centipede
Millipede
Zaxxon
Xevious
Time Pilot
Gun Smoke
Moon Patrol
Missile Command
R-Type
Ikari Warriors
Metal Slug
Spacewar*
Space Invaders
Galaxian
Galaga
Defender
Moon Patrol*
Tempest
Centipede
Millipede
Missile Command
Zaxxon
Xevious
Time Pilot*
Robotron 2084
Bezerk*
Space Harrier*
Commando
Contra*
Ikari Warriors
Gun Smoke
Metal Slug
Batsugun*
TwinBee Yahoo*
* = optional extra

Pool Tips for Beginners

June 11th, 2013

Couple Learning PoolIt is not entirely necessary to have had a misspent youth to be a good snooker or pool player. But for anyone new to playing pool, then it’s worth trying to pick up some training tips from old hands. Alternatively, for those who want to impress on their first public appearance down the local pub or pool hall, then it is worth getting in some practice at home first.

The only way to do this is to obtain your own equipment. Before investing any money, it is important to check that the prospective table will fit into the room available, bearing in mind that extra clearance space is essential so that cueing can be carried out correctly. Fortunately, many pool tables these days fold up for easy storage.

Many pool players prefer to have their own cues which they take along to pool games. While this is not essential, it can help to improve a player’s game significantly. Because everyone has differing arm lengths and hand sizes, this can make a real difference in terms of playing. For example, anyone with smaller hands might find their game is vastly improved by using a cue with a shaft which is between eleven and twelve millimetres whereas people with larger hands may want to opt for a larger model of up to fourteen millimetres in diameter. In addition, different sized cues require varying degrees of accuracy to determine the correct amount of spin. By practising with the same cue each time, players will develop greater consistency and accuracy.

Players need to learn the best hand position for them to ensure accurate cue aim and a steady shot. Essentially, the idea is to turn the front hand (the one that rests on the pool table) into a bridge. This does two things: first, it provides a base for the cue to rest on and take aim from; second, it provides support for the player’s body as they lean across the table.

There are various bridge formations, but beginners may wish to start with the v bridge (this is also called the open bridge). In this position, the fingers are spread out on the pool table, the knuckles are raised and the fingertips and heel of the hand press firmly onto the baize. The thumb is kept close to the hand and elevated at roughly one hundred-and-twenty degrees to the table. The cue should be inserted into the resulting v which is created between the thumb and forefinger. While this isn’t the most stable or accurate bridge, it is by far the easiest for beginners to use.

Hand Demonstrating a V Bridge

A Demonstration of the ‘V’ Bridge

New pool players are often referred to as ‘bangers’ which means they take pot-shots without any real aim or strategy in mind. Sometimes it can be down to just applying too much force. It can really help to practice potting the simplest shots first (for example, when a ball is near a pocket and the cue ball is lined up with both the ball and the pocket). However, while these balls appear easy to sink, they often bring the risk of sinking the cue ball too.

On a short shot, it is quite easy to prevent the cue ball from being potted by ‘stunning’ it using a little back spin. This can be achieved by striking the cue ball slightly lower than the centre spot that would normally be struck. If done correctly, the cue ball will stand still or roll back after the target ball has been potted. After mastering short shots, increase the distance between the cue ball and the target ball until it is possible to successfully take long shots.

Do you have any tips for beginners that you’d like to share as well? Drop them in the comments below!

The Most Difficult Arcade Games – Ever!

May 22nd, 2013

Arcade games, or Coin-Ops were designed to punish you, and be insanely brutal. These games were designed like this for the sole purpose of eating as many of your precious coins as possible. While all Arcade games bear this mark, some of the games were exceptionally or unreasonably hard; making them virtually impossible. Here we’re going to chronicle the most heinously impossible Arcade Games of all time. That way we can all re-live the crippling shame and defeat that we experienced when we first played these games.

Sinistar Arcade Marquee

Sinistar.

Originally released in 1982 by Williams, Sinistar is a legendarily difficult game. The concept of the game shares some similiarities with Asteroids in setup. The game is a field shooter set in space, and the player is tasked with mining the asteroids. The similarities end there however, as you’ll soon find yourself facing tons of angry spaceships trying to turn your mining mission into an invitation to your own funeral. In addition to the numerous enemies flying around trying to utterly destroy you, at the start of each level the game begins building it’s namesake enemy: The Sinistar. The Sinistar is basically a giant spaceship made to look like a demonic skull, and he is not fooling around. Once completed, Sinistar will chase you around space all the while saying things like “Beware” and “I hunger”. So just how do you defeat the Sinistar? Mining the asteroids happens to release crystals that your ship then uses to construct Sinibombs. You will then use these Sinibombs to destroy The Sinistar.

