Arcade Game Quotes

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After dinner or lunch or whatever it was -- with my crazy 12-hour night I was no longer sure what was what -- I said, "Look, baby, I'm sorry, but don't you realize that this job is driving me crazy? Look, let's give it up. Let's just lay around and make love and take walks and talk a little. Let's go to the zoo. Let's look at animals. Let's drive down and look at the ocean. It's only 45 minutes. Let's play games in the arcades. Let's go to the races, the Art Museum, the boxing matches. Let's have friends. Let's laugh. This kind of life like everybody else's kind of life: it's killing us.
Charles Bukowski (Post Office)
It's a token for the arcade games at Laser Sport Time!" Dan hissed. "Uncle Alistair doesn't think so," Amy murmured. "He's a numismatist." "He takes his clothes off in public?" Dan said.
Peter Lerangis (The Sword Thief (The 39 Clues, #3))
Playing video games and making comics didn’t look like raw materials for success. In fact, what we were doing looked very similar to fucking around.
Jerry Holkins (The Splendid Magic of Penny Arcade)
Just like the notion of "Internet natives", who have never known a world without Internet access, we, who have lived our entire lives with video games, can be known as "video game natives.
Alexei Maxim Russell (The Classic Gamer's Bible)
The Matrix has its roots in primitive arcade games,' said the voice-over, 'in early graphics programs and military experimentation with cranial jacks.' On the Sony, a two-dimensional space war faded behind a forest of mathematically generated ferns, demonstrating the spatial possibilities of logarithmic spirals; cold blue military footage burned through, lab animals wired into test systems, helmets feeding into fire control circuits of tanks and war planes. 'Cyberspace. A consensual hallucination experienced daily by billions of legitimate operators, in every nation, by children being taught mathematical concepts... A graphic representation of data abstracted from the banks of every computer in the human system. Unthinkable complexity. Lines of light ranged in the nonspace of the mind, clusters and constellations of data. Like city lights, receding...
William Gibson (Neuromancer (Sprawl, #1))
Aisles with every arcade game I’d ever heard of, and dozens that I hadn’t, lined the vast, dimly lit warehouse, making the whole place a glowing labyrinth. (And labyrinth is a word I never use lightly.)
Rick Riordan (The Chalice of the Gods (Percy Jackson and the Olympians, #6))
It suddenly occurred to me just how absurd this scene was: a guy wearing a suit of armor, standing next to an undead king, both hunched over the controls of a classic arcade game.
Ernest Cline (Ready Player One (Ready Player One, #1))
After all, it’s actually relatively easy to drive a Formula One car. Throttle, Green, Green, Amber. Change. Brake, turn the wheel, point it at a corner, accelerate. Simple. It’s like an arcade game. The challenge is doing it faster than everybody else without losing control. That is an entirely different level.
Adrian Newey (How to Build a Car: The Autobiography of the World’s Greatest Formula 1 Designer)
We had a very Tom and Jerry relationship, me and my mom. She was the strict disciplinarian; I was naughty as shit. She would send me out to buy groceries, and I wouldn’t come right home because I’d be using the change from the milk and bread to play arcade games at the supermarket. I loved videogames. I was a master at Street Fighter. I could go forever on a single play. I’d drop a coin in, time would fly, and the next thing I knew there’d be a woman behind me with a belt. It was
Trevor Noah (Born A Crime: Stories from a South African Childhood)
I spent a few more minutes puzzling over the timeline before turning my attention to the notebook’s first page, which contained a pencil drawing of an old-school coin-operated arcade game—one I didn’t recognize. Its control panel featured a single joystick and one unlabeled white button, and its cabinet was entirely black, with no side art or other markings anywhere on it, save for the game’s strange title, which was printed in all capital green letters across its jet black marquee: POLYBIUS. Below his drawing of the game, my father had made the following notations: No copyright or manufacturer info anywhere on game cabinet. Reportedly only seen for 1–2 weeks in July 1981 at MGP. Gameplay was similar to Tempest. Vector graphics. Ten levels? Higher levels caused players to have seizures, hallucinations, and nightmares. In some cases, subject committed murder and/or suicide. “Men in Black” would download scores from the game each night. Possible early military prototype created to train gamers for war? Created by same covert op behind Bradley Trainer?
Ernest Cline (Armada)
The boy had stopped coughing by then. He was petting a little white dog who’d trotted out from the house. “Are you Lilith’s boyfriend?” Cam grinned. “I like this kid.” “Shut up,” Lilith said. “Well, is he?” Bruce asked Lilith. “Because if he’s your boyfriend, he’s going to have to win me over, too. Like with arcade games and ice cream and, like, teaching me to throw a baseball.” “Why stop there?” Cam asked. “I’ll teach you to throw a football, a punch, a poker match, and even”—he glanced at Lilith—“the coolest girl off her game.
Lauren Kate (Unforgiven (Fallen, #5))
Space—First coin-op arcade game—port of Spacewar!
