An Arcade Ecosystem – Part 1 EXTRA: The Archives

Hi Everyone,

And welcome back. Before the commercial break, we heard about the sudden appearance of a video-arcade scene in the small Scottish town of Kilsyth in the early 1980s. While the story told was based on what I could remember, I had some help from the nation’s archive materials, and a friend. This is how it all went down…

The Archives

The National Library of Scotland

Kilsyth’s relationship with amusement machines didn’t begin in the early 1980s.

About 10 years ago, some video-game enthusiasts mustered the support of the now defunct Jammaplus community to stage a retro-gaming event over a winter weekend in the Coachman hotel. This was very handy for me, as I could stay with my parents for the duration. On discussing it with my dad, he mentioned an earlier hostelry on the same site, which had been popular in his youth – at some point in the late 50s or early 60s. This seems to have been a ‘milk bar’. Hard as it now seems to believe, there was still a locally enforced prohibition in the town in those days. But the main reason for the ‘bar’s’ popularity was that it had pinball machines – the only place, locally, where that kind of entertainment could be found.

By the time I started frequenting the local pubs, there had been no pin-tables for years. What they did all have, however, was at least one ‘fruit machine’, something that seems to have been common since at least the 1970s. Known officially as ‘amusements with prizes’ these kinds of machines were and still are heavily regulated. To be able to operate them legally, businesses needed a licence. The general conditions had been laid out by the Gaming Act 1968, and tightened up by the Lotteries and Amusements Act 1976. However, the District Councils kept an even tighter reign on developments, through the application of strict planning conditions on the kinds of activities which could be undertaken by traders on a given premesis. This might limit the type or number of machines that could be sited, the opening hours of the venue, the minimum age of the customers and more besides.

As far as I can work out, from at least 1982, any buinesses hoping to site multiple video arcade games also needed to apply for (and be granted!) a ‘Public Entertainment License’ under the Civic Government (Scotland) Act 1982. While all of this sounds like tedious legalese (which it is!), the prospect of licences and applications, means the prospect of a paper trail, and with it – potentially – more information to help fill the gaps in my crumbling memory. Encouraged by this realisation, I headed off to the National Library of Scotland on George IV Bridge in Edinburgh.

To simplify the process of trawling through the records, I thought I should probably start by nailing down the names and addresses of the arcades themselves, and if possible, their owners. My first instinct was to go through the old phone directories. These were easy enough to get hold of, and what a blast from the past that was – massive chunks of printed paper that were once so familiar, that could be found in every single house in the land, that were torn in half for sport by celebrity strongmen, but which I hadn’t seen for decades. I’d also forgotten about the flimsy paper and cheap ink they used that came off all over your hands. Ten minutes in the phone book, and anyone looking at your hands would mistake you for a chimney sweep!

The best possible outcome was that I’d look up ‘Amusement arcades’ in one of the phone books, and find a ready-made list of all the locations I was interested in. In reality, of course, I knew the information they contained was never going to be complete.

The Yellow Pages, for example, had a classifications index over 20-pages long, including the promising-looking ‘Amusement parks and arcades’, and ‘Leisure centres’. But that doesn’t mean that every location that we might consider an arcade would be listed there. For one thing, securing an entry in the Yellow Pages was a business proposition with an expense, which many smaller concerns and start-ups might not have wanted to incurr. I suspect there may have been more than a few businesses for whom video-games were a side-hustle, which they didn’t want to advertise any more conspicuoulsy than through word-of-mouth, lest they fall foul of the District Council, or the taxman. In even more cases, however, the ‘spacies’ will have been a temporary or experimental aside to an established line of business, and probably not worth the bother.

I quickly found the details of several of the arcades I used to frequent in Falkirk, Stirling and Glasgow – which I’ll explore in my next post. Frustratingly, this particular angle revealed precisely none of the venues where I invested / sacrificed so many 10 pees in Kilsyth. I couldn’t even find the names of all of the business.

Central Kilsyth (OS, 2023), showing ‘points of interest’!