Sounds simple enough right? Well when you factor in the fact that every single thing onscreen is trying to kill you and moves much more rapidly than you, you can begin to understand how this game earned a reputation for being impossibly difficult. There might be more to it than that though. Legend has it that Williams wanted the average play to last around 2 minutes; thus the difficulty was ramped up to shorten the play time. The programming team has been quoted as saying that the original playtime of the game was closer to around 3 minutes before Williams had them implement their changes. The result of those changes was the impossible beast that we have come to know and fear as Sinistar now. While it is highly unlikely that Williams or the original programmers will ever release the less difficult version of Sinistar we can always wonder.

Bezerk Arcade Marquee

Berzerk

Berzerk tells the timeless tale of one green man trying to navigate an electrified maze full of shooting, exploding robots. The gameplay is all about escaping to the other exit of the maze while racking up as many points as possible on the way out. The points that the player is awarded depend on the color of the robot killed. The different colors of the robots were used to indicate the level of difficulty and points awarded for each tier. For example, a green robot would fire 3 bullets, while a red robot would fire 5 fast bullets. This ensured that the player was always surrounded by quick death at all times, but also made you more likely to try and face the increasingly impossible odds head on; all in the pursuit of that elusive high score. In addition to the brutal level of difficulty presented in the enemies themselves, the player had the mazes to contend with.

The game could generate a total of 876 unique mazes for you to have to face its myriad of enemies in, and it was made all the more complicated by a giant smiley face of death. This would be Evil Otto. Evil Otto was a bouncing smiley face that would appear and make the game speed up while he bounced around the maze. So if you’re keeping track, we’ve got; electrified maze walls; robots that shoot; robots that explode; robots that shoot and then explode; a giant smiley face of death that makes the game go faster. There is no way that this game, or any other game could be more difficult right? Did we mention that the game makes you stand still in order to shoot? Because it does. Maybe that’s why Berzerk was, and still is considered one of the hardest games of all time.

Zaxxon Arcade Marquee

Zaxxon

Zaxxon was a game of many firsts when it was developed and released by Sega in 1982. The game was the first game to use the isometric perspective; it was the first game that had any type of shadow effects; and it was the first arcade game to be advertised on television. The gameplay is fairly simple, with the object of the game being to complete all the levels with the highest score possible. You of course achieve this, by blowing lots of stuff up without getting destroyed yourself, or running out of fuel. That’s right, you could run out of fuel on Zaxxon, and meet your untimely death that way. This is of course in addition to the numerous ships, turrets, missiles, and other hazards that are vying for your destruction at any given moment. Fuel can be replenished by blowing up fuel canisters though, and the player can control how high or low the ship goes to add more tactical maneuverability to the mix.

Zaxxon is incredibly difficult by any standard, but many players found the isometric design of the game to be confusing with it’s particular color palette. This made it hard for some players to be able to differentiate, and accurately place the threats on the screen. Whether or not, the perspective is the main culprit, the fact remains that Zaxxon was without a doubt one of the toughest retro arcade games in existence.

Gauntlet Arcade Marquee

Gauntlet

Gauntlet is probably the forefather of the four player arcade cabinet experience. At the time of it’s release in 1985 there were no other arcade cabinets that featured the four joystick setup that Gauntlet used. Players could pick from a Warrior, a Mage, and Elf, and a Valkyrie as their avatar to fight through the dense mazes of Gauntlet. Players have a basic “fire” button and a “magic” button that they can use to employ each different type of attack in order to defend themselves. Gauntlet was unique in that it allowed players to play procedurally and find items that would improve their characters for the duration of their life. This made Gauntlet extremely addicting for certain players, that would literally spend days in the arcades playing Gauntlet over and over just to see the different type of items they could find.

So where does the difficulty come into play? Well for starters Gauntlet’s levels are mazes populated by enemies that spawn out of specific enemy “generators” that can be found and destroyed to stop the inflow of monsters. In addition to this, the player is constantly dying as your health will continually drain on its own. This means in addition to having to deal with the threat of damage from monsters, you will have to contend with your life force dwindling on it’s own. To make matters even more impossible, there was a ROM update released that meant that any Gauntlet cabinet made after a certain period was “balanced”. This meant that the there was less food to be found; fewer power ups; and the damage and range of all attacks was reduced. The resulting game was a nigh impossible version of Gauntlet that could only be completed with friends. Why? Well when you had more than 3 players, the game’s drop levels were restored to their default values again. Maybe finding 2 other people to play Gauntlet with you at the arcade all day was the real challenge…

Smash TV Arcade Marquee

Smash TV

Smash TV was another Williams arcade classic. The game features the same game mechanics as another Williams classic game; Robotron 2084. In both games, the player made us of two sticks simultaneously to control the character’s movement, and their shooting. The left stick would move the player, while the right stick controlled the direction of the players shots. While both games are difficult, Smash TV is easily the more difficult of the two. Featuring a host of vibrant levels packed with killer enemies, this game stacked the odds against you regularly. Smash TV did make smart use of power ups, and smart level design to keep players engaged, but it was the promise of completing the spanning opus that kept most people pumping coins into the machines.