Ernest Cline (Armada)
Listen,” I said. “It really was luck. I’ve got a knack for classic arcade games. That’s my specialty.” I shrugged. “Stop hitting yourself like Rain Man, OK?” She
Ernest Cline (Ready Player One (Ready Player One, #1))
I tried to put myself in his place, and realized we looked exactly like what we were: a family. These strangely tied together individuals trying desperately to keep both ourselves and one another happy. Succeeding, and failing, and succeeding. When Jeremy called me up to light one of the thirteen candles on the cake, he said the kindest things, and I knew he meant each and every one. He talked about me teaching him how to ride a bike, how to swim, how to kick an arcade game in just the right place to get a free play. He was remembering the best of me. The way he spoke, I almost recognized who he was talking about.
David Levithan (How They Met, and Other Stories)
So if you'll excuse me I'm going to yell at phantom children to stay off my non-existent lawn. I will tell them how arcade games were the original multiplayer if they make nice and choose not to get help from the bottle kids.
stained hanes (94,000 Wasps in a Trench Coat)
I took my bag, and the suitcase of clothes, and I took the thing he wanted most - a little boy, maybe, as yet unmade; a sturdy little runaround fella, for sitting on his shoulders, and video games down the arcade, and football in the park.
Anne Enright (The Forgotten Waltz)
It suddenly occurred to me just how absurd this scene was: a guy wearing a suit of armor, standing next to an undead king, both hunched over the controls of a classic arcade game. It was the sort of surreal image you'd expect to see on the cover of an old issue of Heavy Metal or Dragon magazine.
Ernest Cline (Ready Player One (Ready Player One, #1))
...leaning over the bright display among the back aisles of a forbidden arcade, rows of other players silent, unnoticed, closing time never announced, playing for nothing but the score itself, the row of numbers, a chance of entering her initials among those of other strangers for a brief time, no longer the time the world observed but game time, underground time, time that could take her nowhere outside its own tight and falsely deathless perimeter.
Thomas Pynchon (Vineland)
we all had enough money to realize our dreams, the world would be a giant amusement park full of space ships, game shows, arcades, and brothels.
Oliver Pötzsch (The Ludwig Conspiracy)
Some days I spent up to three hours in the arcade after school, dimly aware that we were the first people, ever, to be doing these things. We were feeling something they never had - a physical link into the world of the fictional - through the skeletal muscles of the arm to the joystick to the tiny person on the screen, a person in an imagined world. It was crude but real. We'd fashioned an outpost in the hostile, inaccessible world of the imagination, like dangling a bathysphere into the crushing dark of the deep ocean, a realm hitherto inaccessible to humankind. This is what games had become. Computers had their origin in military cryptography - in a sense, every computer game represents the commandeering of a military code-breaking apparatus for purposes of human expression. We'd done that, taken that idea and turned it into a thing its creators never imagined, our own incandescent mythology.
Austin Grossman (You)
When Luke and I first started dating, my stomach used to latch on to the word "babe," hold it like those claw games in an arcade would a little stuffed animal, a miracle they came up with anything because everyone knows they're rigged.
Jessica Knoll (Luckiest Girl Alive)
I also thought about that seminar classmate on Adam's ninth birthday. Adam had insisted on going to a pizza-and-games arcade for his party. The only person he'd invited besides his sisters was someone I'll call Lonnie, whom Adam claimed to be his girlfriend. Although I had often heard Adam sing about Lonnie, I had never met her, or seen Adam interact with any girl. I was afraid that he would start humping her leg the second she came in range. These were fears I'd sustained since before he was born; I though all people with Down syndrome were grossly overaffectionate. I was grossly wrong.
Martha N. Beck (Expecting Adam: A True Story of Birth, Rebirth, and Everyday Magic)
Sam felt a peacefulness come over him when he was playing Donkey Kong in his grandparents' pizza parlor. When he could time the little Japanese Italian plumber's jumps and ascend the staircases at the right pace, it felt as if the universe was capable of being ordered. It felt as if it were possible to achieve a perfect timing. It felt like synchronicity.
Gabrielle Zevin (Tomorrow, and Tomorrow, and Tomorrow)
One night, walking along 8th Street in the East Village, I saw some adolescent boys, out too late and unattended. They were playing an arcade video game set up on the sidewalk, piloting a digital spacecraft through starlit infinity, blasting everything in their path to bits. Now and then, the machine would let out a robotic shout of encouragement: You’re doing great! So the urchins flew on through the make-believe nothingness, destroying whatever they saw, hypnotized by the mechanical praise that stood in for the human voice of love. That, it seemed to me, was postmodernism in a nutshell. It ignored the full spiritual reality of life all around it in order to blow things apart inside a man-made box that only looked like infinity. You’re doing great, intellectuals! You’re doing great. Much
Andrew Klavan (The Great Good Thing: A Secular Jew Comes to Faith in Christ)
The implications of the shift to digital distribution in the games market is heightened due to an advantage not found with video—not only can distributors of product made for the major console platforms (Nintendo Wii, Microsoft Xbox, Sony PlayStation) eliminate inventory risk if games are downloaded via online networks such as Xbox Live Arcade, but game distributors also have the ability to update games with patches, new levels, and character add-ons.
