Where are the vending machines with iPhones. The history of the development of slot machines in the USSR

20.06.2019

I don’t know what influenced more in favor of spending half a day in the museum of Soviet slot machines - the desire to nostalgic or the desire to improve your professional skills in the field of games by once again referring to the history of computer games using the example of slot machines? In any case, both needs were met.

The museum has branches in St. Petersburg and Kazan, I managed to visit the main one in Moscow on Baumanskaya street, 11, not far from the Baumanskaya metro station. The museum is open daily from lunch to 20-21 hours. I really liked that even on a Sunday evening there were not many people at all. By the way, somewhere in the information about the museum, I managed to find out that in the morning (until 13:00) you can hold a holiday for children in it, in the evening (after 20:00) you can have a party for adults. You can also rent slot machines, as they boasted about at the Lebedev Studio, which made the official website of the museum. Of course, the first impression turned out to be very bright, because indeed, this is a time machine, it seemed to me that I was in the late 80s in Vitebsk, in the lobby of the gym on Kirov Street, it was there that I first met the Safari, Winter Hunting”, “Sea battle”, “Gorodki”.

Carefully! There are a lot of photos under the cut.

The description of the museum from Yandex Afisha seems to me very accurate

Here the dreams of any "perestroika" child and not only come true! Getting a handful of 15 kopeck coins, you can go explore the hall, which is filled with painfully familiar slot machines, among which there are quite unusual and rare specimens. Each visitor is given the right to play on 15 slot machines.
And on the tour you can also learn a lot of different interesting things. It turns out that slot machines were invented and created in the middle of the century before last in America. They reached the Soviet expanses by the summer of 1971, along with the World Exhibition of Amusements and Slot Machines, and immediately caused an unprecedented stir among visitors.
And after 4 years, on the basis of the purchased exhibition samples, the first slot machines of domestic production were created. And they were collected not just anywhere, but at military factories. After all, it was there that the necessary capacities and advanced technologies of that time were concentrated. Imagine, for the benefit and joy of the pioneers, more than twenty defense plants were working at that time! Yes, and they were expensive then - almost like a car.
The museum has collected about 50 different slot machines, and the search continues. And all - to the delight of the grown-up "children of the Soviet era."

Speaking of the tour, it's really interesting. In addition to the story that is on the official website, you will be able to look under the lid of the machines, find out the principle of operation of not only the naval battle, which turned out to be not so simple, but also the soda machine.

And we will tell you that slot machines were invented in America in the middle of the 19th century. And the Soviet people saw them in the summer of the 71st year, when in the TsPKiO them. Gorky opened the World Exhibition of Amusements and Slot Machines. A month and a half of long queues and a full house. People saw real devices: with cowboys, birds, music and colored light bulbs. The visitors were just delighted.

Slot machines

To better understand what it is, let's take a closer look at some of them that I have known since childhood and that are of the greatest interest. Unfortunately, it is not possible to consider everything, and there are more than 40 of them, within the framework of this article for obvious reasons.

sea ​​battle

The machine has been produced at the Serpukhov plant since 1974. The device of this unit is well dismantled on the official website, it was surprising for me personally to find out that it turned out to be not at all as I expected. I could not even imagine how far the engineering thought went when creating it, I mean, first of all, a constructive solution and the use of mirrors. This machine is rightfully considered the most recognizable machine gun of the Soviet era after the soda machine.
There are many good photos and a detailed description of the machine on the official website at the link above.

Periscope view.

I like the fact that in addition to the player, anyone can watch what is happening through the window.

Torpedo attack

Some especially popular machines after some time had a younger improved brother. This is exactly what happened with the “Sea Battle” machine - it has a sequel in the form of a Torpedo Attack slot machine for two players.

Soda machine

It's a pity, but in order to try soda in the museum you need to buy separate tokens. On the tour you will get acquainted not only with the appearance of the machine, but you will also be able to look inside.

Winter hunting

The machine gun is also familiar from childhood, which became popular, even before the advent of 8-bit gun game consoles and Duck Hunt or Wild Gunman games.

Doublet

Two player version of Winter Hunt. It is much more interesting to play because there is a competitive effect.

Highway

The machine is notable for game control with a steering wheel and pedals. You can play with two. The game is difficult, it is almost impossible to beat the computer in single player mode. The official website even has a PDF with a scanned instruction manual.

Townships

I also had a chance to play this game at a very young age. I noticed a feature - it is fundamentally easier to play in the emulator with the machine because of the convenience of using the mouse instead of the joystick. Right now, I easily managed to get into the prize game on the first try. Although on the machine 2 coins did not bring me even half of this success. The control in the machine is the most primitive version of a joystick with a key at the end.

Autorally-M

Completely insane by today's standards gameplay. To be honest, I like semi-mechanical machines much more than fully electronic (so-called TV slot machines), they are enjoyable and interesting to this day. Take at least a sea battle, an air battle, they are not standard. And the slot machines based on the output through the CRT, of course, irrevocably lost the ability to arouse interest with very rare exceptions.

Safari

This is exactly the rare exception when a TV machine can be interesting. True, in the museum I came across a copy with a BW screen, although I remember very well that the game was in color. But this did not stop me from putting a few coins into the machine with pleasure and trying to achieve a bonus game.

