THE RISE AND FALL OF LASERDISC ARCADE GAMES
Albegas |
Astron Belt |
Atomic Castle |
Badlands |
Bega's Battle |
Cliff Hanger |
Cobra Command |
Cube Quest |
Dragon's Lair |
Dragon's Lair II |
Firefox |
Galaxy Ranger |
Goal To Go |
Interstellar |
M.A.C.H. 3 |
Space Ace |
Star Rider |
Super Don Quixote |
Thayer's Quest |
Time Traveler |
Us Vs. Them
Believe it or not, people within the video gaming industry
had been talking about "interactive" entertainment long
before the explosion of multimedia PC sales in the 90's.
Even as early as 1981, folks were already excitedly
talking about games which could only be accomplished
through disc players. In fact, a few examples of the art
showed themselves in the form of the critically acclaimed
Mystery Disc series and other programming where viewers
could interact with the footage on screen.
The Age of the Laser Game wouldn't take place until Sega
unveiled Astron Belt at a coin-op trade show in 1982. Even
in its rudimentary form, it was easy to see a vision of the
future of arcade games. One couldn't compare the impact
of live action film with the likes of a Donkey Kong or
Pac-Man. At a time when the game industry was experiencing
a severe slump in earnings, it became readily apparent that
the most receptive area for new growth could well be in
adapting laserdisc hardware for arcade players everywhere.
The potential seemed so limitless as it once was when video
games first made their presence felt in the early to mid-seventies.
only this time the stakes were much higher, not only in terms
of the survival of the industry, but also in the cost to develop
games of this type. Because it was so new, Astron Belt
had a few problems, and Sega decided against an instant American
release of the game (it was released in Japan, but did not make
an appearance in American arcades until the fall of 1983). But
the news that laser games were coming traveled fast, and the
excitement began to build -- and was still building -- when the
second laser game, Dragon's Lair (Cinematronics/Magicom) was shown
in the spring of 1983 just a few short months after the
introduction of Astron Belt. Dragon's Lair would not only change
the timetable for the availability of laser disc machines, but also
alter the thinking of just what the new technology could provide
with a little imagination and a great deal of talent. Dragon's
Lair was a curious success, right from the beginning. Certainly,
heading into 1983, few industry insiders would have figured
the "Next Big Arcade Game" to come from the bankrupt (Chapter 11)
Cinematronics. The El Cajon coin-op company had been an invisible,
if revolutionary, entity in terms of industry recognition for
almost a decade leading up to Dragon's Lair. Actually,
Cinematronics introduced vector games to arcades with Star Hawk,
a seminal space shooter, and produced the cult-favorite
Star Castle. Alas, vector graphics were perceived as "fad"
among arcade testmakers when games such as Zaxxon were taking
the traditional raster graphics to the limits.
At the AMOA show in New Orleans in the Summer of 1983, laser
games were out in full force with no less than 13 offerings
on display from coin-op giants such as Atari, Gottlieb (shortly
to change its name to Mylstar), Williams, Taito, Bally, Data
East and brand new entrants to the coin-op sweepstakes such as
Laser Disc Computer Systems, Simutek, and Funai. What the press
saw in the laser games was the hottest new technology around:
coin-ops with multitrack stereo sound effects and concert-quality
music, screen images that rival any movie, and -- in some
cases -- new, souped-up computer graphics that nearly cut the
laserdisc images for clarity and realism. Most members of the
press came away convinced that, if they do nothing else, laser
games would be destined to permanently raise player expectations
about how coin-ops should look and sound. The laser hype was so
strong, in fact, that home videogame companies such as Atari and
Coleco quickly announced home laserdisc modules for the 5200
SuperSystem and Colecovision game systems, respectively.
What industry pundits did not expect, however, was the demise of
laser-based games by the middle of 1984. A great number of
laser games lived a short life in the arcades and as a result,
many of them were rarely seen and are incredibly difficult to
find today. How many gamers remember having a go at such
titles as Cube Quest, Super Don Quixote,
Interstellar or Us vs. Them?
