thing of the past | thing to come
What: The fully enclosed BattleMech cockpits used in futuristic multiplayer combat in Virtual World Entertainment's BattleTech Centers. A 'Mech pod features a huge viewscreen, a virtual map, a throttle, a joystick for firing a dozen weapons, movement pedals, heat sensors, and other bells and whistles. Here is a demonstration of a 'Mech in action:
Why: Inherent in the definition of "arcade" is the sense of variety from one machine or attraction to the next. Not so in the BattleTech Centers, such as the flagship center in Chicago's North Pier. Here you'd just find row after row of pilot cockpits for 30-foot-tall exoskeletal tanks. You'd shut the door, lock in, and familiarize yourself with your BattleMech. And a whole lot of other people would too. Suddenly, you were fully immersed in 33rd century combat, blasting away at your enemies with rockets and lasers. The 'Mechs were all different, and you'd vary your play style based on whether you were in an agile Blackhawk or a lumbering Atlas. The pods' greatest innovation was a concept called "heat," where continuous firing of your weapons would not only deplete their ammunition, but burn out your 'Mech's systems as well. So you had to cool down, play smart, and watch your six.
Impact: Launched in 1990, the pods drew gamers from everywhere. A second game, the Martian sled racer Red Planet, debuted in the pods, here shown off by Judge Reinhold, Joan Severance, Nora Dunn, Cheech Marin, and Weird Al. It's overstating things to say that the BattleTech Centers revolutionized arcade gaming, but they were the most ambitious virtual environments of their day. In the 1990s, there were 26 centers across the world, each with at least 12 pods. But by 2000 the main centers in Tokyo and Yokohama shut down, and Dave & Buster's closed its pod installations in the US. The VWE company passed to BattleTech originators FASA, then Microsoft, and now to an operation in Kalamazoo, which supports centers in a few US states. It's a modest old age for one of the greatest videogame systems of all time.
Personal Connection: BattleTech co-creator Jordan Weisman and I have been friends for 15 years, working together on the BattleTech Trading Card Game in the 1990s and Pirates of the Spanish Main earlier this decade. At Origins this past weekend, we did something we'd never done before: face each other in a 'Mech pod battle. None of us were very good. While I stumbled about in my 85-ton Deimos, Jordan's son Nate flew circles around us in the much nimbler Shadowcat. By the end we'd actually killed ourselves as often as we'd killed each other, but a splendid time was had by one and all. (Thanks to MechCorps for comping us. You guys rule.)
Other Contenders: that game's spiritual godfather BattleZone, where green wireframe tanks bore down on you like death; the Guns 'N Roses pinball machine, with its gun and rose-shaped plungers, snake ramp, and head-banging soundtrack; the gorgeous Don Bluth-animated Dragon's Lair cabinet game, and yes, those are gameplay sequences from 1983; Acclaim's summoning game prototype Magic: The Gathering—Armageddon, the coolest arcade game never produced; the dual-pad Dance Dance Revolution, the only exercise many gamers get; the quest for that perfect game of skee-ball.
Why: Inherent in the definition of "arcade" is the sense of variety from one machine or attraction to the next. Not so in the BattleTech Centers, such as the flagship center in Chicago's North Pier. Here you'd just find row after row of pilot cockpits for 30-foot-tall exoskeletal tanks. You'd shut the door, lock in, and familiarize yourself with your BattleMech. And a whole lot of other people would too. Suddenly, you were fully immersed in 33rd century combat, blasting away at your enemies with rockets and lasers. The 'Mechs were all different, and you'd vary your play style based on whether you were in an agile Blackhawk or a lumbering Atlas. The pods' greatest innovation was a concept called "heat," where continuous firing of your weapons would not only deplete their ammunition, but burn out your 'Mech's systems as well. So you had to cool down, play smart, and watch your six.