Yes, indeed, I was convinced that the stripes for different animals were painted in different colors.

Sniper

My friend and his girlfriend, who made up the company when going to the museum, actually occupied all the rifles of the shooting genre.

turnip

This slot machine remained unconquered for me. He was probably inoperable, because. always showed 116.

horse racing

This time, although I didn’t have a chance to play this instance, I know firsthand that the machine is worthy of attention, primarily because what a storm of emotions it can cause when six people play it at the same time!

Not so long ago I saw a similar game mechanic in one of the programs on TV, in which players make phone calls and control the game through the phone.

Basketball

I love the design of this machine and especially the fonts, they give me a deep sense of nostalgia for the 80s, because at that time it was the standard sports font that was used in all the halls and stadiums.

These slot machines were once very popular, I remember that it could often be found even after the decline in the popularity of slot machines already in the 90s.

There are several of these machines in the museum, but we noticed that the one on the first floor gives advantages to the red ones, since the springs in key positions work much better than the blue ones.

Football

A classic board game in which you need to control the lines of players by turning the knobs. The only difference from the board game in execution is the electronic counting of goals and a protective cover for the playing field.

Hockey

Also a game that became famous even before the advent of slot machines.

Quiz

As you might guess from the photo machine, it allows you to test your knowledge of road signs.

But I personally did not have a chance to play and understand the rules.

Submarine

The essence of the game is very similar to "Battleship" and "Torpedo Attack". I really liked the hologram of the seabed surface, I did not go into the details of the technical implementation, but this thing will create a visual impression until 2020 for sure.

Tankodrome

A good electronic-mechanical machine. The task of the game is to hit all enemy targets in two minutes without running into mines. The game is difficult to control - as a control there are two levers, this is not a world of tanks for you.

Air battle

One of my favorite childhood games. Very cool game design: starting with the view from the cockpit, ending with a control joystick stylized as a real fighter. Please note that in those days it was not possible to release complex logic, but the designers were fully laid out on the design and setting of slot machines, most of which are replete with fake sensors and controls.

Good gameplay: enemy planes are constantly maneuvering, you need to catch them in the scope. It is very reminiscent of the Top Gun that appeared much later on the 8-bit gaming platform.

Probe

One of the most popular varieties of slot machines in which, by controlling the terminator's mechanical flabby hand, you need to draw prizes and gifts. In Soviet times, these machines were stuffed with real interesting toys, my father pulled out plastic toys for me several times, a racing car, for example.

Since the price of a gaming session is very low, the machine in the museum is filled with the simplest gifts.

01

The game consists of two parts, the first is reminiscent of the "Magistral" - the task is to get to the burning building as quickly as possible. In the second part, the playing field changes to the facade of a building with burning windows, which you need to get from the hose and put out the fire by pressing the button on the hose and the gas pedal. I am very sorry that I did not pay due attention to this exhibit.

Circus

One of the varieties of the pinball machine popular in those days in the west. The Soviet copy once again speaks of some secondary nature in the Soviet industry of slot machines.

The machine is very playable, although it takes a lot of experience to assemble any insignificant row of flashlights.

telesport

An automaton that needs no introduction.

Please note that machine 01 is clearly visible in the background.

Overtaking

A good machine, the process repeats the "Magistral". However, this automaton is much more interesting because it is semi-mechanical and all visual sequences are created by mirrors and light.

Do you understand what I mean?

Turn

One of my favorite slots, although I can't say that I have the patience to play it more than 2 times in a row. The player will have to drive a holographic model of the car and make his way along the highway in a turn. Unfortunately, the driver's seat was not very comfortable for me (you can see it in the photo below). The creators of the slot machine tried to make its control as similar as possible to the real one and added not only a steering wheel and pedals to the slot machine, but also a gearshift lever. However, even at the first speed, I could hardly manage to slip between cars and bridge walls.

Tap

The Crane machine is a variation of the Zond machine.

Icebreaker

"Icebreaker" is not "Magistral" although the games have similar goals. "Icebreaker" is much more interesting with its setting and visual design. I strongly recommend that you familiarize yourself with the rules before the game, in addition to the full forward lever, there is also a reverse lever. Interesting experience in the process.

Washer! Washer!

One of the most interesting slot machines from the point of view of the gaming task. The slot machine provides for the game of two players with fundamentally different tasks, the hockey player's task is to score the puck, the goalkeeper's task is to reflect. Another successful mechanical implementation of the visuals - I love when the action takes place with real figures and not with pixels on the screen. I recommend trying this machine.

Accurate shooter

A successful variation of the game "Sniper".

lucky shot

One of the most addictive shooting games of the genre.

Break a leg!

By the variety and popularity of slot machines, one can catch the interests of the Soviet layman - sports, shooting range / shooting, cars, military equipment. In the museum, I counted at least 6 types of machine guns using models of small arms.

Interceptor

TV slot machine. If we take all the television ones, to which I am very cold, then, in my opinion, this is one of the most interesting models due to the successfully beaten design of the machine itself: the design is not reduced to simple control
and the screen, as is done with most other devices, but it plays with the military theme and is replete with sensors and bulbs.

Fighters

A type of TV slot machine. Lost it out of sight and did not get acquainted.