Jeff Ulin (The Business of Media Distribution: Monetizing Film, TV and Video Content in an Online World (American Film Market Presents))
One night, he left Stephen and me in the arcade and rushed off to a – this hurt my feelings – “real” game. That night, he missed a foul shot by two feet and made the mistake of admitting to the other players that his arms were tired from throwing miniature balls at a shortened hoop all afternoon. They laughed and laughed. ‘In the second overtime,’ Joel told me, ‘when the opposing team fouled me with four seconds left and gave me the opportunity to shoot from the line for the game, they looked mighty smug as they took their positions along the key. Oh, Pop-A-Shot guy, I could hear them thinking to their smug selves. He’ll never make a foul shot. He plays baby games. Wa-wa-wa, little Pop-A-Shot baby, would you like a zwieback biscuit? But you know what? I made those shots, and those songs of bitches had to wipe their smug grins off their smug faces and go home thinking that maybe Pop-A-Shot wasn’t such a baby game after all.” I think Pop-A-Shot’s a baby game. That’s why I love it. Unlike the game of basketball itself, Pop-A-Shot has no standard socially redeeming value whatsoever. Pop-A-Shot is not about teamwork or getting along or working together. Pop-A-Shot is not about getting exercise or fresh air. It takes place in fluorescent-lit bowling alleys or darkened bars. It costs money. At the end of a game, one does not swig Gatorade. One sips bourbon or margaritas or munches cupcakes. Unless one is playing the Super Shot version at the ESPN Zone in Times Square, in which case, one orders the greatest appetizer ever invented on this continent – a plate of cheeseburgers.
Sarah Vowell (The Partly Cloudy Patriot)
I told mom that she was confusing happiness with pleasure. That's common today. A trip to the video arcade may be a source of pleasure, but it will not give lasting and enduring happiness. This mother's son derives pleasure from playing video games, but playing video games in an online world is unlikely to be a source of real fulfillment. The pleasure derived from a video game may last for weeks or even months. But it will not last many years, in my firsthand observation Of many young men over the past two decades. The boy either moves on to something else, or the happiness undergoes a silent and malignant transformation into addiction. The hallmark of addiction is decreasing pleasure over time. Tolerance develops. Playing the game becomes compulsive, almost involuntary. It no longer gives the thrill and pleasure it once did. But the addict can no longer find pleasure in anything else. Pleasure is not the same thing as happiness. The gratification Of desire yields pleasure, not lasting happiness. Happiness comes from fulfillment, from living up to your potential, which means more than playing online video games.
Leonard Sax (The Collapse of Parenting: How We Hurt Our Kids When We Treat Them Like Grown-Ups)
Musk burst in carrying a sink and laughing. It was one of those visual puns that amuses him. “Let that sink in!” he exclaimed. “Let’s party on!” Agrawal and Segal smiled. Musk seemed amazed as he wandered around Twitter’s headquarters, which was in a ten-story Art Deco former merchandise mart built in 1937. It had been renovated in a tech-hip style with coffee bars, yoga studio, fitness room, and game arcades. The cavernous ninth-floor café, with a patio overlooking San Francisco’s City Hall, served free meals ranging from artisanal hamburgers to vegan salads. The signs on the restrooms said, “Gender diversity is welcome here,” and as Musk poked through cabinets filled with stashes of Twitter-branded merchandise, he found T-shirts emblazoned with the words “Stay woke,” which he waved around as an example of the mindset that he believed had infected the company. In the second-floor conference facilities, which Musk commandeered as his base camp, there were long wooden tables filled with earthy snacks and five types of water, including bottles from Norway and cans of Liquid Death. “I drink tap water,” Musk said when offered one. It was an ominous opening scene. One could smell a culture clash brewing, as if a hardscrabble cowboy had walked into a Starbucks.
Walter Isaacson (Elon Musk)
We became ruthless with the Arab,” a 1st Division soldier wrote. “If we found them where they were not to be, they were open game, much as rabbits in the States during hunting season.” Another soldier explained: “Here Arabs live all over. Some we shoot on sight, some we search, and some we make a deal with to buy eggs and chickens.” Soldiers boasted of using natives for marksmanship practice, daring one another to shoot an Arab coming over a hill like a target in an arcade. Others fired at camels to see the riders bucked off, or shot at the feet of Arab children “to watch them dance in fear,” as one 34th Division soldier recounted. At
Rick Atkinson (An Army at Dawn: The War in Africa, 1942-1943)
Minoru and Yoko spent many evenings at video arcades. They looked over players' shoulders until it made young kids nervous. "What the fuck's your problem, mister?" one kid in a Kiss T-shirt barked at Minoru. Arakawa asked him, "Would you like a job?" He watched kids stand in front of the machines, transfixed, their hands melded to controllers, their bony arms like umbilical cords joining human and machine. He asked the kids questions about what made a game good. Arakawa realized that the most successful games had something the players couldn't articulate. The words used to describe them were those usually reserved to describe forms of intimacy between people. It was as if the players and the game itself somehow merged.
