100 Yen: The Japanese Arcade Experience
- NOT RATED
- Year:
- 2012
- 68 min
- 698 Views
1
Taito was founded 60 years ago.
We started as an import goods company.
overseas like Pinball Games.
Our president then decided that arcades
seemed to be working well in America,
and that they would suit
Japan equally well.
We created our first arcade store
and it was a success.
That made us say, why don't we
start making our own games?
1978,
Space Invaders was born.
The programmer and Director
of the game was Nishikado.
usually around fifty
to one hundred games
throughout the arcade.
wanted to play Space Invaders
and the other games
were only taking up space
so we decided to make arcades
with only Space Invader cabinets
these became known as Invader Houses.
it turned out to be a great idea.
a single 100 yen coin per play
their coins into the machines
spending hundreds of coins
per person, every day.
It became such an epidemic that Japan
actually ran out of 100 yen coins.
Historical records show that
while the banks did their best to keep up
they couldn't print coins fast enough
causing this incredible shortage.
are my first love.
Instead of a human
running around with a gun,
we have these futuristic
That idea alone was so new
and such a romantic concept.
Of course Space Invaders is one of
the most recognized Japanese games.
but when you mention the word game
to someone who grew up at the time,
they immediately think of a space ship
moving across the x and y axis'
and shooting bullets.
Hi, I'm the owner of Game-Inn Ebisen.
Ebihara-san aka The Shrimp Boss.
This isn't your standard
Japanese Arcade,
we don't have modern
mainstream games,
it's more of a retro arcade
we focus more on the retro games.
I also provide a service
where you choose the game
you would like to play
and i'll swap it out in the machine.
At my arcade, vertical and
are the most popular, other than those...
maybe just Tetris.
Basically the people who play here,
I'd say about 90 percent...
90 percent of my customers
are hardcore...
Hardcore gamers.
My alias is Clover-TAC
I pretty much just play
shooting games.
The idea behind shooting games,
which of course was born
from Space Invaders,
are based on a concept
that is easy to understand
anyone who is watching can see
you shoot bullets to hit your enemies
and then at the same time
if you are hit by a bullet
you explode, ending the game.
These rules haven't changed
since shooting games' inception.
and ease of comprehension
that have kept these games popular
for so many years.
'That's good enough'
doesn't exist in these guys' vocabulary
down to the last detail,
they keep fighting.
Of course I feel a lot
of pressure to succeed
but once the game starts
the nerves disappear.
Not only that
but you can only reach your
peak performance from experience,
it's similar to a test you've
been studying for in school
you can't suddenly start playing
these games and be amazing.
It just won't happen like that,
you need to work up your skill level
to become good at these games.
Lately, you know...
How do you say...
the best shooting game players
don't necessarily have
insane reactionary reflexes
instead it's more about
logical thinking and strategy
that's more the norm now,
more the focus.
Find your strategy and
keep building and
building and building on that foundation.
After all that, you can't just wait
you have to want it
and push for it to happen.
It is this type of mindset
that these players all maintain
especially someone like Clover-TAC.
Of course...
Of course I remember the first time
Clover-TAC came to Ebi-sen.
Naru-kun, a top player...
A really good shooting game player
who frequents this arcade...
He was the one who
brought Clover-TAC along
and right from the beginning
I could see...
this guy was really good.
Ahh... this guy... there's
something different about this guy.
I believe the first time that I had
one of my high scores published
was a score from a game
called ESP Ra. De.
My scores now, at least compared
to my first published high score,
while I've gotten much higher scores since,
that first published score is the one
that i'm the most proud of.
The one that I remember the most fondly.
Most recently my best score
is from the game "Akai Katana"
about 430,000,000 points.
When thinking about arcade games
and their design
you must consider that you
put in your 100 yen coin
the game begins and
the arcade gets its profit.
So the user is paying for
Paying for time.
They get X amount of gameplay minutes.
So with that in mind, one game
should be able to be completed
within about 30 minutes.
One other thing is, for the person
who deposited their 100 yen coin
to be some kind of satisfaction
within the first one to
three minutes of gameplay.
For this reason, RPG style
adventure games with long stories
where you work towards
getting to the final boss
and numerous events take place in between,
this style of game just doesn't work,
it's N.G. (no good).
Within the first three minutes...
At about the three minute mark
the player needs to understand
this is how the gameplay works,
these are the game's mechanics.
So the game needs to have
and then from there, once
the player has reached this climax,
if they are like "I'm done,
I get it, I'm finished playing".
The game has failed.
"I want to do that again!"
Even though they've experienced the climax
they should want to get to that climax again
without feeling they've
experienced the entire game.
There's still so much more to do!
These principles must be present
for an arcade game
to be successful.
It is these principles we consider
when designing a game.
had always been a business model
that in an interesting way,
has been about purchasing time.
We'll take your 100 yen and
give you three minutes of entertainment
and that was our hobby at the time.
But then this is where
things started to shift.
each pay 100 yen to fight
if you lose we take your money!
That's frustrating isn't it?
Better out in some more money.
Until now this type of hobby didn't exist.
Once you tried it,
you realized how fun it was.
This new game-type caused
arcade business to surge.
So when you look at Street Fighter 2
in the grand scheme of arcade game history.
like the proverbial meteor
that wiped out the dinosaurs.
the catalyst that would overthrow
my favorite genre: shooting games
as the number one draw to arcades...
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