The Little Humpbacked Horse

The game was produced on the basis of TIA-MC-1. TIA-MTs-1 - Multi-frame Color Television Game Machine with interchangeable game programs, one of the most famous Soviet game machines.

And here are the screenshots from the game itself.

This game, by the way, is in the Android version and is called Humpbacked Horse.

If someone is interested in the TIA-MC-1 platform, you can find the TIA-MC Emulator on the web.

The Snow Queen

The game was produced on the basis of TIA-MC-1.

Billiards

The game was produced on the basis of TIA-MC-1. Currently, the game is unlikely to seem interesting.

Python

The slot machine is made on the basis of the Photon platform, which was based on the PC8000 (brother of the ZX-Spectrum). These devices were produced at the very end of the era of Soviet slot machines.
Pay attention to the austerity of management. I can imagine how in the early 80s children dreamed of such a machine at home, though they were unaware that such a product cost half the price of a Zhiguli car.

Believe me, I have brought far from all the slot machines that are installed in the museum, and, moreover, not all that were made at that time. Don't believe? So here's the complete list.

For those who would like to get even better acquainted with the slot machines of the Soviet era, but who do not want to go to the museum for this, there is a simulator, of course, the whole point of Soviet machines is precisely in the sensations from them, oak controls and others that can evoke nostalgic feelings , little things.

Naturally, I made a full local copy of the 15kop.ru site, so if at least one link stops working, let me know, I will definitely launch a copy on my site.

Instead of conclusions

- Is it worth going to the museum for academic and professional interests?
- Of course it's worth it, moreover, it's worth it even if you just want to remember the 80s not only by touch but also by taste (I mean the surprisingly accurate observance of the Soviet soda recipe).

Is it worth it to go there with a child?
- It is worth it, but it seems to me that it is worth going either with a very young child up to 6 years old, or already with an adult after 14, because. children from 6 to 14 already have their favorite games for example on iPad or PC and they are unlikely to appreciate your efforts. And children after 14 should go based on considerations of relative general development, such as going to historical museums.

Is it worth it to go with friends?
- It's worth it, but you need to pay attention to the fact that Basketball, Football, Hockey, Horse Racing and Doublet machines are best suited for a fun company. The rest can cause deep despondency and disappointment.

I found for myself that the topic of the history of computer games is very interesting - later I will definitely publish the material prepared earlier about my first computer ZX-Spectrum 48k.

The history of slot machines in our country began in the 70s of the last century. The devices were produced by factories that were completely non-core, more often from the defense-military complex, where there were free capacities and advanced technologies at that time.
As many as 22 defense plants throughout the USSR worked to the delight of Soviet citizens. Due to the fact that the military had a financial plan for the production of civilian products, engineers and developers tried to insert as much of the most modern electronics into the slot machine as possible. Therefore, the devices turned out to be terribly expensive: from 2.5 to 4 thousand rubles, almost like a Zhiguli. Accordingly, not a single company producing slot machines at that time has grown to a powerful giant like Sega. (History: SEGA was founded in 1940 to provide services to the amusement machine business in the United States. In 1951, it moved to Tokyo under the name "SErvice GAmes of Japan". The first slot machine, the submarine simulator "Periscope", was released in 1966 and became an immediate hit all over the world.Today, Sega is a company with offices in the US and Europe and many distributors around the world). For all the time in the USSR, about 70 types of automatic machines were produced "for entertainment, outdoor activities and the development of the eye and the reaction of the population." The crisis time of the 90s put an end to the production of Soviet equipment, namely slot machines, those that I will discuss below. There were many reasons for this. This is the depreciation of those same 15 kopecks, this is the overall difficult situation in the country, which contributed to the fact that gambling halls simply closed and could not support themselves, and numerous parks in which machines also worked, moving to a new level, sought to develop and devote more attention to "large-caliber" technology. The crisis also affected places of recreation and residence for children (children's camps, boarding schools, etc.), where devices were purchased by bosses (large enterprises and factories) and worked for free.
Today, that time, like many things from that time, has become history. History of the times of the USSR. So, the devices of the times of the USSR ... Let's remember them by name? The first thing that comes to mind, beloved by everyone, without age and gender restrictions, is Sea Battle.
It was produced since 1973 and was the most popular and memorable machine. The device imitated a torpedo attack of a submarine on a moving sea surface target accompanied by light and sound effects. It should be noted that the device device was not particularly complicated (in comparison with today's analogues, such as the modern, released by the Americans "SEA WOLF")
Our attraction was based on the principle of mirror reflection of the panorama of "combat" actions, surface targets (silhouettes of ships) and a moving torpedo. The panorama of the "combat" actions is located vertically, but, reflected in the mirror set at an angle of 45 °, it looked horizontal. The imitation of the sea was made of glass, on which the drawing of the sea was applied. Under the glass, there were 8 "beams" of the torpedo's trajectory with 10 lights in each beam, which was a simplification of the design of the slot machine, compared to the moving trajectory of the torpedo, which, for example, was implemented in the "Sea Devil" prototype slot machine, released by in 1970 in the USA.
The torpedo launch was controlled by the player through the "Start" button on the right handle of the "periscope", through which the player saw the panorama of "combat" actions. When the periscope was turned, one of the 8 torpedo launch routes was selected. This principle of fixing the torpedo route made the device more technically reliable, but at the same time, the launch of the torpedo was less predictable for the player.

