Get moving, shake it, and the arcade machine will come alive
Dance your whole body in the arcade,
is not possible on other carriers,
Unless you have a large living room.
The decline of arcades seems inevitable.
But there can also be accidents, after all, compared to other game platforms, arcades have had several ups and downs.
The Atari shock in 1983 was a bit of a no-brainer for an arcade machine.
At that time, due to Atari's lax management, many games developed by third-party manufacturers for their home game console, the Atari 2600, were of extremely poor quality.
As a result, consumers voted with their wallets and were reluctant to buy again, dealing a devastating blow to video games, which had just flourished around the world.
Home game consoles are in trouble, but arcades are deeply implicated.
One of the fundamental reasons was the lack of innovation in arcades at the time, and most of the games on home consoles were the same.
Of course, innovation doesn't always work.
In 1983, when the Atari shock broke out, an arcade game called "Dragon's Lair Adventure" suddenly exploded.
At that time, when the game vision was still pixelated and the faces of the characters were made up by the brain, "Dragon's Lair Adventure" achieved a fully animated effect, and the game characters could also make some actions according to the player's control.
Although, in retrospect, these innovations are nothing more than pre-recorded animations and "multiple-choice questions" based on player control, but the shock in the era of pixel games is subversive.
After all, it was silent until the appearance of "Street Fighter" in 1987.
At that time, the center of gravity of the game industry shifted from the United States to Japan, and Nintendo ushered in the era when red and white consoles dominated the living room, and arcade machines were more often just playing the role of supplementing home game consoles.
However, the dark horse still appeared!
Capcom's "Street Fighter" has an extremely strong sense of impact and completes the arcade counterattack.
Many people will say that the success of "Street Fighter" lies in the struggle with others and endless fun.
Admittedly, before that, there was no real fighting game between people.
But why is it not so popular on home consoles?
When it comes to sophistication, Street Fighter may not be as good as Dragon's Lair Adventures, but it's better suited to arcades. At that time, the trend of home game consoles led by red and white machines was still controlled in the direction of the characters according to the D-pad.
The arcade machine is large in size, so it chooses to use a joystick, which can be 360° silky.
As a result, the movements and various strokes of the characters in "Street Fighter" are controlled by frantically shaking the handle and the micro-manipulation of the rotation amplitude of the handle, so that all kinds of unbelievable gorgeous moves can be realized.
Just imagine, the Wave Punch (direction command: ↓↘→), the Ascending Dragon Fist (→↓↘), and the Tornado Foot (↓↙←), how do you use the D-pad to achieve it, even if you can achieve it, it feels a little stiff.
The joystick, on the other hand, achieves a sense of "free fighting" with full flexibility.
In fact, the joystick is one of the major innovations of the original Street Fighter, that is, it is very advanced in the arcade machine to achieve gravity-sensing operation with the joystick, plus two surprisingly large buttons, players need to shake the hammer to make the ultimate, and the sense of impact is very good.
It is said that in order to make the physical sensation stronger, "Street Fighter" also specially invited boxers to try it out and find the gap.
As a result, after a meal of fierce operation, Capcom, who is good at admonishment, also made adjustments, and the game operation was changed to a 6-button design, with a stronger sense of impact, while games at that time generally only had 2 buttons, especially for home game consoles.
What's the experience?
An operation that is close to being achieved in a somatosensory game.
And the player's physical feeling, in addition to hand movements, with muscle tension all over the body, the high level also has to stand for a long time, quite a bit of a horse riding and squatting crotch style master style......
As for the home game console sitting in front of the TV and playing with the controller, there is no way to get up from the ground.
In this way, the fighting drama, which had been popular in arcade halls for ten years, kicked off, and after the debut of "Street Fighter 2" in 1991, it was in full swing.
Carrying out the physical sensation to the end has become the established task of "Street Fighter".
Not only has a more complete operation paradigm, which has laid the basic gameplay of the entire fighting game, but also formed a complex listening and visual stimulation through various foley sounds that make people "awaken the bloodline of martial arts".
Later, the advent of the dance machine realized a continuation of the decline of the arcade machine.
Feel more, dance your whole body, which you can't achieve on other mediums, unless you have a large living room, enough upscale influence, and neighbors who don't hate you for being noisy.
Get moving, the strongest magic weapon for the arcade to survive.
Even now, arcade machines have become VR games, and it is based on this principle that "large furniture" such as simulated cockpits can be used to sustain their lives.
Published in the People's Post and Telegraph on September 6, 2024, Issue 413 of the column of "Le Youji".
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