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The Alternate Universe of Soviet Arcade Games
by Kristin Winet September 1, 2015
The Alternate Universe of Soviet Arcade Games
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In This Story
[blank-11b9]
Place
Museum of Soviet Arcade Games
Immortal combat in a Moscow museum.
[blank-11b9]The Soviet arcade game "Magistral". (All photos: Kristin
Winet)
When you walk into the Museum of Soviet Arcade Games in St.
Petersburg, the first thing you'll see is a series of gray,
hard-edged soda machines from the early 1980s. If you choose the one
in the middle, it will dispense a tarragon-flavored and slightly
fermented soda whose recipe relies on a syrup that has not been mass
produced since the fall of the Soviet Union. It tastes not unlike a
mix of molasses and breath mints.
All around us are beeps, pings, and shot blasts coming from rickety
old machines that seem like they've time-traveled from the golden era
of American arcade games. And yet, everything's in Russian, we're
using kopecks as currency, and there is no Donkey Kong here.
This is not your typical museum. For one thing, everything is not
only touchable, but playable. Designed to look like a 1980s USSR
video game arcade, the museum is filled with restored games carefully
modeled after those in Japan and the West and manufactured to the
approval of the Cold War-era Soviet leader, Nikita Khrushchev.
[blank-11b9]The museum entrance.
Now, 24 years after the dissolution of the Soviet Union, Russian
families spend their afternoons here playing the propaganda arcade
games of their youth, drinking increasingly hard-to-find sparkling
beer from 1980s soda machines, and popping Soviet coins into
strength-training and eye-coordination games that were approved by
the Soviet government in the 1970s and 1980s as having "real" value
to children.
The museum has recovered nearly 60 games, many of which are the last
remaining ones in the world. The project began three years ago when
four college students in St. Petersburg decided to rescue the bulky
relics from obscurity, and teach the country about the USSR's
improbable arcade gaming history.
"The fact that some of these products are in danger of disappearing
is why they are beloved," says Dr. Stephen Norris, a Professor of
History at Miami University of Ohio who specializes in Russian and
post-Soviet studies. "Nostalgia for the video games of the 1970s and
1980s is part of a larger nostalgia for Soviet consumer products of
late socialism," a period when Russians were introduced to many
popular items, from wall-mounted radios to beveled drinking glasses
to vacuum cleaners.
[blank-11b9]Soviet-era kopeck coins.
The story of how arcade games made it to the USSR is a circuitous
one. Though it has never been substantiated by historians, the
anecdote goes that on a trip to the United States, Khrushchev was so
smitten with the arcade games he saw that, upon his return, he
invited all the game makers to come to Russia and showcase their best
games. Then, he bought all of them, and sent them to Russian military
factories with orders to figure out what made them work. Afterward,
he took bids for new game ideas.
"I have heard this anecdote too, but do not know if it's apocryphal
or not," says Norris. "I cannot state with 100% certainty that it is
this correct."
Whether or not this is hearsay, what we do know is that the
manufacture of arcade-style games in the USSR did take place in the
wake of the famous American exhibit held at Sokolniki Park in 1959,
an exhibition that ended with Khrushchev visiting America and
returning with a renewed commitment to produce more consumer
goods--among them, of course, the arcade games here in St. Petersburg
today.
Once it was determined which games would be produced, the blueprints
were allegedly sent to military factories that primarily made
electronics used in nuclear testing and weapons. These were perhaps
the only places in the USSR that had the manpower and the means to
understand the engineering required to build the arcade games.
In a curious twist of fate, however, it meant that the instruction
manuals were also produced in the factories, and therefore were
considered classified government documents. Because of this, the
manuals are thought to have all been destroyed. Therefore,
anyone intent on restoring the historic arcade games today needs to
do a lot of guesswork when servicing the old wires, pipes, lights,
and engines.
[blank-11b9]"Winter Hunt," in which the gamer shoots bunnies who pop
up in the snow.
According to Oksana Kapulenko, one of the museum's curators, there
are three major differences between the Soviet games and those of
Europe and North America in the 1980s: cost, weight, and subject
matter. For one thing, it was extremely expensive to manufacture and
distribute them, so they were rare. Secondly, clocking in at 330 to
375 pounds each, these hefty games weighed up to five times more than
their prototypes across the ocean because of the lack of availability
of lighter materials.
Because of the scarcity of materials after the fall of the Soviet
Union, many of the machines were destroyed in order to repurpose
their parts. And, unlike machines in the West, every single machine
that was produced during Soviet-era Russia had to align with Marxist
ideology.
What does that mean, exactly?
[blank-11b9]"Basketball" game.
Well, to put it simply: it means no Pac-Man. It means no fantasies.