The maximum number of "torpedoes" was 10, but with 10 hits, the possibility of a bonus game appeared. It should be noted that there were a lot of fans of this game at that time and, as expected in our country, they still found options for obtaining permanent bonuses. When turning the "periscope" to the extreme right (when the ships move from right to left) and the extreme left (when the ships move back) position, if you launch the "torpedo" at the moment the ship leaves the shelter screen, the ship is guaranteed to be hit.
I am sure that each of those who “torpedoed” ships many years ago could not only return to the past, but imagine it, remember the feeling of the game and the smell. Do you remember the smell of "periscope"? This is the first association for everyone who knows this game ... And the fact that small growth often made it impossible to reach him? To correct the situation in the machine, a retractable special was provided. a stand that allows you to be taller.
One of the favorite shooting games of Soviet citizens was the game "Safari". The unique exciting (yes, even then it was so impressive) hunting for African game gathered a lot of people around it. The player, controlling a rider galloping on a horse (the races were complicated by obstacles), had to hit the running animals moving at three heights in the allotted time. A video machine with primitive graphics and a complete lack of special effects that modern shooting simulators are so saturated with today was a great success for both children and adults. The female sex also went into the gaming halls to shoot and no less than the male population. I myself went to a similar game room with friends and I must say that I did better than my male game partners, because a lot of positive emotions were provided.
The most famous of the rifles was the SNIPER submachine gun, which came out in two versions. In fact, he imagined a shooting range with a gun, strongly reminiscent of the present. The goal was to hit as many targets as possible in a given amount of time. A heavy rifle in the hands of the players was an opportunity to present themselves as a real shooter, a sniper. Crowds of boyish companies and young people stood idle at the apparatus for hours, played, knocking out points, competing with each other and showing their accuracy to the girls standing nearby. It is interesting that the system that controls hits was located in the stand of the machine gun. There was also a “feedback” - an electromagnet that simulated recoil when fired.
If we talk about shooting simulators, then there were a lot of them released at that time. Someone will surely remember the Soviet "Tir" in the form of a machine gun. In it, shooting was carried out at fixed, rotary and moving sports targets. The weapon was a plastic pistol, oversized, light in weight and comfortable. During the main session of the game, which lasted only 2 minutes, up to 200 shots could be fired. As in any devices, there were also bonuses that added excitement and fun.
In the same category there was an automatic rifle "Precise Shooter" (or "Sharp Shooter" in variation). Released by one of the instrument-making factories, it had a very simple design and several target options to choose from. The player could choose falling (in case of hit, the target fell) or moving targets (when hit, it turned around and moved in the other direction). It was possible to shoot at a standard circular target. For amateurs, there was a target in the form of an "owl" with "burning eyes" (when hit, the eyes went out). When scoring 2500 points after 20 shots, a bonus game was provided. The number of shots in the bonus game is 15. At the end of the game, the score counter showed the total number of points. Such games for companies caused a storm of delight, someone played "for a bet", someone "lost" cooking dinner (a real story from the past of a familiar married couple), someone "blew" a mug of beer, and someone chewed gum (mint or orange, remember that taste?).
At that time, there were the first attempts to release machines on the space theme. The Astropilot slot machine was less common, but no less exciting. The player's task was to navigate the spacecraft at maximum speed over the surface of the planet, avoiding collision with landscape elements and land the spacecraft on the landing site during the landing signal. The spacecraft was controlled by moving the joystick. Points were awarded for precise landing without collisions with various objects.
"Gorodki" was one of the favorite entertainments of Soviet citizens. An exciting game kept me for a long time with the desire to achieve maximum results and win. At the choice of the player, it was proposed to shoot down standard city targets with a bat. The player was given 5 seconds to aim before each throw, after which the bat would fly out automatically. When knocking out all 15 pieces, the player who spent no more than 24 bits on it was entitled to 40 prize throws. There were also regular customers who came to set their personal records.
The Humpbacked Horse also had many fans. The game, based on the TIA-MTs-1 platform (Television Game Machine Multi-frame Color with interchangeable game programs), became the first arcade game developed in the USSR and the basis for many similar "walkers" with a plot ( later were released "Auto racing", "Cat-fisherman", "Treasure Island", the Snow Queen, etc.). The task of the player was to take prizes. These were characters or things from a work of art or a fairy tale of the same name, in “The Horse ...” they were a firebird, a chest, a princess.), in each frame, as quickly as possible, the main character Ivan on the Humpbacked Horse to the right edge of the screen.