Based on what I’ve written above, I was expecting to find at least four:

  1. Rennie’s the Bakers,
  2. Shannon’s the Newsagents,
  3. A proper, bona-fide arcade, with at least 10 video arcade games and a pool table, whose name and exact location I could not remember,
  4. The tiny grocers known locally as ‘The Wee Shop’, run by a businesman called Harry Wilson.
Kilsyth’s three (count ’em!) Main Street Arcades in 1984…

Of these four establishments, Rennie’s was there under ‘Bakers & Confectioners – Retail’. It’s still there now, at 22 Main Street.

I also expected to find Shannon’s and Harry Wilson’s under ‘Newsagents & News Vendors’, or ‘Grocers, Supermarkets & General Stores’, but nothing, nada… although not entirely zilch. Being able to remember roughly where those locations were, I checked for the addresses. For some reason, what was Shannon’s was still listed as ‘Matear’s’!!! Big up all the grannies out there! While I found another of Harry Wilson’s groceries, he doesn’t seem to have put his name to ‘The Wee Shop’, which was apparently officially-known as ‘Highland Park Stores’.

There was no information, however, about the other arcade.

A friend suggested I try to fill the gaps by looking through back-issues of the local newspaper, The Kilsyth Chronicle. Initially, I was reluctant to do so. The last time I’d done that kind of thing, which was – admittedly – decades ago, the materials came on microfiche or microfilm, which is an absolute chore to use, and difficult to photograph. But luck, it seems, was on my side. On going back to the Library to collect my order, it turned out that they only had physical copies of the paper in stock. Woot!

Looking back through those old papers brought back so many memories. The Chronicle was another one of those things that was always there in the past. Everyone who lived in the town read it, mainly because it chased down every local crime, scandal and happening to fill its column inches. It’s also where you could buy and sell your unwanted shizz for free through it’s ‘Fifteen Pound Flyer’ section. No Facebook Marketplace in them days. It was also amusing to rediscover the immediately transparent and dare-I-say unprofessional levels of bias in how some of the issues-of-the-day were reported. But that’s a tangent for another time.

Figuring that the new arcade opened in 1984, I started with the box of newspapers from that year. Disappointingly, there was a gap from the 19th of January to the 5th of April. Miraculously, however, the next available issue, for Thursday the 12th of April, had a massive clue on the front page!!!

The arcade had been at 46-48 Main Street, and the proprietor, a Mr Francis Harvey! As you can see, Frances had gone out of his way to make his planned business acceptable to the local Community Council (basically a residents’ associastion), as well as the District Council, which presided over licencing and planning decisions. To the detriment of his own business, he was going to stay closed during the lucrative lunchtime slot. And I’m wondering now, if that’s because the Rennie’s was already doing that? In any case, the Rennies weren’t overly pleased at the prospect of further competition, and had employed local lawyer and sharp-actor, Alastair Mathie, to raise objections on their behalf. What’s really interesting about all of this, are the comments offered by Mathie on their behalf. You’ll note that he plays the ‘social and moral danger’ card – which had been very prominent in the media back then. It is also very interesting how he suggests that ‘space invader machines […] could lead youngsters on to gaming machines which in turn could lead to an addiction to gambling’. Why is this interesting? Later that year another gaming-related application was considered by the council. It has been submitted by the Rennies.

Kilsyth Chronicle, 19th December 1984, p.1. Note the typo. For Bennie, read Rennie!

You see, those sneaky bar-stools were already planning to refocus their own games room on just the kind of activity their lawyer had suggested was socially and morally dangerous. Even worse, on looking through the surviving records of Cumbernauld and Kilsyth District Council, I discovered that the Rennies had submitted their application before the meeting about Francis’ application had been held!

Someone who was justifiable irked by this was Mr Francis Harvey. While it’s not mentioned in the newspaper, the records of Cumbernauld and Kilsyth District Council show that he had submitted a formal letter of objection to the licensing committee, opposing the Rennie’s development. It seems that the Community Council had also been extremely concerned. In the end, however, the upstanding local businessman got his way! But this was to be a pyrrhic victory. By the looks of things, there weren’t enough hardcore gamblers in the town to feed his new morality vacuum. After a few months, it seems to have died a death, after which the building was sold, refurbished, and repurposed. That’ll teach him, eh?