Impact: Launched in 1990, the pods drew gamers from everywhere. A second game, the Martian sled racer Red Planet, debuted in the pods, here shown off by Judge Reinhold, Joan Severance, Nora Dunn, Cheech Marin, and Weird Al. It's overstating things to say that the BattleTech Centers revolutionized arcade gaming, but they were the most ambitious virtual environments of their day. In the 1990s, there were 26 centers across the world, each with at least 12 pods. But by 2000 the main centers in Tokyo and Yokohama shut down, and Dave & Buster's closed its pod installations in the US. The VWE company passed to BattleTech originators FASA, then Microsoft, and now to an operation in Kalamazoo, which supports centers in a few US states. It's a modest old age for one of the greatest videogame systems of all time.
Personal Connection: BattleTech co-creator Jordan Weisman and I have been friends for 15 years, working together on the BattleTech Trading Card Game in the 1990s and Pirates of the Spanish Main earlier this decade. At Origins this past weekend, we did something we'd never done before: face each other in a 'Mech pod battle. None of us were very good. While I stumbled about in my 85-ton Deimos, Jordan's son Nate flew circles around us in the much nimbler Shadowcat. By the end we'd actually killed ourselves as often as we'd killed each other, but a splendid time was had by one and all. (Thanks to MechCorps for comping us. You guys rule.)
Other Contenders: that game's spiritual godfather BattleZone, where green wireframe tanks bore down on you like death; the Guns 'N Roses pinball machine, with its gun and rose-shaped plungers, snake ramp, and head-banging soundtrack; the gorgeous Don Bluth-animated Dragon's Lair cabinet game, and yes, those are gameplay sequences from 1983; Acclaim's summoning game prototype Magic: The Gathering—Armageddon, the coolest arcade game never produced; the dual-pad Dance Dance Revolution, the only exercise many gamers get; the quest for that perfect game of skee-ball.

Comments
However, while we'd like to take credit for the comp... that should go to Nicholas "Propwash" Smith, head of Virtual World (virtualworld.com).
But... for anyone listening and if you are near Lafayette, Louisiana, come to MechaCon on July 24-26th, 2009, and you can see what makes this the most beautiful arcade game! Read More at MechaCon.com
Alan "Muerte" Presley
Managing Director
MechCorps .com
Anyway, thanks again to the guys. It was a hoot and a half.
And everybody else: Go to Lafayette and play!
I have a special place in my heart for Prop Cycle ... but it never really caught on wide enough to warrant inclusion on your list.
If all goes to plan, we will be at GENCON.
If you are there, you should sneak out for some clandestine training (on the house) and set the stage for some revenge.
If not at GENCON Indy, keep an eye out for other VWE Tesla II cockpit appearances by both MechJock.Com and MechCorps.Com
Until next time, may your aim be true!
Nickolas 'PropWash' Smith
Virtual World Entertainment, LLC.
WWW.MECHJOCK.COM
And if you're including pinball machines, you are starting a religious argument, but if we are talking games with unusual tech then I at least have to shout out Revenge From Mars, the superior of the only two "Pinball 2000" system tables that was released...
I mourn the death of the arcade.
/joe
Revenge from Mars, on the other hand, was awesome. Other contenders for Most Beautiful Arcade Game (Pinball Division) are the NASCAR pinball game with its genius round-the-deck loop, and of course the Ted Nugent game, which has the most awesome display image of anything ever.
That is a stunningly glorious picture of the Nuge. I find it so hard to decide on favorite pinball machines because Williams put out so many amazing ones, but if I had to pick an absolute favorite I'd have to go with Twilight Zone... Then the other tops in no particular order would be the already mentioned Revenge From Mars, Cirqus Voltaire, and Champion Pub. Maybe an honorable mention for Austin Powers. I would love to have any of them in my home.
/joe
/salute WotC Game Center
Of course, my vote for most beautiful arcade game would be apparent if your comment pages showed avatars. It's pigs throwing bombs at each other, complete with referees, Godzilla suits, b****slapping, and whack-a-mole-style bonus rounds. It's perfect. - ZM
I remember the first time I played with heat. Very early, an alarm was blaring in my ear, because I exceeded my limits, and I couldn't get it shut off. I love that sort of complexity and balance, but it sure was frustrating.
I still have the transcripts of those battles somewhere. I was never any good, but it was still a lot of fun.