Actions were carried out with the help of control sticks and keys that made him jump, lie down, back up, go forward, strike. All mistakes in the actions of the player (falling through a stone, a collision with a flying fire, a dragon, an apple, a stone) were punished with loss of attempts. Colorful, musical game delighted the children's population. To date, such games are widely used in the form of computer games for young children.
Of particular interest today is the Interceptor slot machine. A unique, very indicative model of that time. The player's task is to repel the air attack of the capitalist aggressor (!!!) The design, as it should be, was extremely modest. To create an entourage (aircraft control), the appearance was stylized as an imitation of aircraft instruments.
The handle (“joystick” of that time) allowed not only to maneuver at high speed, but also to make shots. "Magistral" is a racing machine that developed attention, quick reaction, improved the eye and improved logical thinking. At least that's what its creators said. The player standing in front of the device controlled his vehicle using a large steering wheel, which added interest (after all, at that time there were no today's opportunities to “steer” at home, looking at a computer, etc.) Several game modes were possible, including “night” mode and wet road mode. Excitement and excitement (I wanted to avoid collisions, earn points) were guaranteed.
Of the car races, the "Bend" was famous. This is a racing simulator of that time, providing the opportunity to pass at high speed along a ring track, limited by a curb with green spaces. This slot machine was a distant predecessor of today's car racing. The model had a screen and irreplaceable attributes - a driver's seat, a gearshift knob.
The goal of the game, while driving with the help of the steering wheel, the “gas”, “brake” pedals and the gear shift knob, is to score the maximum number of conditionally traveled kilometers (points) during the time allotted for the game, avoiding “emergency runs” on passing cars and overpasses. When you press the gas pedal, the panorama engine turns on and an imitation of movement along the highway is created, that is, the harder you press the gas pedal, the faster the landscape rotates and the faster you move while driving a car. Like all devices, "Virage" was accompanied by musical sounds of collisions, emergency braking, etc. (of course there were no cool stereos, speakers, wind effects, steering feedback, etc.) The slot machine had bonuses. Interestingly, when putting one 15-kopeck coin into the machine, the player was entitled to only one bonus game. And with two coins - as many as three.
Everyone loved air combat. On the screen of the machine, the player saw the silhouettes of three enemy aircraft and the crosshairs of the sight. By operating the joystick, it was necessary to try to catch the enemy on the fly. The complexity of the game was that the enemy link 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.
Incredibly interesting were "Jumps". Very similar to "Safari" with the most primitive design, they were so gambling! The game allowed you to play both with a machine gun and with friends, choosing your rider with a horse. I don’t know how those poor 6 buttons withstood, because they knocked on them, and hit, and pounded with both hands ... After all, the task was not only to overcome all the obstacles encountered on the way, but also to come first to the finish line. It's funny that the game was black and white, and the "colorfulness" of the tracks was given by colored strips glued to the screen.

The most remarkable (this is my subjective opinion) was "Table Basketball". The machine was designed for a doubles game. The player's task was to "throw" more balls into the opponent's basket in the allotted time than he would have time. With a score of "30-30" or more, players were encouraged by a bonus game. The playing field was covered with a transparent dome and divided into holes with springs, one of which was hit by a ball. By pressing a button, the player "shooted" the ball out of the hole, trying to hit the opponent's basket or prevent him from throwing in turn (each hole was controlled by both players). Today, this model is produced in a modern updated and improved form and is called SPASE BASKETBALL.






At that time, Soviet analogues of other sports devices were also produced: table football, table hockey (outwardly, it somewhat resembled SUPER CHEXX, but, in fact, a home version of the game in an enlarged version).
The heyday of slot machines in the Soviet Union fell on the 70-80s of the last century and ended with the beginning of perestroika. Domestic slot machines were supplanted by more spectacular Western counterparts, "one-armed bandits", computer salons and home gaming computers and consoles. And the old machines almost everywhere migrated to warehouses, were destroyed or simply thrown into a landfill. Today, when those times are remembered as historical moments of the past, devices, like many other things, are a rarity.
Some time ago, 2 graduates of Moscow universities, Alexander Stakhanov and Maxim Pinigin, organized the Museum of Soviet Automata in Moscow. The guys found their first exhibit for the collection in… the trash heap of Tagansky Park. It turned out to be "Sea Battle". Six months later, the collection grew to six machines. The management of MAMI (Moscow State Technical University) allocated a basement in the hostel for the museum. Now the collection includes more than 60 AIA. More than half of the rarities Maxim and Alexander managed to bring back "to life" with the help of a soldering iron and skillful hands. The guys are not going to stop there, continuing to collect their exposition bit by bit. One of the latest targets of their search was a soda machine. The 15-kopeck coins needed to launch the machines are also actively sought.
But the life of Soviet gaming equipment is not limited to the museum. The presence of such machines in entertainment centers and bars was shared with me by their owners from different cities of our already modern Russia. As it turned out, they make very good money, and, most importantly, they are an excellent attraction to institutions of various directions. The devices are of considerable interest to today's children, spoiled by the rapidly developing computer games and the market for entertainment gaming equipment that does not lag behind them. But, whatever one may say, the history is instructive, and the slot machines of the USSR are the best living confirmation of this.

The biography of Soviet slot machines originates in the 70s of the last century. Then, the release of the first models was puzzled by completely non-core plants - enterprises of the defense-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 entertainment.


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

During the existence of the USSR, they managed to produce about 70 amusement machines, but in the 90s there was a collapse, 15 kopecks, which visitors usually paid for, completely depreciated, it became expensive to maintain parks and the devices of those times simply lived out their lives.

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 quite original designs, although with the possible borrowing of foreign ideas, but implemented on the Soviet technical base.