Kilsyth Chronicle, 21st May 1986, p.1.

I made several visits to the library, where I went through all the available copies of The Chronicle from 1982 to 1986. While this was tough going, it didn’t take quite as long as you might think. For a start, it was a weekly paper. There were also gaps in the collection. Significantly, however, there were rarely more than 10 or 12 pages of news in those things, only 4 or 5 of which were relevant to Kilsyth. The rest covered the outlying villages. While I didn’t find any substantive information on Kilsyth’s arcades, I was able to trace the beginning of the Rennies refurbishment of 22 Main Street to 1981 and the planning permission they were granted to undertake ‘erections, alterations and part-demolition’. What was even more interesting were the adverts.

In the world of ‘retro-gaming’, there is a persistant myth that the video-games industry, and with it the whole video-games phenomenon, suffered a devastating crash in 1983. If we focus on sales of massively expensive cartidge-based home-gaming systems – like the Atari VCS 2600 – or the high-volume sales of dedicated arcade cabinets – such as Pac Man – in the USA, that’s probably accurate. Here in the UK, however, this is precisley when gaming at home, and certainly in my local arcades really began to take off. Throughout 1983 and 1984, The Chronicle is full of stories on local computer initiatives, computer-themed events, and the sale of computer systems. These are also the only years where there is a wave of applications and approvals for the opening of new arcades.

Check out those prices! And check out these!

Kilsyth Chronicle, 10th May 1984, p.3. Phwoar!

The next step in my investigation (!) was to have a look through the minutes of the Council’s Committee Meetings. While some of the bigger councils kept discrete sets of minutes for Planning, Licensing, and other committees, the surviving material from Cumbernauld and Kilsyth District Council was all lumped together in one bundle. I imagined this would have been stuffed into a single, large storage box. But the reality was rather more civillised. Nobly assisted by fellow arcadist, TartanGP, we set out on an expedition for the North Lanarkshire Heritage Archives in Motherwell.

Council Records, North Lanarkshire Heritage Centre, Motherwell

After steeling our nerves at a nearby fastfood restaurant, we arrived to find the documents we’d requested neatly bound into a series of fetching hardback volumes. On leafing through them, however, it was clear that large swathes of information had been consigned to the dustbin of history. Not only were there major gaps in the records, but loads of examples of overlap and repetition, and no indexing to speak of. We did manage to find the minutes of the meetings that fed into The Chronicle’s reportage, but this was – surprisingly – revealled to be more or less verbatim. I suppose that simply copying down what was said in the Council Chambers was easier for the journos than creating any actual stories!

Sadly, I wasn’t able to confirm when Francis Harvey’s arcade came to an end, or to find the short newspaper articles that reported the troubles that forced it to close. What I was able to do was trace how my own local arcade ecosystem sprung into life, fourished, then fizzled out. Don’t worry, though, readers, ‘cos in the end, I wasn’t too sad. In fact, it may surprise you to learn that I wasn’t particularly bothered. That wasn’t because I’d gone off arcade machines. It was because suddenly, my horizons had been significantly widened.

John Rambo Vs John Matrix (aka ‘How many k!llings?’, aka Operation W-hat now?!)

Today’s post is more about action movies than video games. There is a connection, which I’ll get to in a wee while. But first, we need to set the scene.

Back in the early 1980s, life was slow. Things hadn’t changed much since the 1970s. There were some perks to being a kid back then. We still had our Lego, our toy soldiers and our Raleigh bikes. Star Wars was already a thing. And those were all great. But there was still a lingering, lurking boredom. The days were long, and our tiny minds were racing at eighteen to the dozen. The truth is, there wasn’t always enough going on to occupy them. Remember that? Remember being bored?

But there were signs and portents on the horizon. Who can forget the arrival of the Golden Age of video arcade games? Or the appearance of The A-Team on the telly? Things were looking up.

Then we reached the event horizon. The advent of reasonably-priced home computer systems dropped like a Tsar bomba, vapourising the lurking vesitges of 1970s boredom. And that was only the opening salvo! We barely had enough time to catch our breaths before the next explosion – the RPG revolution. And no – I’m not talking about turn-based, anime-flavoured home console games. I’m talking about dice, baby.

