Slot Machines From The Times Of The USSR. Happiness For 15 Kopecks - Alternative View

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Slot Machines From The Times Of The USSR. Happiness For 15 Kopecks - Alternative View
Slot Machines From The Times Of The USSR. Happiness For 15 Kopecks - Alternative View

Video: Slot Machines From The Times Of The USSR. Happiness For 15 Kopecks - Alternative View

Video: Slot Machines From The Times Of The USSR. Happiness For 15 Kopecks - Alternative View
Video: СОВЕТСКИЕ ИГРОВЫЕ АВТОМАТЫ. Счастье за 15 копеек ! 2024, November
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The biography of Soviet slot machines dates back to the 70s of the last century. Then the release of the first models was puzzled by completely non-core factories - enterprises of the military-military complex, since they had the most powerful and advanced technologies at their disposal. In total, there were 23 manufacturers who systematically delighted Soviet citizens with new entertainments.

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For this, the best developers, engineers and specialists in the field of electronics worked. There was no financial crisis and no money was spared for it. The average price of the device ranged from 2-4 thousand rubles.

During the existence of the USSR, they managed to release about 70 entertaining machines, but in the 90s it collapsed, 15 kopecks, with which visitors usually paid, finally depreciated, it became expensive to maintain parks and the devices of those times simply lived out theirs.

Technically, Soviet slot machines can be divided into two groups: mechanical (or electromechanical) and electronic (based on discrete logic or microprocessors). The latter usually used a TV screen to display the game plot, that is, they are typical arcade gaming machines. As a rule, these are rather original designs, although with the possible borrowing of foreign ideas, but implemented on a Soviet technical basis.

Soviet arcade slot machines (AIA) are called arcade games produced and distributed in the territory of the republics of the former USSR. They were usually installed in the foyers of theaters, circuses, cinemas, palaces of culture, in amusement parks and similar public places. Sometimes the machines were “assembled” into independent specialized “Game libraries”, “Gambling halls” or “Game halls” (not to be confused with modern halls in which machines and slot machines for gambling are installed). There was no competition for them, since Western samples were not presented on the Soviet market.

Like any other arcade games, Soviet AIAs were intended only for entertainment, with no prizes other than the so-called "bonus game" for successful player actions. Or, in other cases, souvenirs and little things like chewing gum, chocolates, soft toys, key chains, etc. Souvenirs such as small bottles of alcohol (most often cognac) and commemorative coins, which were invested in order to more actively attract players, periodically appeared in slot machines such as "Crane". Some of the submachine guns (mostly with minor changes) were easily “ripped off” from Western models. But we also had our own, original designs.

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There was no age limit for playing the slot machines. The only limitation could be the player's height. Although the smallest found a way to play, placing wooden trays or bottle crates under their feet to reach the control buttons.

The machine was activated by dropping a 15-kopeck coin into the coin acceptor, the player got the opportunity, depending on the type of machine, either to play a certain (usually very short 1-3 minutes) time, or to make a certain number of game attempts (for example, shots). After that, the game was stopped until the next payment, if the bonus game was not won, which gave the player additional free time or several incentive attempts.

Later, in connection with the replacement of Soviet coins with Russian rubles (or other monetary units circulating in the republics of the former USSR), the coin acceptors were modified for new coins, or they used tokens similar in size to the old 15 kopecks, but having a different value. Often, the coin acceptors were simply sealed or clogged, and the operator turned on the machine after payment.

As children, we most often started the game by sticking our fingers through the coin return window, hoping to find there a coin forgotten by our predecessor.

Middle-aged and older people probably remember the submachine guns "Sea Battle", "Sharpshooter", "Rally", "Submarine", "Air Battle" and others, attracting to themselves with lights and sound effects. How much pocket money saved on school lunches were carried by the children!

Most of the Soviet arcades did not have intricate gameplay and were quite simple (although this simplicity did not imply ease of play), but since the mid-80s of the last century, domestic full-fledged arcades have appeared, with changing game screens. One example of such arcades is the game "The Little Humpbacked Horse", nicknamed in the West "Russian Zelda" (Zelda). True, it is difficult to say whether this is a compliment to the developers or a reproach for being secondary. In any case, these games were remembered, they were loved, and the people who played them remember with pleasure “those times” to this day.

The peak of the heyday of slot machines in the USSR fell on the 70-80s of the last century and ended with the beginning of perestroika. Domestic slot machines were replaced by more spectacular Western counterparts, "one-armed bandits", computer salons and home gaming computers and consoles. And old machines have almost everywhere migrated to warehouses, were destroyed or simply thrown into a landfill.

Sea battle

Probably the most famous domestic slot machine, without which no self-respecting gaming hall could do. And, apparently, the first one. An analogue of the American Sea Devil slot machine.

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The machine gun simulated a torpedo attack from a submarine on surface targets.