David Sheff (Game Over, Press Start to Continue: How Nintendo Conquered the World)
Walking back through the mall to the exit nearest our part of the parking lot, we passed one shop which sold computers, printers, software, and games. It was packed with teenagers, the kind who wear wire rims and know what the new world is about. The clerks were indulgent, letting them program the computers. Two hundred yards away, near the six movie houses, a different kind of teenager shoved quarters into the space-war games, tensing over the triggers, releasing the eerie sounds of extraterrestrial combat. Any kid back in the computer store could have told the combatants that because there is no atmosphere in space, there is absolutely no sound at all. Perfect distribution: the future managers and the future managed ones. Twenty in the computer store, two hundred in the arcade. The future managers have run on past us into the thickets of CP/M, M-Basic, Cobal, Fortran, Z-80, Apples, and Worms. Soon the bosses of the microcomputer revolution will sell us preprogrammed units for each household which will provide entertainment, print out news, purvey mail-order goods, pay bills, balance accounts, keep track of expenses, and compute taxes. But by then the future managers will be over on the far side of the thickets, dealing with bubble memories, machines that design machines, projects so esoteric our pedestrian minds cannot comprehend them. It will be the biggest revolution of all, bigger than the wheel, bigger than Franklin’s kite, bigger than paper towels.
John D. MacDonald (Cinnamon Skin (Travis McGee, #20))
The arcade cabinet has become a rare sight in the United States, but in their best year, coin-operated games collected quarters that, adjusting for inflation, sum to more than twice the 2006 sales of U.S. computer and videogame software.5
Nick Montfort (Racing the Beam: The Atari Video Computer System (Platform Studies))
On rare occasions of clear headedness, I image life like a game and impatience as an explicit challenge. Like a kid who puts a quarter in the arcade to play a level, that’s what we do with life. In being born we welcome the role along with its messiness and joy. These obstacles in life are all bearable.
Mike Dariano (My Meditations: What a Roman Emperor Taught me About Parenting)
The advertising image, then, in its fully realized form succeeds in having no content; it is an image of image, a mirror that reflects back the subjective intention. The image in this way takes on a fundamental feature of the commodity – over-determination arising from the productive requirements of capitalism itself – just as the representation of the image, in representing just this over-determination in order to capture both its hellish and utopian modalities, ceaselessly replicates just this structure, driving the dialectical image back into allegory. The wagon that writes its own name is in this way neither lost nor found, neither named nor unnamed. The dialectics of the dialectical image is hence always on the brink or at the threshold of freezing and shocking, while this threshold itself is the moment of indifference between dialectical and allegorical image, and, according to another perspective, the moment of indifference between dialectical image and advertising image as well. For who is to say whether the dialectical image can muster the knowledge to represent the conditions of its own possibility, as opposed to reflecting back, infinitely, the advertising image in a satanic game of mirror-on-mirror? And
Beatrice Hanssen (Walter Benjamin and the Arcades Project (Walter Benjamin Studies))
They said that product management in Silicon Valley was like “flying an F-16 at Mach 2 over a boulder-strewn landscape, two meters off the ground. Plus, if you crash it’s just like a video game at the arcade, and we have lots of quarters.” Cool! The best industries are the ones where you’re flying the F-16, your pocket full of quarters, trying not to crash.
Eric Schmidt (How Google Works)
games like Taito’s Space Invaders were not designed with the peculiarities of the Atari VCS in mind. Sprites were different in many post-1977 arcade games. Most important, there were often more than two per screen! When faced with the rows of aliens in Space Invaders or the platoon of ghosts that chases Pac-Man, VCS programmers needed to discover and use methods of drawing more than two sprites, even though only two one-byte registers were available.
Nick Montfort (Racing the Beam: The Atari Video Computer System (Platform Studies))
walls of the Young Adult Room were painted purple and yellow. There were swirly zebra-print rugs on the floor and a lumpy cluster of beanbag chairs. A couple of sofas were designed to look like Scrabble trays, with letter-square pillows. Akimi nudged Kyle in the ribs. “Check it out.” In the far corner stood a carnival ticket booth with a mechanical dummy seated inside. A “Fun & Games” banner hung off the booth’s striped roof. The dummy inside the glass booth? He looked like Mr. Lemoncello. He wasn’t wearing a turban, but the Mr. Lemoncello mannequin reminded Kyle of the Zoltar Speaks fortuneteller booths he’d seen in video game arcades. “That’s not really him, is it?” said Akimi, who was right behind Kyle. “No. It’s a mechanical doll.” The frozen automaton was dressed in a black top hat and a bright red ringmaster jacket. Since the booth had the “Fun & Games” banner, Kyle figured you might have to talk to the dummy to get a game. “Um, hello,” he said. “We’d like to play a board game.” Bells rang, whistles whistled, and chaser lights blinked.