Soviet arcade game machines (AIA) are arcade games produced and distributed on the territory of the republics of the former USSR. They were usually installed in the foyer of theaters, circuses, cinemas, Palaces of Culture, amusement parks and similar public places. Sometimes the slot machines were "collected" into independent specialized "Gaming Rooms", "Gambling Halls" or "Slot Machine Halls" (not to be confused with modern halls in which machines and slot machines for gambling are installed). They had no competition, since Western models were not presented on the Soviet market.

Like any other arcade games, the Soviet AIA was intended only for entertainment, without any other prizes, except for the so-called "bonus game" for the player's successful actions. Or, in other cases, souvenirs and small items such as chewing gum, chocolates, soft toys, key chains, etc. "Crane" machines periodically appeared "souvenirs", such as small bottles of alcohol (most often brandy) and commemorative coins, invested to attract players more actively. Part of the automata (mostly with minor changes) was “torn off” from Western models without much fuss. But we also had our own, original developments.

There was no age limit for playing slot machines. The only limitation could be the height of the player. Although the smallest ones found a way to play by 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 for 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, giving 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 that are in circulation 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 had a different value. Often, the coin acceptors were simply soldered or clogged, and the operator turned on the machine for the player after payment.

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

Middle-aged and older people will surely remember the Sea Battle, Marksman, Rally, Submarine, Air Battle and others beckoning with lights and sound effects. How much pocket money saved on school breakfasts was dragged there by 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 "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 “those times” with pleasure until now.

The peak of the flowering 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 supplanted by more spectacular Western counterparts, "one-armed bandits", computer salons and home gaming computers and consoles. And the old machines 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 can do. And, apparently, the first. An analogue of the American slot machine Sea Devil.

The machine 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 an allowance for the speed of the ship 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". When hit, the player heard a sound and saw a flash of an explosion, and the ship "sank", or after the flash it turned around and followed in the opposite direction. In case of a miss, he continued his movement. In just one game, 10 torpedo launches could be made. If they hit 10 ships, the player got the right to a bonus game - 3 free launches. A significant disadvantage of the machine was that, with proper dexterity, 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 for the movement of ships was almost close to the player, somewhere at the level of his knees.

Air battle

On the screen of the machine, the player saw the silhouettes of three enemy aircraft and the crosshairs of the sight. By operating the joystick, it was necessary to try to catch the enemy on the fly. The complexity of the game was that the enemy link 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 Hunting", "Lucky Shot", "Safari", "Sharpshooter", etc.

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

There was no screen in the “Hunt” itself, but there were scenery of the forest, because of which animal figures appeared. The "swamp" version of the game was called "No fluff, no feather!"

Sniper

An electronic shooting range where the player had to hit twenty stationary targets with 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.

Interestingly, the system that controls hits was located in the stand of the machine gun. There was also a “feedback” - an electromagnet that simulated recoil when fired.

Turn

An analogue of the famous board home game "Behind the wheel". The machine imitated the movement of a car along a ring road with obstacles in the form of flyovers and passing cars. To receive the bonus game, the player had to drive without collisions a certain number of "kilometers" counted on the counter. Interestingly, when putting one 15-kopeck coin into the machine, the player was entitled to only one bonus game. And with two coins - as many as three.

Penalty

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

Using the lever, the ball was thrown up, the player had to calculate the impact force in such a way that, rolling back, the ball hit the goal and did not fall into the penalty area.

Townships

By controlling the bat with a joystick, the player had to hit the standard city targets moving across the screen. The player was given 5 seconds to aim before each throw, after which the bat would fly out automatically. When knocking out all 15 pieces, the player who spent no more than 24 bits on this was entitled to 40 bonus throws.

horse racing

An exact copy of Steeplechas with Atari. Up to 6 people could play at the same time. In a single game, the player competed with a computer. But it was more interesting to play against other people. stripes.

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. In total, the game had 16 level screens, during the passage of which the main character had to overcome obstacles and fight enemies.

Tap

By controlling the mechanical hand, it was necessary to try to get the prize from the transparent case of the machine gun. Usually they were soft toys, chewing gum, chocolate and other little things. 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 lateral movement was released, the "hand" automatically lowered and tried to capture the prize it was above. With a successful grip, the “hand” opened up above the prize receiver tray, and the lucky one could get his reward out of it.

Basketball

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

The playing field was covered with a transparent dome and divided into holes with springs, one of which was hit by a ball. By pressing a button, the player "shooted" the ball out of the hole, trying to hit the opponent's basket or prevent him from throwing in turn (each hole was controlled by both players).

Football

The game, better known in our country under the name "barbecue" (and bearing the name "fussball" in the West), is intended for two to four players. Strikes and passes were carried out by rotating the handles of the rods, on which the figures of football players were “implanted” (hence the name “kebab”). At the same time, the figures of football players on the rod changed their angle of inclination, which made it possible to hit 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 blow, the player received a point.

Hockey

The game, not much different from its "home" version, which many Soviet children dreamed of receiving for their birthday. The main differences were the dimensions and the presence of a glass cap covering the field and protecting the puck from flying out of it, and the players' figures from curious children's hands.

Astropilot

The first attempt to create an apparatus with a space theme. The player had to control the spaceship, trying not to crash into the elements of the landscape and successfully land. The joystick was used, as a result, points were awarded.