But as it turned out, that one was a cluster bomb.

You see, just after the first flash, there was a series of others, which gave us Citadel miniatures, hair-metal metal music, leather jackets and mullets.

And it didn’t stop there.

Of course, not everyone was happy about these developments. As previously discussed, some grown-ups were a bit suspicious of arcades and arcade games. Others were downright miserable. Some of them did their damnest to rain tears of malcious disdain all over the stuff that was suddenly making life so exciting.

Some of the busiest of these busy-bodies had already organised into the ‘National Viewers’ and Listeners’ Association’ (later known as Mediawatch-UK). Their po-faced spokeswoman Mary Whitehouse whinged on and on and on (and on) about the ‘moral collapse’ of British society. Their self-righteous, and self-appointed representatives bullied their way onto television, and badgered their targets through the courts with the help of tame MPs.

Thankfully, however, they were never able to generate quite the same level of noise as their bible-thumping counterparts in the USA. The holier-than-thou brigade on that side of ‘The Pond’ were so convinced that Dungeons and Dragons was the gateway to Satanism and eternal damnation, that they managed to foment the so-called ‘Satanic Panic’. Witness the slightly less-venemous version of their speil brought to life in the Tom-Hanks-vehicle Mazes and Monsters (see what they did there?). If you haven’t seen it yet, it’s worth a watch. Not because it rivals the levels of zeitgeist-magnification seen in Stranger Things. More because it’s so bad its good!

In Blighty, the do-gooders’ greatest outrage was yet to be piqued.

While I remember the 1980s with fondness, I realise that not everyone had it quite so good. In fact, for lots of grown-ups, and their families, times were pretty tough. And when times are tough, folks do what they can to escape. One of the less damaging ways of doing this is through the portal offered by the silver screen – which goes some way towards expaining the raft of exciting and escapist adventure-movies which flooded the market in those days.

From the perspective of a spotty teenager shakily finding his way in the world, the heavy emphasis on childish empowerment fantasy was a sure-fire winner. OK, so you might be getting a b0ll0cking at school for not doing your homework, or at home for ruining shoes / tousers / random items in pursuit of assorted hi-jinks. But after joining messers Stallone or Schwarzenegger for a ride in their latest action adventure, all of that had been forgotten. You came away feeling pumped up – even if the reality staring you in the mirror was a pile of bean poles tied together with hairy string.

Of course, those movies weren’t made for kids. In fact, in terms of licensing laws, kids weren’t even allowed into the pictures to see them. But we all did see them. How, I hear you ask? Why, home-video of course! These were the ‘video nasties’ that Whitehouse et al. railed on about and wanted banned. But then as now, they were more than welcome to get to Falkirk. Actually, no – I liked Falkirk. They could get to Fenchurch.

Kilsyth Mainstreet, 1980s.

My family didn’t get our first VCR until Christmas 1984. But following a trip down the Mainstreet to the Pegasus video-rental shop, and the procurement of a membership card by my dad, we wasted no time in working our way through its collections. By 1986, my friends and I would take turns renting movies, and decamping to the house of whoever’s parents were feeling most tolerant that weekend.

By the late 80s, we’d developed the prehistoric version of Netflix syndrome. Basically we’d seen all the good stuff, sometimes multiple times, and were suspscious of new releases in case they were simply more of the same, or – confusingly – not enough of the same. While our choices were partly based on reviews, or even just pictures we’d seen in magazines or on the telly, we also gravitated towards films that had been condemned by our self-proclaimed moral guardians. When The League of Gentlemen skits about two gormless youths basing their video-rental choices on the number of ‘killings’, they’re pretty close to the bone!

Two of my favourite films from that era and that genre are Rambo: First Blood Part II, with Sly-vester Stallone (deal with it); and Commando, with Arnie ‘get to de chappa’ Schwarzenegger. They capture the essence of that hyperbolic, over-stimulating, escapist nonsense that prevailed in those days. And as we’ll discuss later, they also inspired a slew of video games.