Rick Dyer of RDI Systems Inc., however, did not give up on
laser games and released the Halcyon home laserdisc game
system in 1984. It was only available for a short time and
was an unqualified disaster as consumers were unwilling to
pay over $2000 for a machine that only had two games available
for it at the time it was discontinued. The Halcyon version
of Thayer's Quest was voice-activated instead of the keyboard
input used in the arcade version, and the laserdisc was double-sided
and had a whole lot more footage than its coin-op counterpart.
This may have been the first instance of a home game being of better
quality than the coin-op, and also released at the same time.
Why did laser games fail? For starters, the laserdisc players
themselves cost thousands of dollars at the time. While CD-ROM
players and laserdisc machines are inexpensive today, that wasn't
the case in 1983. Furthermore, reliability was spotty and
maintenance and repair costs were often stratospheric. Many of
the early laser games used an industrial Pioneer laserdisc machine
that was filling up the company's warehouses where they remained,
unsold. Since the particular machine had been discontinued by
that time, when the machines began to break down at alarming levels,
Pioneer did not have enough replacement parts necessary to meet
the demand for parts. But Pioneer wasn't the only culprit. Laserdisc
machines by Philips also were extremely unreliable. And even when
arcade operators did receive reinforcements, many coin-op technicians
lacked the experience and know-how to properly maintain and repair
the machines. Finally, there were high development costs associated
with developing the games themselves. The production of laser-based
games was not a simple matter of assembling a team of designers,
programmers and artists like in the days of yore, Actors, animators
and computer graphics experts were often needed. As a consequence,
laserdisc games for the first time began to cost 50 cents per game
(or more) instead of a quarter which was the norm at the time.
But the reason given by most people for the failure of laserdisc
games has to do with gameplay. Aside from the incredibly rich
graphics that laser footage offered, the play action and control
were sluggish because of the slow speed of laserdiscs, and the
screen would also blank out during particular sequences, which
made many laser games more of a novelty attraction -- a two-week
wonder. In addition, after Dragon's Lair appeared, manufacturers
raced to come up with their own laser machines, with the philosophy
being "get it into the arcades, and subject matter be damned."
Most of them featured retreads of familiar game concepts
like Tempest or even Space Invaders, played
out with the usual computer-generated figures against a background of
gorgeous video "wallpaper". The other type prevalent in the laser age
was of the Dragon's Lair variety -- interactive movies
using stored animated or live-action images only -- where players have
limited control of their gameplay environment and merely control the
outcome of each cartoon or video footage scene by correctly entering the
right move at each decision point. In short, companies were falling into
the derivative trap that nearly did in the conventional video games.
Boredom rapidly set in.
But if Myst, 7th Guest, Riven
Revolution X and Lethal Enforcers can be
so popular with gamers today, does it mean that laser games were
ahead of their time? Or are game players today easier to please
than gamers of yore? After all, laser games fizzled less than
two years after Dragon's Lair first burst onto the scene in 1983.
Regardless of the reasons for the laserdisc coin-op's quick demise,
the term "multimedia" would have to wait until nearly a decade later
with the advent of Multimedia PCs. One final note: Laserdisc games
did make a brief comeback in the early '90s, most notably by
American Laser Games with Mad Dog McCree, Who Shot Johnny Rock
and a few others.
Let us now take a look at a few of the well-known laser games as
well as those that barely made it to market (and are therefore
exceptionally rare today for obvious reasons).
Many thanks to Bobby Tribble for contributing to this
section with lots of pics and some write-ups.
Albegas (Sega/Bally/Midway)
Astron Belt (Sega/Bally/Midway)
Atomic Castle (LDCS)
Badlands (Konami)
Bega's Battle (Data East)
Cliffhanger (Stern/Taito)
Cobra Command (Data East)
Cube Quest (Simutek)
Dragon's Lair (Cinematronics/Starcom)
Dragon's Lair II: Time Warp (Leland)
Firefox (Atari)
Galaxy Ranger (Sega/Bally/Midway)
Goal to Go (Stern)
Interstellar (Funai)
Laser Grand Prix (Taito)
MACH 3 (Mylstar)
Space Ace (Cinematronics/Starcom)
Star Rider (Williams)
Super Don Quixote (Universal)
Thayer's Quest (RDI)
Time Traveler (Sega)
Us vs. Them (Mylstar)
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