Tankodrome

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

MTS has launched for its subscribers a free promotion "Automatic Prizes" in order to increase loyalty. Participation in the action is free. Everyone can win. You can see what prize you can get in the game a little lower in this article.

Promotion period: 06/08/2017 to 05/31/2018

All individuals over the age of 18 can participate in the promotion. Legal entities with corporate tariffs are not allowed to participate.

Territory of the event: All Russia.

Cost of participation: For free(three attempts each day)

Promotion website: www.priz.mts.ru

Year: 2017-2018

You can participate in the "Prize Machine" promotion two ways:

On the site of the prize machine



How to play via special USSD commands

  1. We dial on the phone *878# and call key
  2. Next, select the item 1. Play for free(to do this, press "answer" and enter the number 1)
  3. There will be a prize draw. You will also have three attempts to win any prize.
  4. The drawing can be repeated the next day from 00:00.

For each Competitor, at least one attempt out of three is successful. Attempts made by the first and second methods are summarized.

Receiving a prize

If you win, you can use the prize immediately by clicking on the "Connect" / "Get" button. In case of winning one of the prizes on the Promotion Website, the Participant may postpone the prize on the Promotion website, but not more than for 24 hours.

If you won using USSD, information about the prize will be sent via SMS from 8780. The participant can use the winnings by sending the word "YES" in a free SMS to 8780 within 24 hours

In case of winning Category B through the participation channel — USSD information about the prize, validity period and order of receipt is sent via SMS from 8780.

What prizes can be won in the "Prize Machine"

Below are the prizes that can be obtained in the game. These are various discounts for communication services, tariff plans, packages of minutes, SMS and Internet.

There are also category B prizes, information about the prize can only be found out by winning this prize. Most likely, these are various discounts for the purchase of phones and accessories at MTS offices and partners.

Category A prizes

Prizes from MTS Peculiarities
  • 20%/25%/30% discount on the monthly fee for the Smart plan and Ultra plan for 30/90 days.
  • 20% discount on the monthly fee for the "BIT" Internet option,
    "SuperBIT", "Internet-Mini", "Internet Maxi", "Internet-VIP" within 90 days.
  • 10% discount on the monthly fee for tariff plans of the Smart line when activating the "Auto payment" service for 12 months— 100% discount on the monthly fee for the MTS Good'Ok service for 14 days.
  • 100% discount on the monthly fee for the MTS TV service for 7 days.
  • 100% discount on the monthly fee for the MTS Books service for 14 days.
  • 100% discount on the monthly fee for the MTS Press service for 14 days.
  • 100% discount on the monthly fee for the "Second Memory" service for 30 days.
  • 100% discount on the monthly fee for the Supervised Child service for 30 days.
  • 100% discount on the monthly fee for the MTS Antivirus service for 30 days.
To receive a discount, the Participant needs to switch to a tariff plan or activate an option received as a prize.

The validity period of the discount starts from the date of switching to the tariff plan / connecting the Internet option.

At the end of the discount period, the tariff plan / Internet option will begin to be charged in accordance with the basic conditions of the Participant's home region.

The validity period of the discount starts from the date of activation of the corresponding service.

At the end of the discount period, the service continues to be provided in accordance with the basic conditions.

  • 100% discount on the cost of the SMS Package (50 or 100 pcs.) for 30 days
The validity period of the package starts from the date of connection.
The package includes outgoing SMS to mobile phones of all
mobile operators in the Participant's home region when
location of the Participant within the home region.
  • Discount in the amount of 100% from the cost of the Package of minutes of conversation to MTS numbers (30 or 60 min.) for 30 days

The package includes minutes of outgoing calls to MTS mobile phones of the Participant's home region when the Participant is within the home region.

The Promotion package is consumed first of all, and then the main packages connected by the Participant outside the Promotion.

  • A 100% discount on the cost of the Internet traffic package (500 MB) for 60 days used throughout Russia. The Promotion package is consumed first of all, and then the main packages connected by the Participant outside the Promotion.
The validity period of the package starts from the date of connection.

The package includes internet traffic, which can be used throughout Russia.

The Promotion package is spent first of all, and then the main packages,
connected by the Participant outside the Promotion.

Category B prizes

Prizes from MTS partners(discounts from partners of MTS PJSC, provided upon presentation of promotional codes):

  • JSC "RTK"
  • CTV LLC
  • FRIIETLAST LLC
  • Inform-Mobil LLC

Detailed information on how to use the discount will be available to the Participant at the time of winning.

Support

Any claims regarding the Promotion "MTS Machine" can be sent to the address of the organizer:

The claim must contain the last name, first name and patronymic of the Participant, contact phone number, email address of the Participant to send him a response.

The biography of Soviet slot machines originates in the 70s of the last century. Then, the release of the first models was puzzled by completely non-core plants - enterprises of the defense-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 entertainment.

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

During the existence of the USSR, they managed to produce about 70 amusement machines, but in the 90s there was a collapse, 15 kopecks, which visitors usually paid for, completely depreciated, it became expensive to maintain parks and the devices of those times simply lived out their lives.

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 quite original designs, although with the possible borrowing of foreign ideas, but implemented on the Soviet technical base.