The player looked through the periscope, in which a sea panorama opened up in front of him with enemy ships periodically appearing on the horizon. It was necessary to make a correction for the ship's speed and press the "Fire" button located on one of the periscope handles. Then it remained to follow the torpedo, the path of which was illuminated under the surface of the "water". Upon impact, the player heard a sound and saw an explosion flash, and the ship "sank", or after the flash it turned around and followed in the opposite direction. If he missed, he continued his movement. In just one game, 10 torpedo launches could be made. When they hit 10 ships, the player received the right to a bonus game - 3 free launches. A significant disadvantage of the machine was that, with the proper skill, it was not difficult to sink ships.

The visual depth was created using mirrors, and the fact that the player saw the ship far on the horizon was just an illusion. In fact, the mechanism of movement of the ships was almost close to the player, somewhere at the level of his knees.

Air battle

On the machine's screen, the player saw the silhouettes of three enemy planes and the crosshair of the sight. Controlling the joystick, you had to try to catch the enemy on the "fly".

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The difficulty of the game was that the enemy unit did not want to be shot down and constantly slipped out of sight. When hit, the silhouette of the affected aircraft disappeared from the screen. To win, it was necessary to shoot down all three aircraft in the time allotted for the game - 2 minutes.

Hunting

An electronic shooting range with a light (or electromechanical) rifle, which existed in many modifications: "Winter Hunt", "Lucky Shot", "Safari", "Sharpshooter", etc.

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For example, in "Winter Hunt" the player had to hit moving targets (animals and birds) flickering on the screen with a landscape of a winter forest depicted on it from a certain distance.

In the "Hunt" itself, there was no screen, but there was a forest scenery, from behind which figures of animals appeared. The "Swamp" version of the game was called "No fluff, no feather!"

Sniper

An electronic shooting range, where the player had to shoot twenty stationary targets from a rifle within a minute. After a successful hit, the illumination of the corresponding target went out. With good shooting, the player was entitled to a bonus game.

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Interestingly, the hit control system was located in the base of the machine gun. There was also a "feedback" - an electromagnet, imitating recoil when fired.

Turn

An analogue of the famous home board game "Behind the Wheel". The automatic machine simulated the movement of a car along a ring road with obstacles in the form of overpasses and passing vehicles.

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To get the bonus game, the player had to drive a certain number of “kilometers” without collisions, which are counted on the counter. Interestingly, when one 15-kopeck coin was put into the machine, the player was entitled to only one bonus game. And with two coins - three.

Penalty

A wall-mounted variation of a pinball with all the elements inherent in pinball - a ball, a handle for striking, and a playing field with obstacles and prize zones.

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With the help of the lever, the ball was thrown up, the player had to calculate the force of the blow in such a way that, rolling back, the ball hit the gate and did not enter the penalty area.

Small towns

Controlling the bat with the joystick, the player had to hit the standard city targets moving across the screen.

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Before each throw, the player was given 5 seconds to aim, after which the bat would fly out automatically. When knocking out all 15 pieces, a player who spent no more than 24 bits on it was entitled to 40 bonus throws.

Horse racing

An exact copy of Steeplechas from Atari. Up to 6 people could play at the same time. In a single player game, the player competed against the computer.

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But it was more interesting to play against other people. It's funny that the game was black and white, and colored stripes pasted on the screen gave the tracks "multicolored".

The Little Humpbacked Horse

The game was released on the basis of the TIA MTs-1 platform and was the first full-fledged arcade game for the Soviet AIA.

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In total, there were 16 screens-levels in the game, during the passage of which the main character had to overcome obstacles and fight enemies.

Crane

Controlling a mechanical hand, it was necessary to try to get a prize from the transparent body of the machine. Usually they were soft toys, gum, chocolate and other little things.

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The hand was controlled by two buttons responsible for the movement of the "hand" forward and sideways. When the button was pressed, the "hand" moved until the button was released (or all the way). There was no "reverse" and it was necessary to accurately calculate the moment when to release the button. When the button responsible for the lateral movement was released, the "hand" automatically dropped and tried to grab the prize it was over. With a successful grip, the "hand" opened over the tray of the prize-receiver, and the lucky one could get his reward out of it.

Basketball

The slot machine was designed for two players. The player's task was to "throw" more balls into the opponent's basket in the allotted time than he could manage. With a score of "30-30" and more, the players were encouraged by a bonus game.

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The playing field was covered with a transparent dome and divided into holes with springs, one of which got a ball. By pressing the button, the player "shot" the ball from the hole, trying to hit the opponent's basket or not let him throw it in turn (each hole was controlled by both players).

Football

The game, better known in our country as "shashlik" (and in the West called "fussball"), is designed for two or four players. The blows and passes were carried out by rotating the handles of the rods, on which the figures of football players were "planted" (hence the name - "shashlik").

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At the same time, the figures of football players on the rod changed their angle of inclination, which made it possible to strike the ball-ball. Also, the rods could be moved back and forth, changing the horizontal position of the players. Having hit the opponent's goal with an accurate shot, the player received a point.

Hockey

The game, not much different from its "home" version, which many Soviet children dreamed of getting for their birthday.

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The main differences were the dimensions and the presence of a glass cap that covered the field and protected the puck from flying out of it, and the players' figures from curious children's hands.

Tankodrome

Driving a very maneuverable and nimble model of a tank along the obstacle course, simulating the attack and defeat of stationary targets, dispersed around the perimeter of the playing field.