Chris Grabenstein (Escape from Mr. Lemoncello's Library (Mr. Lemoncello's Library, #1))
It’s a common thing for Xhosa parents to say to their kids. Any time I heard it I knew it meant the conversation was over, and if I uttered another word I was in for a hiding—what we call a spanking. At the time, I attended a private Catholic school called Maryvale College. I was the champion of the Maryvale sports day every single year, and my mother won the moms’ trophy every single year. Why? Because she was always chasing me to kick my ass, and I was always running not to get my ass kicked. Nobody ran like me and my mom. She wasn’t one of those “Come over here and get your hiding” type moms. She’d deliver it to you free of charge. She was a thrower, too. Whatever was next to her was coming at you. If it was something breakable, I had to catch it and put it down. If it broke, that would be my fault, too, and the ass-kicking would be that much worse. If she threw a vase at me, I’d have to catch it, put it down, and then run. In a split second, I’d have to think, Is it valuable? Yes. Is it breakable? Yes. Catch it, put it down, now run. We had a very Tom and Jerry relationship, me and my mom. She was the strict disciplinarian; I was naughty as shit. She would send me out to buy groceries, and I wouldn’t come right home because I’d be using the change from the milk and bread to play arcade games at the supermarket.
Trevor Noah (Born a Crime: Stories from a South African Childhood)
THE MATRIX HAS its roots in primitive arcade games,” said the voice-over, “in early graphics programs and military experimentation with cranial jacks.
William Gibson (Neuromancer (Sprawl, #1))
The crowd trails us through the park as we play games at the Penny Arcade and ride Pirates of the Caribbean. Eriku insists on sampling all the foods available. In between Splash Mountain and Big Thunder Mountain, we eat Ukiwaman, shrimp in a doughy bun in adorable Donald Duck packaging. We have curry rice and then a milk tea drink with berries on the bottom and whipped cream and nuts at the top for lunch.
Emiko Jean (Tokyo Dreaming (Tokyo Ever After, #2))
Schools, corporations, and government facilities blessed with fam computers, high-speed modems and, most important, people familia enough to make them work were overtaken by the game-sometimes literally. Over the first weekend of Doom's release, computer networks slowed to a crawl from all the people playing and downloading the game. Eager gamers flooded America Online. "It was a mob scene the night Doom came out," said Debbie Rogers, forum leader of AOL game section. "If we weren't on the other side of a phone line, ther would have been bodily harm." Hours after the game was released, Carnegie-Mellon's compute systems administrator posted a notice online saying, "Since today's lease of Doom, we have discovered [that the game is] bringing the campus network to a halt.... . Computing Services asks that all Doom players please do not play Doom in network-mode. Use of Doom is network-mode causes serious degradation of performance for the > player's network and during this time of finals, network use is already at its peak. We may be forced to disconnect the PCs of those who ar playing the game in network-mode. Again, please do not play Doom is network-mode." Intel banned the game after it found its system swamped. Tens A&M erased it from its computer servers. ...The once-dull PC now bursts with power.... For the first time, arcade games are hot on the PC... the floodgates are now open.
David Kushner (Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture)
This is it, these are my people. The nerds, bookworms, gamers, and loners. The misunderstood. All of us together in one place to celebrate the games that help us escape into worlds where anything is possible. Here, I feel at home. More than my childhood home, my dorm room, or even the arcade. Among those who don’t just understand the way I feel about games, but feel it themselves. A kinship with strangers that is more powerful than I’ve had with some people I’ve known my whole life.
S.K. Rose (Tactical Heart)
I looked over the side of the roller coaster as it climbed to the top of the first hill with a series of loud clacks. The night was dark and cold, but the theme park was lit up with fairy lights and neon arcade games below. The nippy breeze flirted with the hems of sweaters and blew hats off the heads of unsuspecting park guests. Soon, the seasonal theme park would close, as it would be too cold to run the rides, but for now, I could enjoy the brief view of Denver from one hundred feet above the ground. Screams built around me—some scared, others excited—as the first car of the coaster crested the top of the hill. I craned my neck, savoring the liberation of the sky, even if I was strapped into a padded harness, and put my hands up. My boyfriend, Jacob, reached up and linked our fingers together
Carter Woods (The Cabin on the Mountain)
Every birthday party, while all the other kids tore ass around Showbiz shrieking at a deafening volume and raucously playing arcade games, I would volunteer to stand guard over the gift table, talking about mom stuff with the moms.