For the most part, players would never see the final showdown of the game. While the power ups would give you access to much more powerful weapons that could deal out serious damages to enemies; those power ups were short lived, and wore off quickly. This left you with a basic machine gun that did little damage, and didn’t do much more than annoy your opponents. This is made much more complex by the fact that for the majority of the game your opponents are unholy death machines that spew enough ordinance to take up the majority of the screen real estate. Unless you had the right set of power ups at the right time, and combined that with lightning quick reflexes, you were going to die in a number of horrible, and violent ways.

Well there you have it. We hope you enjoyed reading about the 5 of the most impossible arcade games of all time. If you’re the adventurous type, maybe you should try to seek out an arcade that has one of these remorseless machines inside it. Test your skill, and see if these really are that tough, or if the stories are just exaggerations. Who knows, you might be surprised to find that you’re an old school arcade champion and didn’t even know it!

Of course if you have a score to settle then we have the machines to give you that chance. Our Frontier Customisable arcade comes with Sinistar, Gauntlet & Smash TV out of the box, with Zaxxon and Berzerk as optional add-ons. While our Galaxy 2 (cocktail) and Cosmic 2 (upright) arcades both come with Zaxxon. Of course if you need any futher advice on these or any of our other awesome arcades just give one of our sales advisers a call free on 0800 612 8180.

How To: Arcade Machine Repair

April 25th, 2013

Arcade RepairOn first inspection, repairing an arcade machine that is not functioning correctly or is completely dead might seem like a bit of a challenge. There are PCB boards, plenty of wires and a general feeling of unfamiliarity for anyone more accustomed to repairing say a PC. Still, this is no reason to stop you trying to fix what is most likely a reasonably expensive machine, and if you are anything like me it can become a bit of a hobby!

Firstly, a disclaimer: Some of the tips I’ll be sharing today include checking mains voltages, so if you are unfamiliar with working with mains voltages I’d definitely advise you ask a qualified electrician to check these areas for you – we want to fix your arcade, not get you electrocuted!

Now that’s out of the way, let’s take a look at what’s wrong with the machine and how we can fix it. Today I’ll be focusing on Jamma-based arcade machines (more on what a Jamma arcade is here). As these are some of the most common types of cabinets in people’s homes, it seems a fair place to start.

If you have a specific problem, here are the issues I am looking at today – click to go straight to the answer:

Problem: Machine completely dead (no sound, no video)

I’m going to address this problem, by breaking it down into separate sections:

Outside the machine

  • Outside the arcade machineIs the machine actually turned on? Many arcade machines have what is generally referred to as a ‘rocker’ switch, normally next to where the power cord plugs into the machine. These can be hard to see, and even harder to tell which state (on/off) they are in – so first of all check to see if this switch is set to the off position. Sounds simple, but you’d be surprised how many times this can turn out to be the issue.
  • Does the plug socket the machine is plugged into work correctly? Try the machine with a known working socket.
  • Check the mains lead. (Note: this may not apply to older machines as they may simply have a lead going straight into the back) If available, try another mains lead – normally these are the ‘kettle lead’ Euro plugs (at least here in the EU they are!), so finding one to borrow for a minute shouldn’t be too hard.
  • Check any fuses that are accessible on the back of the machine – these can be found near where the mains lead plugs in, and near to where the ‘rocker’ switch will also be. Use an ohmmeter to check the fuses are functioning correctly. If you don’t have an ohmmeter available, you could try replacing the fuses to see if that helps matters. However please note that these fuses are not likely to be the same ones you have lying around your house, they vary by machine and come in many different sizes and types, so it’s more likely than not that you won’t have a spare compatible fuse (that’s not to say you can’t go buy one though!).

Inside the machine

If none of the above was the problem, then we know that power is getting into the machine, so we need to get into the machine ourselves to try and diagnose what’s going on in there.

  • Inside the arcadeFirst off, check to see if there is a ‘door switch’ – this is a switch that cuts the power to the machine when the doors (back and sometimes front) are opened. If you are doing any of these internal tests, the switch will need to be in the ‘closed door position’. You may just have to wedge this shut, or push it in/pull it out – there are different types, but basically it needs to think the door is shut when it’s not.
  • On the machine side of the plug (or the end of the mains lead if it’s the permanently connected type) check to see if there is a mains voltage [Warning: This is live voltage people!]. Use a voltmeter set to AC, using a suitable voltage range to see if there is power making it into the machine. No power coming in could mean there is an issue with the socket where the mains lead is plugged into, or you may need to double check the external factors listed above.
  • If there is power coming into the machine, we need to be sure that the power goes from here to where it is needed. From here the power usually splits off two ways: first to the game side of things, and second to the monitor side of things. Let’s deal with these separately.