It means presenting work as physical labor, promoting Communist
patriotism, and glorifying habits of mind that were appropriate to
Marxist thinking. Fantasy and role-playing games featuring
treasure-hunting, princesses, and invented creatures had no home in
the USSR.
Instead, the most popular games were created to teach hand-eye
coordination, reaction speed, and logical, focused thinking. Not
unlike many American games, these games were influenced by military
training, crafted to teach and instill patriotism for the state by
making the human body better, stronger, and more willful.
It also means no high scores, no adrenaline rushes, or self-serving
feather-fluffing as you add your hard-earned initials to the list of
the best. In Communist Russia, there was no overt competition.
[blank-11b9]Gamers playing a shooting game called "Sniper 2".
There is one curious game in the museum that seems to break this
pattern. It was constructed under the guise of being a
strength-training game for children using a popular children's story
as its framework. Much like the carnival games in the West in which
someone pulls a level or smashes a hammer down onto a platform, this
game--called Repka, or "radish"--is intended to test and increase a
person's brute strength by asking the gamer to pull up on a lever as
hard as he or she can to help pull a stubborn radish out of the
family garden.
The machine face of the family member whose strength the player
matches with lights up after the game registers the amount of kilos
they can pull. Both animals and humans feature as radish pickers.
After failed attempts by a mouse, a cat, a dog, a daughter, and a
grandma, the vegetable can only be pulled up once the grandpa jumps
in and the entire family works together to pull it out collectively.
According to Norris, the fact that a group of young people revived
these games says a lot about how nostalgia for the Soviet Union
operates in Russia today. They "are not nostalgic for a restoration
of the USSR and certainly not for the violence of the Stalin era," he
explains. Instead, theirs is "a wistful, often ironic attempt to make
sense of the past and to keep parts of it alive."
[blank-11b9]The three drink dispensers visitors in the entrance to
the Museum.
As with all conservation efforts, imminent questions loom over the
future of these rickety games, clunking soda machines, and old photo
booths. For one, the museum claims to already own nearly 85 percent
of the world's remaining supply of discontinued light bulbs that make
the Snaiper-2 game work. What happens when they run out? What happens
when the one factory in the country that still produces the
tarragon-flavored syrup from the Soviet era stops making it? What
happens when they can no longer find the right wires to properly
configure the basketball game, a game that, underneath the hood,
looks like a tangled pile of metal spaghetti?
The ongoing--and increasingly difficult--act of restoring, maintaining,
and repairing these arcade machines is simultaneously an act of
respect for the harsh reality of life in Soviet-era Russia, which
used models from the West to create its own idiosyncratic gaming
culture, and a defiance of it.
These questions are very real, and yet, the Russian attitude toward
preserving play doesn't involve keeping the machines locked up tight
or preserved behind glass. "They are meant to be played," curator
Oksana tells me as she leads me upstairs, "not examined like
specimens."
[blank-11b9]The menu at the museum's cafe.
Oskana's favorite game is called Gorodki, or "little village," a
bat-and-sticks game originally invented by Russian peasant farmers.
The game began in rural Russia, where families would line up and try
to knock down wooden poles arranged into shapes on the ground; the
goal was to destroy as many of the pole arrangements (known as
"little villages") as possible.
According to the 18th-century Russian military leader Alexander
Suvorov, the traditional game was a perfect method for teaching the
tactics of warfare: striking the pins made players swift in attack;
knocking the pins down honed their force; rebounding for the next
attack heightened their awareness. The game saw a cultural revival in
the 1970s, when nearly every stadium, health spa, summer camp,
factory, and backyard had its own designated gorodki-playing area.
Soon, it was turned into an arcade game, too.
The Gorodki game beeps to life after coins are dropped into the slot.
As the "little villages" appear on the screen, spinning in circles
across the screen, it feels a bit like playing old-school Tetris, as
the poles spin around into little villages that resemble stars and
airplanes, floating across the screen and waiting to be demolished.
[blank-11b9]The "Gorodki" game.
In recent years, the Russian Duma has taken up the issue of
"patriotic games," with members lamenting what they perceive as the
harmful influence of Western games. "Lawmakers have called for games
that introduce young Russian players to Russian heroes, Russian
history, and Russian culture," says Norris. Heeding this call, 1C
Game Studios recently released a pair of video games based on the
Battle of Stalingrad and the Battle of Moscow. "In many ways, the
Russian video game market today is a return to the role the games of
the Brezhnev era were meant to play."
There may have been ulterior motives behind the development of
Gorodki in the 1970s too, but Oksana admits she just thinks it's fun.
That seems to be the general feeling in this retro arcade parlor in
St. Petersburg.
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