Samantha Irby (Meaty)
rice cooker looked neat, too—when Cecilia wasn’t drawing up orders for her custom bullet journals, she loved cooking, so she’d probably want to try it. Maybe she could borrow Ojiichan’s phone and call her sisters to meet up— “Tessa-chan, over here!” Ojiichan hollered from the corner. “But, look!” Tessa gestured at the next shop. The sparkling clear displays of the arcade games reeled her in, teeming with a special kind of magic. The machines were stuffed with all sorts of plushies and even themed chocolate and snacks from her favorite animes. Ojiichan smiled. “We’re going to be late. I still have to fill out the paperwork for you two.” “Why do I need to register for an antique store?” Tessa asked. Couldn’t they spend time looking around Tokyo instead of just staying in a musty old shop? Jin’s jaw dropped, his eyes already glued to something. “Wait, we’re going here?” Tessa followed his gaze to the building Ojiichan was standing in front of. Exercise Land? That sounded like the polar opposite of cool. Slowly, she read the big poster board set in front: Starting at noon! Move to the beat, and join us for our most popular senior aerobics
Julie Abe (Tessa Miyata Is No Hero)
Like so much else in L.A., the district had been intellectually downscaled, the bookstores of my college days surrendering to games arcades, gyro shacks, and insta-latte assembly-line franchises.
Jonathan Kellerman (The Clinic (Alex Delaware, #11))
Being a kid in 1978 was pretty amazing. Not only were arcades on the rise, but Garfield, that lovable lasagna-eating orange cat, was in just about every newspaper across the country, Superman was in theaters for the first time, the Bee Gees were topping the music charts with songs from Saturday Night Fever, and The Incredible Hulk was the number one TV show in America. Like I said, it was a good time to be a kid.
Dustin Hansen (Game On!: Video Game History from Pong and Pac-Man to Mario, Minecraft, and More)
Space Invaders went on to set record after record after it invaded the planet. More than four hundred thousand arcade cabinets were made, and the game pulled in more than 3.8 billion dollars by 1982. If you factor in inflation, that would be THIRTEEN BILLION DOLLARS today, making it one of the highest-grossing video games of all time. Yeah. Billion. With a B!
Dustin Hansen (Game On!: Video Game History from Pong and Pac-Man to Mario, Minecraft, and More)
TAKE ONE STORY, viewed from two different angles. Take a rainy Sunday morning in July, in the late 1920s, when Eddie and his friends are tossing a baseball Eddie got for his birthday nearly a year ago. Take a moment when that ball flies over Eddie’s head and out into the street. Eddie, wearing tawny pants and a wool cap, chases after it, and runs in front of an automobile, a Ford Model A. The car screeches, veers, and just misses him. He shivers, exhales, gets the ball, and races back to his friends. The game soon ends and the children run to the arcade to play the Erie Digger machine, with its claw-like mechanism that picks up small toys. Now take that same story from a different angle. A man is behind the wheel of a Ford Model A, which he has borrowed from a friend to practice his driving. The road is wet from the morning rain. Suddenly, a baseball bounces across the street, and a boy comes racing after it. The driver slams on the brakes and yanks the wheel. The car skids, the tires screech. The man somehow regains control, and the Model A rolls on. The child has disappeared in the rearview mirror, but the man’s body is still affected, thinking of how close he came to tragedy. The jolt of adrenaline has forced his heart to pump furiously and this heart is not a strong one and the pumping leaves him drained. The man feels dizzy and his head drops momentarily. His automobile nearly collides with another. The second driver honks, the man veers again, spinning the wheel, pushing on the brake pedal. He skids along an avenue then turns down an alley. His vehicle rolls until it collides with the rear of a parked truck. There is a small crashing noise. The headlights shatter. The impact smacks the man into the steering wheel. His forehead bleeds. He steps from the Model A, sees the damage, then collapses onto the wet pavement. His arm throbs. His chest hurts. It is Sunday morning. The alley is empty. He remains there, unnoticed, slumped against the side of the car. The blood from his coronary arteries no longer flows to his heart. An hour passes. A policeman finds him. A medical examiner pronounces him dead. The cause of death is listed as “heart attack.” There are no known relatives. Take one story, viewed from two different angles. It is the same day, the same moment, but one angle ends happily, at an arcade, with the little boy in tawny pants dropping pennies into the Erie Digger machine, and the other ends badly, in a city morgue, where one worker calls another worker over to marvel at the blue skin of the newest arrival.
Mitch Albom (The Five People You Meet in Heaven (The Five People You Meet in Heaven, #1))
One of the early stage AI companies Google purchased is DeepMind, based in London. In 2015 researchers at DeepMind published a paper in Nature describing how they taught an AI to learn to play 1980s-era arcade video games, like Video Pinball. They did not teach it how to play the games, but how to learn to play the games—a profound difference. They simply turned their cloud-based AI loose on an Atari game such as Breakout, a variant of Pong, and it learned on its own how to keep increasing its score. A video of the AI’s progress is stunning. At first, the AI plays nearly randomly, but it gradually improves. After a half hour it misses only once every four times. By its 300th game, an hour into it, it never misses. It keeps learning so fast that in the second hour it figures out a loophole in the Breakout game that none of the millions of previous human players had discovered. This hack allowed it to win by tunneling around a wall in a way that even the game’s creators had never imagined. At the end of several hours of first playing a game, with no coaching from the DeepMind creators, the algorithms, called deep reinforcement machine learning, could beat humans in half of the 49 Atari video games they mastered.