Game side

  • PSU and JAMMA ConnectorThere should be a power supply unit, PSU, where the inbound power goes – this converts the power from AC to DC for use by the game board. We need to check that the PSU is doing its job correctly, so using a voltmeter set to DC, check the output terminals of the PSU.
  • Using the voltmeter you would normally see +5v, +12v and -5v measured between the ground wire (normally black in colour) and the different terminals on the PSU. These should be marked as red (or connected to with a red wire) for +5v, orange or yellow for +12v, and blue/violet for -5v. Of course your PSU could be different, but these are generally the standard colours.
  • If you can’t see these voltages coming out at all, or they are not at the above stated voltages, this could indicate a problem with your PSU and you should try another one if you have one available.
  • If your PSU is outputting correctly, use the voltmeter to check that the same voltages are on the Jamma connector – just to make sure there are no broken wires between the PSU and the game board. The Jamma connector is the long rectangular plug that plugs into the game board.
  • Ensure the Jamma connector is properly connected to the game board – some Jamma connectors will have one pin blocked out of the plug to ensure it can only fit one way (as the Jamma connector has one pin missing to help guide you). If yours doesn’t, make sure it isn’t one pin down from where it should be.
  • If you have checked all of the above and still aren’t having any luck, it could well be your game board that has a fault. These unfortunately aren’t really user-serviceable, but can be repaired by professionals. If you have another Jamma board to hand, give that a try and see if the machine works with that board.

Video side

If you are in the UK, the EU or pretty much anywhere that uses 240v rather than 110v, we have a potential extra step we need to check first. There could be a transformer in place between the 240v power-in and the monitor, if the monitor is 110v. To verify, follow the wire from the power input to the monitor and if there is a box in between, you have a transformer and need to check this first.

To do this, just use a voltmeter set on AC to check that the input and output voltages are as expected.

  • Monitor Chassis ConnectorCheck the video input plug from the game board to the monitor. This can take several forms, from a more modern VGA style connector, directly through the Jamma connector (although I haven’t seen too many like this), or through a generic ‘plug’ with red, green, blue (for the colours), black (ground), white (composite sync) and possibly yellow (horizontal sync) wires. Ensure either of these are plugged in correctly, as with moving the machine or some spirited play they can become loose over time.
  • If you have an older style CRT monitor, check if there is a glow inside of the tube. No glow? Then most likely the monitor is faulty – well when I say monitor it is more than likely to be what is known as the ‘chassis board’, which is pretty much the brains of the CRT. If it’s an older machine then it could potentially be the tube that has gone. Although these generally go gradually so you would notice (unless the machine has been standing around unused for a very, very long time).
  • If you do see a glow, check that the brightness control is turned up high enough to get a picture.
  • You can always check with an alternative compatible monitor if one is available. Just be sure that the alternative monitor is compatible with the output signal that the board is giving you.

Problem: Sound but no video

If the machine powers up and you can hear the game playing, but you can’t see anything on the screen, just follow the above guide from Video side down.

Problem: Video but no sound

  • Speaker ConnectorsFirst off, check the volume control on the game board – it could be possible it’s turned all the way down (again, sounds simple but you’d be surprised how many times we hear of this problem!).
  • Check the wiring between the Jamma connector and the speaker (ensure the wire isn’t broken or has become disconnected).
  • If you have another speaker available, try connecting this to the audio output.
  • If none of these are working, then I’m afraid it looks like it might well be the amplifier on the board that has gone. Again these are rarely user-serviceable, but can be repaired by professionals.

Problem: Joystick / buttons don’t work at all

  • Arcade Button Ground WireIf none of your joysticks or buttons are working, then my advice would be to check the ground wire, normally a black colour. This wire is connected to each micro-switch (on the joysticks and buttons) and as it is a loop, if part of the loop is broken (especially on the first button), the whole lot could stop working.
  • Check that the other end of the black ground wire is correctly attached to the Jamma connector, as it could have come loose – again breaking the loop.
  • Check that the Jamma connector is inserted correctly.

Problem: Joystick not working in one direction / button not working

Nobody likes to have their tiger-uppercut fail due to a faulty button. If this is happening to you, check the following:

  • Arcade Microswitch ConnectorsAgain take a look at the black ground wire (on both ends), but also check the coloured wire attached to the offending button/joystick micro-switch. Make sure it’s properly connected to both the joystick/button and the Jamma connector (the Jamma connector has a wire for each micro-switch, with one ground wire connected to all micro-switches)
  • To test if the actual micro-switch inside the button/joystick could be at fault, connect the black ground wire and the coloured wire together. Do this whilst in a game, and the button should fire. If this happens, it’s time for a new micro-switch in that particular button or joystick (or just replace the whole thing if you aren’t happy replacing micro-switches – although watch out for an upcoming blog post on how to do this!).