Soviet arcade game machines (AIA) are arcade games produced and distributed on the territory of the republics of the former USSR. They were usually installed in the foyer of theaters, circuses, cinemas, Palaces of Culture, amusement parks and similar public places. Sometimes the slot machines were "collected" into independent specialized "Gaming Rooms", "Gambling Halls" or "Slot Machine Halls" (not to be confused with modern halls in which machines and slot machines for gambling are installed). They had no competition, since Western models were not presented on the Soviet market.

Like any other arcade games, the Soviet AIA was intended only for entertainment, without any other prizes, except for the so-called "bonus game" for the player's successful actions. Or, in other cases, souvenirs and small items such as chewing gum, chocolates, soft toys, key chains, etc. "Crane" machines periodically appeared "souvenirs", such as small bottles of alcohol (most often brandy) and commemorative coins, invested to attract players more actively. Part of the automata (mostly with minor changes) was “torn off” from Western models without much fuss. But we also had our own, original developments.

There was no age limit for playing slot machines. The only limitation could be the height of the player. Although the smallest ones found a way to play by 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 for 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, giving 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 that are in circulation 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 had a different value. Often, the coin acceptors were simply soldered or clogged, and the operator turned on the machine for the player after payment.

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

Middle-aged and older people will surely remember the Sea Battle, Marksman, Rally, Submarine, Air Battle and others beckoning with lights and sound effects. How much pocket money saved on school breakfasts was dragged there by 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 "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 “those times” with pleasure until now.

The peak of the flowering 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 supplanted by more spectacular Western counterparts, "one-armed bandits", computer salons and home gaming computers and consoles. And the old machines 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 can do. And, apparently, the first. An analogue of the American slot machine Sea Devil.

The machine 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 an allowance for the speed of the ship 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". When hit, the player heard a sound and saw a flash of an explosion, and the ship "sank", or after the flash it turned around and followed in the opposite direction. In case of a miss, he continued his movement. In just one game, 10 torpedo launches could be made. If they hit 10 ships, the player got the right to a bonus game - 3 free launches. A significant disadvantage of the machine was that, with proper dexterity, 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 for the movement of ships was almost close to the player, somewhere at the level of his knees.

Air battle

On the screen of the machine, the player saw the silhouettes of three enemy aircraft and the crosshairs of the sight. By operating the joystick, it was necessary to try to catch the enemy on the fly. The complexity of the game was that the enemy link 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 Hunting", "Lucky Shot", "Safari", "Sharpshooter", etc.

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

There was no screen in the “Hunt” itself, but there were scenery of the forest, because of which animal figures appeared. The "swamp" version of the game was called "No fluff, no feather!"

Sniper

An electronic shooting range where the player had to hit twenty stationary targets with 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.

Interestingly, the system that controls hits was located in the stand of the machine gun. There was also a “feedback” - an electromagnet that simulated recoil when fired.

Turn

An analogue of the famous board home game "Behind the wheel". The machine imitated the movement of a car along a ring road with obstacles in the form of flyovers and passing cars. To receive the bonus game, the player had to drive without collisions a certain number of "kilometers" counted on the counter. Interestingly, when putting one 15-kopeck coin into the machine, the player was entitled to only one bonus game. And with two coins - as many as three.

Penalty

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

Using the lever, the ball was thrown up, the player had to calculate the impact force in such a way that, rolling back, the ball hit the goal and did not fall into the penalty area.

Townships

By controlling the bat with a joystick, the player had to hit the standard city targets moving across the screen. The player was given 5 seconds to aim before each throw, after which the bat would fly out automatically. When knocking out all 15 pieces, the player who spent no more than 24 bits on this was entitled to 40 bonus throws.

horse racing

An exact copy of Steeplechas with Atari. Up to 6 people could play at the same time. In a single game, the player competed with a computer. But it was more interesting to play against other people. stripes.

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. In total, the game had 16 level screens, during the passage of which the main character had to overcome obstacles and fight enemies.

Tap

By controlling the mechanical hand, it was necessary to try to get the prize from the transparent case of the machine gun. Usually they were soft toys, chewing gum, chocolate and other little things. 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 lateral movement was released, the "hand" automatically lowered and tried to capture the prize it was above. With a successful grip, the “hand” opened up above the prize receiver tray, and the lucky one could get his reward out of it.

Basketball

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

The playing field was covered with a transparent dome and divided into holes with springs, one of which was hit by a ball. By pressing a button, the player "shooted" the ball out of the hole, trying to hit the opponent's basket or prevent him from throwing in turn (each hole was controlled by both players).

Football

The game, better known in our country under the name "barbecue" (and bearing the name "fussball" in the West), is intended for two to four players. Strikes and passes were carried out by rotating the handles of the rods, on which the figures of football players were “implanted” (hence the name “kebab”). At the same time, the figures of football players on the rod changed their angle of inclination, which made it possible to hit 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 blow, the player received a point.

Hockey

The game, not much different from its "home" version, which many Soviet children dreamed of receiving for their birthday. The main differences were the dimensions and the presence of a glass cap covering the field and protecting the puck from flying out of it, and the players' figures from curious children's hands.

Astropilot

The first attempt to create an apparatus with a space theme. The player had to control the spaceship, trying not to crash into the elements of the landscape and successfully land. The joystick was used, as a result, points were awarded.

Tankodrome

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



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