Kevin Kelly (The Inevitable: Understanding the 12 Technological Forces That Will Shape Our Future)
motherhood seemed like a very long game of Whac-A-Mole to her—that crazy game at the arcade where you had to keep whacking the moles to win. You just manage to control one and the next one pops u
Elizabeth LaBan (Not Perfect)
motherhood seemed like a very long game of Whac-A-Mole to her—that crazy game at the arcade where you had to keep whacking the moles to win. You just manage to control one and the next one pops up
Elizabeth LaBan (Not Perfect)
The teams followed her from the third-floor railing to the nearby Electronic Learning Center. All the video games and flight simulators were dark. The arcade was eerily quiet. Kyle noticed something new in what had always been his favorite room in the library: One whole wall was covered, floor to ceiling, with a panoramic (but blank) video screen. As Kyle squinted at the wide swath of shiny white, he noticed a series of evenly spaced glowing green LEDs at eye level on the wall.
Chris Grabenstein (Mr. Lemoncello's Library Olympics (Mr. Lemoncello's Library, #2))
In November 1981, Philippine president Ferdinand Marcos banned video games and gave arcade owners two weeks to destroy them.2 A
Steven L. Kent (The Ultimate History of Video Games: From Pong to Pokemon - The Story Behind the Craze That Touched Our Lives and Changed the World)
I was walking down Granville Street, Vancouver's version of "The Strip," and I was looking into one of the video arcades. I could see in the physical intensity of their postures how rapt the kids inside were. It was like one of those closed systems out of a Pynchon novel: a feedback loop with photons coming off the screens into the kids' eyes, neurons moving through their bodies, and electrons moving through the video game. These kids clearly believed in the space games projected. Everyone I know who works with computers seems to develop a belief that there's some kind of actual space behind the screen, someplace you can't see but you know is there.
William Gibson
In a recent experiment, scientific researchers exposed a group of teenaged boys to an arcade game, and found that all of them had unclean sexual thoughts. Of course, the researchers got the same result when they exposed the boys to coleslaw, an alpaca sweater, and “The MacNeil-Lehrer News Hour.” Dave Barry, Dave Barry’s Bad Habits , 1985
Peg Tittle (Critical Thinking: An Appeal to Reason)
Throttle, Green, Green, Amber. Change. Brake, turn the wheel, point it at a corner, accelerate. Simple. It’s like an arcade game. The challenge is doing it faster than everybody else without losing control. That is an entirely different level.
Adrian Newey (How to Build a Car: The Autobiography of the World’s Greatest Formula 1 Designer)
Don't look at the world at some type of arcade game you can start over in. You have one coin so make the most of it.
Niklaus Vestalla
In all seriousness, you can’t underestimate the allure of the arcades. My younger brother once became so engrossed in an arcade game at the Butlin’s holiday park in Bognor Regis that, in preference to walking away from the game, he wet himself. He was twenty-six years old†.
Steve McNeil (Hey! Listen!: A journey through the golden era of video games)
I asked my daughter how many kids would come to her birthday party if all we offered was cake. No games, no entertainment. They could come to the house to spend time with her and bring gifts to celebrate her, but we wouldn’t have anything else for them. She thought for a minute and said, “Maybe just a couple.” Then I asked her how many would come if I rented out Dave & Buster’s and let them have unlimited tokens, food, and prizes. She laughed and said confidently that the whole school would show up. So let’s say that for her birthday party I rent out the arcade and her whole school comes. They’re all going nuts, having the time of their lives. Imagine if I pulled her aside during the party, put my arm around her, and said, “Look at all the people who came to be with you!” Would she actually believe those people were there because they love her and want to spend time with her? Or would my comment actually be insulting? Isn’t this basically what we do with God? We have learned that we can fill church buildings if we bring in the right speaker or band. Make things exciting enough and people will come. We say, “God, look how many people are coming because they love being with You!” But do we really think God is fooled by this? Do we think God is pleased? He knows how many would show up if it was just Him. He knows there might be only a few if all we offered was Communion or prayer.
Francis Chan (Letters to the Church)
If the city count lands anywhere in the range of 252 to 260, the game will reset.
Tony Temple (Missile Commander: A Journey to the Top of an Arcade Classic)
Purpose is how God controls the randomness of life. Without it, you’re just silver ball in the arcade game of life.
R.J. Blizzard
Selling NSM and Wurlitzer Jukebox We are Selling NSM Jukebox OEM Keypad, Jukebox, Pool Table, Billiard table, Pinball Machine, Arcade Games,Video Games and Amusement games products in Australia.
Escape Electronics
Dante, you were in a busy mall surrounded by people. You could have just as easily turned your back on him to go to the bathroom or to play one of the arcade games. You were sixteen fucking years old – you were too young to even conceive of something like that happening. Even if you were participating in an adult act like having sex, you were not an adult.” “It
Sloane Kennedy (Atonement (The Protectors, #6))
He was a priest now, pagan, half-naked in the night, performing obscure rites of interment. Or he was the lead player in his own novel, or in one of those new arcade games William loved, compelled to repeat some totemic motion until he got it right. Only once did he feel, as he had on New Year's Eve, that someone was standing among the trees, watching. Well, let him watch, damn it. Something was being enacted here, as if it had been this deeper mission calling Mercer home all along. And now that he'd completed it, maybe he would be allowed to advance through to the next level, to a world where no one got shot.