Problem: Machine not accepting coins

Not all arcade machines are set up to take coins, many operate on ‘freeplay’ mode. But if yours is set up to take coins, and it’s not, here’s what you need to look at:

  • Arcade Multi Coin Mechanism ConnectorsCheck that the coin mechanism is correctly plugged in. Most modern coin mechs are multi-coin mechs; meaning they can take coins up to the value of the price to play, rather than just the one coin, whereas older mechs worked on a micro-switch basis. If you have a micro-switch based coin-mech, joining the two connecting wires together while the game is in attract mode should simulate inserting a coin into the machine – and prove you need a new mech.
  • Multi-coin mechs are powered by a +12v supply. If it is marked on the side if the mech which pins are which (ground and +12v), you can use a DC voltmeter to ensure the coin-mech is receiving power. If there is no power going to the mech, check the other end of the Jamma connector to see if power is flowing out – you could have a faulty wire.
  • If none of the above works, try another coin mechanism if one is available.

Problem: No light in top marquee

Nobody likes a dark marquee top – it’s one of the most iconic parts of the arcade machine and if yours has gone dull, perhaps this could help:

  • VoltmeterOlder machines would have a fluorescent light coming straight from the mains, so check the voltage with an AC voltmeter. If the voltage going to the light fitting is good, try another tube/bulb.
  • Newer machines (most that I have seen anyway) have a 12v cold cathode tube to illuminate the marquee. This 12v will most likely be coming from the same PSU that powers the game board, so assuming the game board is working, check that there is 12v going to the cathode tube. If there is, it might be time for a new one. Although the tube comes complete with a 12v inverter, and this normally requires swapping them out as a single unit.

So there we have it. Hopefully by now your arcade machine will be back to doing what it does best – playing games. If you are still having problems, drop a note in the comments and I can try my best to help. Don’t forget that if you are in the UK, we do offer an arcade machine repair service in case you don’t feel like getting your hands dirty, or you can always go buy yourself a new one!

 

Interview the Team : Chris – Pool Tables

March 21st, 2013
Chris - One of our many pool table experts!

Chris – One of our many pool table experts!

Over the next couple of weeks we are going to be interviewing some of the key members of the Liberty Games team here on the blog. To get things started we thought we’d talk to one of our pool tables sales team, Chris Cheverall, who we think knows pretty much everything there is to know about a pool table! Let’s put him to the test…

LG: How long have you been selling pool tables?

Chris: I’ve been working with Liberty Games for around two and a half years now, and working specifically with pool tables for the last 18 months. Here at Liberty each of us on the sales team really try and specialize in one area of what we sell, and for me it had to be pool tables! I’m a super-keen pool player, I play in the pool league at my local pub, and of course have my own table at home (a 6ft Slimline slate bed table).

LG: What have you learnt in that time?

Chris: Well I’ve learnt that there is more to a pool table that meets the eye! Although I’ve always had a good feel for what makes a good table and what doesn’t, I honestly didn’t know there were so many different models out there! There are also differences in cloth, ball size, American vs British and much more!

Still in the pool table department we’ve tried to offer the most popular tables at a great price, meaning that if you just want a slate bed table same as you would find in the pub, then yep we’ve got that, and if you want a massive eight foot pool American style table then we’ve got you covered as well!

We’ve tried to distill as much of our knowledge onto the website as possible to help people make decisions in the middle of the night should the need take them. I was heavily involved in creating our pool table FAQs, and we’re constantly updating this when we are asked a question by a customer that we haven’t covered online. But of course we are always here to answer any questions customers might have, or simply have a chat about what table might suit them best.

LG: What do you find are the most common questions people have when they speak to you about pool tables?

Chris: Generally people just want to double check that the table will fit in their room of choice, and discuss more about the cueing options, in terms of junior cues, mid-sized and so forth. Of course we have all the dimensions online, and our pool table room size video does a pretty good job of explaining what’s going on, but there are some people who like to hear a human say “yes that will fit”, and that’s what we’re there for!

I also deal a lot with people who have some more weird and wonderful requests for where their pool table needs to get to. We’ve made it easy on the website to buy online if your table is going to a ground floor location, or even up or down stairs where access is clear. But when the table has to get somewhere special that’s where I come in!

We have specialist delivery teams here at Liberty Games who can get a pool table pretty much anywhere. Just the other day I had a customer who was undertaking a loft conversion, nothing abnormal there, except the only access was up an extremely tight spiral staircase through a very small door! The customer was able to send me some photos of the area which I was able to share with our experienced installers, and we decided that, yes, we could go for what is known as a ‘dry build’ where the table is assembled from its very smallest parts in the room where it’s going to live. This works great for tight access situations, as normally pool tables are delivered in more assembled parts to minimize installation time.

So yes, any pool table questions, be it about the tables themselves or delivery and installation, or anything in between, you just have to ask!

LG: What would your advice be to someone whose home is a bit tight on space?

Chris: You’d be surprised just how many of our customers don’t have the kind of room size that you’d normally associate as being the ‘correct’ size for a pool table. Let’s face it a lot of us are crammed into flats in cities these days, but that’s no reason we shouldn’t be able to have that pool table we’ve always wanted is it?

Generally if you can’t fit a 7 foot table in then we’d suggest going for a 6 foot model. Although if you play in a pool league then you’ll be playing on a 7 foot table, we find that most people are actually very familiar with playing on 6 foot tables – mostly because many pubs are also a bit short on space so they also go for 6 foot models. The difference in size isn’t that great, and the game is pretty much identical, certainly in terms of the skills it’s no different, so in my opinion 6 foot tables are a great option.

If you haven’t got any room at all, then I’d always advise people to consider a pool dining table. Although it might mean a lucky relative receives your current dining table, it’s a bit of a two-birds-with-one-shot solution. You get a great looking dining table, but whenever you aren’t eating you whip the top off and there you go – a pool table! There’s never a situation where you’d be eating dinner and playing pool at the same time so it works perfectly! These tables don’t even cost that much more than a standard slate bed table either.

If that’s not an option then we also do a great range of folding pool tables from our MDF range, as well as smaller non-folding MDF tables, which work very well for families and pretty much anywhere where the table needs to be moved or a slate bed simply won’t fit.

The Slimline slate bed pool table – the same model Chris has at home

LG: What tables are proving popular at the moment and why?

Chris: On the slate bed front, the Slimline is always a very popular table – it’s a good looking table (works very well in modern looking homes), it’s easy to install in terms of its slim-line body (hence the name), and it’s also our cheapest slate bed table, which helps I guess!

The Supreme Winner is also a very popular table. The styling you see on this table is very much pub style, well exactly pub style actually as these tables are also very popular with pubs and bars. The only difference with the model we sell the most of is that it’s free to play, so you don’t pay for a coin mechanism you don’t need if you are having it at home (although of course we also sell the coin operated model as well !).

In terms of the MDF tables the Strikeworth models are really blowing everything out of the water at the moment. As I mentioned before I’m a proper pool addict, and I know a good slate bed table when I see one, and these tables are even impressing me – so like I said if slate isn’t an option for you then definitely go check one of these out. We’ve got a couple of their models in the office and they do honestly play really well.

LG: What is the most common accessory that people like to buy with their pool table?

Well all our tables come with everything you need to get playing straight away, so cues, chalk, triangle and of course pool balls. Actually instead of one accessory being the most popular, it’s actually our starter pool table accessory kit which is the most popular ‘accessory’ we sell, although that’s probably because we don’t actually sell it, we give it away for free!

We always encourage people to have their tables professionally installed by our expert fitters, not because we make any more money on it really, but more because generally it leads to happier customers. Of course if you want to install your own table then that’s totally not a problem, and unlike other suppliers we use the same team as the installers for our delivery only service, so they will still take it into your room of choice, they just won’t put it together. Pro tip here – many of our competitors send their delivery only tables by a very crude delivery, normally to the curb-side so check first!

Back to what I was talking about, yes if you decide to go for installation then we give you a free pool table accessory kit, with a brush, cover, cue rack, a junior and mid-sized cues. This is just out way of suggesting that pool table installation really is a good idea, as they deal with the whole situation for you, and it’s so much easier.

With that we had better let Chris get back to work… Keep your eyes out for our next target guest.

The Complete History of SEGA Racing Arcade Games [Infographic]

February 26th, 2013

Following up on the success of our blog post on SEGA racing games, we thought it might be a good idea to take the best bits of that post along with some more of our arcade knowledge and come up with this cool infographic!

SEGA have been one of the most influential players in the racing arcade machine market so we’re sure you’ll agree that their history is certainly an interesting one!

Don’t forget that Liberty Games can still source many of the machines mentioned here, so if this gets you feeling all nostalgic then why not give one of our arcade machine specialists a call and we can help make your SEGA dreams come true!

The Complete History of SEGA Racing Arcade Games

Embed This SEGA Infographic

Smartphones Invade the Arcades at EAG 2013

February 4th, 2013

Following up our report last week on Pac-Man’s push back into the arcades (in multiple different guises), today we’re taking a look at another trend which seems to be sweeping the arcade industry – the invasion of smartphone games.

It used to be the case that games followed a predictable cycle – first came arcade success (if you were lucky), then a home console port and then if you were really luck a mobile or handheld game would follow. But those were in the days when most people were packing feature-phones in their pocket and teenagers were more likely to download a ringtone than a game for their mobile.

Fast forward to 2013 – smartphones have transformed the mobile phone landscape, and smartphone games have made an increasingly large play for the wallets of gaming enthusiasts.

So what is the humble arcade to do to keep up with this trend? Well as we’ve seen many arcade manufacturers have flipped the traditional model on its head and have turned some of the most popular smartphone game successes into arcade machines (as we first sneaked a look at last year with fruit ninja). But the real question is – are they any good? And what can they add to the experience?