Garth Risk Hallberg (City on Fire)
The new luxury A swanky corner office on the top floor of a tall building, a plush company-provided Lexus, a secretary. It’s easy to laugh at old-money corporate luxuries. But the new-money, hip ones aren’t all that different: a fancy chef and free meals, laundry services, massages, a roomful of arcade games. They’re two sides of the same coin. That’s the coin given in exchange for the endless hours spent at the office. Away from your family, your friends, and your extracurricular passions.
Jason Fried (Remote: Office Not Required)
The Wow Factor in Chicago, IL provides the best photo booth rentals, bounce house rentals, arcade game rentals, event furniture, mini golf rentals and more. Whether you're planning a barmitzvah or batmitzvah, a school event, a corporate event, a church function or a backyard birthday party, we have you covered. We have a full line of arcade games, fun inflatable rentals, moonwalks in Chicago, carnival games, glow cotton candy machines and more.
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Rather than concentrating on fast action and unreal scenarios, some arcade games replicate a mundane real-life experience as closely as possible. This allows the player to fantasize about living a different life, an alluring concept in a country where lifetime employment with one company is the norm and career change is very rare.
Chris Kohler (Power-Up: How Japanese Video Games Gave the World an Extra Life)
A 12-year-old Japanese boy loved Space Invaders so much, he robbed a bank with a shotgun to get money to play the game at the arcade. He asked for coins instead of notes so he didn’t have to convert the money at the arcade. At the start of the game, the ships move very slowly. Each time a ship is destroyed, the ships gradually move faster. By the end of the game, the final ship moves at top speed. What many people don’t know is that the final ship is moving at the speed that the developers intended all of the ships to move from the beginning. So why don’t they? If
James Egan (1000 Facts About Video Games Vol. 3)
The staff at the Arcade played a game to pass the time, a game prompted unwittingly when customers asked a question that was exceedingly difficult to answer. The game was called Who Knows? and it did make a long day pass more quickly, but it also served the practical purpose of sharpening the skills required to work in the Arcade. A sense of humor was necessary as well, particularly about the demands placed on one’s memory. There were no reference guides, save Books in Print (the place most likely not to list a book sought by a customer at the Arcade), so the only reliable source of reference was the staff and their collective memory. Memory was the yardstick of achievement at the Arcade, the measure of one’s value to Pike.
Sheridan Hay (The Secret of Lost Things)
She had driven him downtown in the old Plymouth, and while she was at the doctor's seeing about her arthritis, Ignatius had bought some sheet music at Werlein's for this trumpet and a new string for his lute. Then he had wandered into the Penny Arcade on Royal Street to see whether any new games had been installed. He had been disappointed to find the miniature mechanical baseball game gone. Perhaps it was only being repaired. The last time he had played it the batter would not work and, after some argument, the management had returned his nickel, even though the Penny Arcade people had been base enough to suggest that Ignatius had himself broken the baseball machine by kicking it.
John Kennedy Toole (A Confederacy of Dunces)
Soon after the West Coast Computer Faire, where we introduced the Apple II, a couple of other ready-to-use personal computers came out. One was the Radio Shack TRS-80, and the other was Commodore’s PET. These would become our direct competitors. But it was the Apple II that ended up kicking off the whole personal computer revolution. It had lots of firsts. Color was the big one. I designed the Apple II so it would work with the color TV you already owned. And it had game control paddles you could attach to it, and sound built in. That made it the first computer people wanted to design arcade-style games for, the first computer with sound and paddles ready to go. The Apple II even had a high-resolution mode where a game programmer could draw special little shapes really quickly. You could program every single pixel on the screen—whether it was on or off or what color it was—and that was something you could never do before with a low-cost computer. At first that mode didn’t mean a lot, but eventually it was a huge step toward the kinds of computer gaming you see today, where everything is high-res. Where the graphics can be truly realistic. The fact that it worked with your home TV made the total cost a lot lower than any competitors could do. It came with a real keyboard to type on—a normal keyboard—and that was a big deal. And the instant you turned it on, it was running BASIC in ROM.
Steve Wozniak (iWoz: Computer Geek to Cult Icon)
As Wilson put it in his book, we are sometimes like children at an arcade race car–driving game who imagine that they are steering the car, when they are only watching a video preview.
Randolph M. Nesse (Good Reasons for Bad Feelings: Insights from the Frontier of Evolutionary Psychiatry)
What allows us to keep going when the failures pile up is the encouragement of others. It’s like the quarters you use to keep playing an arcade game after you run out of lives.
Jessica McCabe (How to ADHD: An Insider's Guide to Working with Your Brain (Not Against It))