Temple Run Arcade Machine

First up we took a look at Temple Run. Certainly one of the more popular smartphone games since it’s release in 2011/2012 (depending on if you use iPhone or Android), the game has recently spawned a second mobile incarnation which has again proved hugely popular. So what was the arcade version like?

Well firstly, and most obviously, the action takes place on a much bigger screen, although it does seem as if the graphics were just scaled up somewhat and not completely re-designed for the larger screen. Compared to some of the beautiful HD graphics we saw elsewhere Temple Run’s graphics seemed somewhat basic in comparison.

Still the graphics were acceptable, and we’re here for the game play anyway, so how did it play? The developers made a good call choosing a track-ball interface for controlling the game, as this seems to fit very naturally with the game play, perhaps even more so than the touchscreen interface, so full marks there.

As far as the rest of the game goes, it’s pretty much identical to phone/tablet version, except you have to pay to play it. Will it be a success? Only time will tell.

Doodle Jump Arcade

Next up we have Doodle Jump. Again another hit from the App Stores gets translated into an arcade version, but with the same question – is it any good?

Well first off the cabinet makes much more of an impact than Temple Run, most probably due to its large illuminated top-flash and gorgeous gigantic HD display, which really seems to bring the game’s cutesy graphics to life, and certainly does what all good arcade machines are designed to do – attract your attention so you come over and play!

As for the game play, this machine uses a sliding controller to move the character around, which again works very well – you wouldn’t miss your touchscreen.

But again the question is, if you already own this game on your iPhone would you be tempted to part with your hard-earned money to play it on a bigger screen? Again time will tell – perhaps the lure of having your high score up on the big screen will do it for people.

Cut The Rope Claw Grabber

One of the slightly more dubious crossovers that we saw was the Cut the Rope claw grabber. While Cut the Rope was undeniably a smartphone classic game, and has had huge success, the link to what is – in essence – a branded claw machine is tenuous at best. Sure there are things dangling from a rope (or electric cable), but that is where the similarity ends.

Angry Birds Star Wars Plush Toys

Perhaps if they put some of these in the grabbing area of the crane we’ll have the ultimate smartphone game mash-up!

So from what we’ve seen the hot properties of smartphone gaming are definitely making their mark in today’s arcade – but will their simple yet addictive nature pay off in a pay-per-play world? The arcade manufactures sinking vast sums into the licenses and manufacturing costs for these machines certainly seem to think so.

Pacmania – Pac-Man Is Back at the EAG 2013

January 29th, 2013

Not content with celebrating his 30th birthday as well as enjoying a smartphone-based revival, Namco’s plucky yellow puck-muncher is back in force, and Liberty Games were on-hand at this year’s EAG Expo (the yearly trade show for the amusement industry) to see for ourselves!

PAc-Man Battle Royale

First off we saw Pac-Man Battle Royale – a game we actually sell the little brother to – but this time in a much bigger enclosure. It follows along the same lines, up to four players turn Pac-Canibal to devour each other and move on to the next round. This is certainly an interesting twist on the Pac-Man game concept, and works so much better as a multi-player game than the original Pac-Man. We even get to see him in different colours!

Pac-Man Basketball

Next up we have Pac-Man Basket – a basketball hoop-shooter similar to many others on the market. Although the colour scheme used was definitely pac-inspired, and the machine produced some very familiar sounding wacca-wacca noises, that’s about where the connection ends.

Unfortunately the basketballs didn’t even look like Pac-Man, which was a bit of a disappointment, and the Pac-Man on the top flash of the machine looks like he has just stubbed his toe. However if you love basketball and love Pac-Man then you wouldn’t go far wrong with this.

Pac-Man Ghost Bowling

Up next is Pac-Man Ghost Bowling, which is eerily reminiscent of Pac-Man basketball in that it feels like the franchise has just been tacked on to an existing arcade game. Actually scrap that, it doesn’t just feel like it, that’s exactly what has happened. Still that said the game is fun enough, if you like that sort of thing, however it isn’t exactly bringing the yellow fellow into a brand new genre-defining game.

Still once again there are a few familiar wacca-wacca noises that emanate from the machine from time to time so we’ll give a few points for that.

Pac-Man Smash Air Hockey

After seeing one of his video game counterparts make the move into the air hockey business, it can’t have been long until the video game industry’s new corporate play-thing made the move himself!

Still this time there is more that a tin of yellow paint involved in this transformation, Pac-Man Smash is actually a really great game!

Sure we’re not actually sure what it has to do with Pac-Man (a Pac-Man air hockey puck would have been such an easy win), but then as this game is so much fun we’ll let him off. The play-field of the table is marked out like a Pac-Man game field, but that’s pretty much where the similarity ends.

The fun really comes when multi-puck mode gets going, with ten mini-pucks being released onto each side of the table, which is surprisingly entertaining – want to see for yourself? Check out these overly enthusiastic teens.

So now you’ve played basket-ball, gone bowling, played air hockey – what if you want a souvenir to remind you of your pac-tastic day at the arcade? Well don’t worry, he’s got your back there too.

Pac-Man Grabber Crane

If you’ve got the skills, then you and the crane arm can bring you home your very own Pac-Man and matching ghosts, just don’t blame us for any loss of earning incurred through trying to grab that last blinky that just won’t budge.

So there we have it – proof that a license is never really dead so long as you get your thinking hat on. That said most of these games are generally fun, and the bright Pac-Man yellow (which really needs to be a colour in the paint catalogues) does help to attract the eye, which is at the end of the day what the arcade business is all about.

 

Inside Liberty Games : Our Pool Table Distribution Hub

January 18th, 2013

Here at Liberty Games we don’t call ourselves the Games Room Specialists for no reason! We think we have one of the biggest and well-oiled distribution of games tables in the UK, if not the world!

To that end today we thought we would ask one of our members of staff at one of our central distribution hubs to take a few photos so we can share them on our blog.

The centre we are looking at today is based in the Midlands, making it easy to deliver tables around the UK. This centre deals almost exclusively with pool tables, both slate bed and boxed tables, as well as a few other items such as air hockey tables.

As you can imagine warehousing these large and often heavy items presents its own challenges.

Boxed Pool Tables In WarehouseBoxed Pool Tables In Warehouse

Above you can see some of our boxed pool tables awaiting distribution. We have huge stocks of these tables (this is only one little corner!) to ensure we can meet demand at all times of the year. Having the tables in stock means that we can (unlike many of our competitors) have your table with you in super-quick time, often within 48 hours.

Slate Bed Pool Table Components

For out Slate Bed pool tables, we hold what we think is the largest stocks of slated bed tables in the country!

What this means is that whereas with most other retailers you would have to wait for your pool table to be built to order, we hold the component parts ready-made in stock, and once a table is ordered our warehouse staff assemble the component parts (slate, main table body, legs, cushions) with the correct finish and colours, ready to be delivered as soon as possible.

We are completely transparent about what we do and don’t have in stock, so please check the product listing which will tell you which tables we can get to you quickly and which have to be built to order – as much as we would like to with around 10,000 different combinations available across our pool tables we can’t keep everything in stock at once!

Air Hockey Table Ready For Delivery

Some of our larger brand new items, such as Fast Track air hockey tables are also handled in this warehouse. These are heavy enough to make a slate bed pool table look light (which trust me they aren’t), so require special handling (our health & safety manual must be one of the biggest around).

Liberty Games have specialist training and expertise in moving around these bulky items with the minimum of fuss, as well as being able to ensure that no damage happens to the product or your premises.

We hope you have enjoyed this little peak into the maybe not ultra-exciting but nonetheless crucial world of our delivery centres. Next time we’ll be taking a peak behind the scenes of our arcade refurbishment operation.

As always if you have any questions about how your pool table, or any other item, will be delivered by Liberty Games, please don’t hesitate to contact one of our sales advisers free on 0800 612 8180.

Stern Home Pinball Machines – Coming Soon

January 9th, 2013

For tech fans all over the world, the CES or Consumer Electronics Show in Las Vegas, USA is where it’s all happening right now – all the latest mobile phone, high definition tvs and – most importantly for us – a huge announcement from Stern Pinball!

That announcement is that Stern, the current last remaining pinball manufacturer on planet earth, are producing a home model of one of their most popular machines, Transformers!

transformers-home-pinball-cabinet

Why is this important?

Current pinballs are all built to a commercial standard, in that they are built to withstand the worst that the general public can throw at them – meaning they are heavy to move and made from commercial grade materials, to minimise damage. Combine this with a coin mechanism (which are surprisingly expensive) and you’ve got yourself a product which might well be over-engineered for the job it needs to do.

However at home most people are more likely to take good care of their pinball machines, so there probably isn’t the need for every aspect of the commercial build. That’s why Stern have stripped out what the machines needs to survive it’s tough life in the arcades and have left behind just what makes the game great – the game itself.

We’re not going to lie – the home model doesn’t have exactly the same iconic look as the original, it’s certainly a tad smaller and the back board isn’t as impressive – and there is a smaller LED score display, which we are a little disappointed with.

transformers-home-pinball-top-flash

 

Still given that we are looking at a significantly lower price than for the commercial version, if it’s the game you love, then this looks like a great new product.

As always we’ll keep you updated as soon as we know when we’ll be able to get our hands on these in the UK.

For now, take a look at this interview with Stern CEO Gary Stern at CES 2013:

If you’d like to discuss this pinball machine, or any of our other great brand new or reconditioned models then please give one of our sales advisers a call free on 0800 612 8180.

Pictures and tip courtesy of engadget.