Rewatching The League of Gentlemen recently got me thinking. Has anyone done a properly scientific, double-blind survey of the actual number of killings in either of those films? Well, as it was my birthday last month, I got myself a couple of hand tally counters, conscripted the services of one of the kids, and set about doing just that.

We started with Commando.

If you’re unfamiliar with the plot… what the heck is wrong with you?!!!!!!

Essentially, it’s about huge, muscle-bound special ops commander John Matrix (Arnie) who uses his martial prowess, and preter-natural ability to dodge bullets, to kill an army of bad guys and rescue his kidnapped daughter.

After a fairly slow – but steady – start, Arnie tracks the bad guys to a South American island, where he quickly racks up an impressive tally of killings. Based on what could be seen, we reckoned on 88 or 89. However, things weren’t always clear cut. At one point, Arnie blows up two fairly large barracks-buildings. Whether anyone was in them at the time is impossible to say. Then there’s the issue of how many additional baddies might have fallen off-screen, when Arnie was pulling the trigger on his machine gun like a dog pulling on a string of sausages. Sadly, the baddies were not entirely unsusccesful, with three of Arnie’s buddies, a couple of squaddies, a mall-cop, a regular cop and a forger also biting the dust.

That makes a total of at least 96 killings by our reckoning!

Contrary to what Whitehouse and others may have argued, this was no nauseating gore-fest. The violence, while extreme, is cartoon-like. The only damage done is highlighted with paint-like stage-blood. In one sequence, where Arne is about to detonate the explosives he’s rigged round a barracks-block, it is obvious that the guards outside are not people but scarecrows, which wobble about on their poles as the building explodes. That’s funny. There are actual jokes in there too – although the best we could do, if we were feeling generous, would be to file them in the ‘dad-joke’ drawer for dodgy puns.

Next up is Rambo: First Blood Part II.

While the original First Blood is a comparatively sedate action-adventure with no actual killings, Rambo goes all out for the high score. The plot is, naturally, extremely similar to that of Commando: ie. muscle-bound special ops veteran John Rambo (Sly) uses his martial prowess, and preter-natural ability to dodge bullets, to kill an army of bad guys and rescue some kidnapped American soldiers. For some extra added Cold-War edge, the action not only plays out in foreign lands, but includes a squad of evil Soviet antagonists.

When it comes to killing, old Johnny Rambo sure knows his onions. He gets ’em with throwing knives, his big old ‘Rambo’ knife, ordinary arrows, explosive arrows, a garotting wire, explosives, machine guns – including an M60 – a helicopter, and – of course – his bare hands.

In the end, we reckoned he maxed out with either 62 or 64 on-screen killings, including a ridiculous 30 Soviet Black Berets. But that was just the visible total. After immolating a whole hillside of paddy-fields while being chased by baddie-soldiers, and blowing up around 15 buildings in the enemy compound, the actual total of unseen and off-screen killings could have been far higher.

Sticking with the visible total, however, we can also add the 4 baddies killed by Johnny’s girlfriend, and at least another 4 killed by the gunners in various goodies’ helicopters, bringing the on-screen total to 70/72. But there is a sad addendum here. The one character who could have saved Rambo from his demons, and helped him find peace and fulfillment – his Vietnamese girlfriend – is also killed. NooooOOOOOO! Guess that makes 71/73.

So there you have it, Commando beats Rambo by a minimum of 96 to 71.

But is that the only measure of success?

OF COURSE IT ISN’T!

We can also look at the respective influence of those movies on the video-games phenomenon.

Now, in the Wild West of copyright violation that was the 1980s-video-games-scene, both Arnie and Sly, and their images were frequently and blatantly infringed. The look and colouring of Lance and Bill from Gryzor (Contra), for example, was no coincidence.

Rambo itself was the inspiration for a home video game released by Ocean software in late 1985. I dunno why I’m telling you. Its so weel-kennt, it even features on the cover of Jerry Ellis’ superb Book of the Game of the Film.

I first played it in Boots the Chemist in Falkirk in the run up to Christmas that year. I may have had a ZX Spectrum at the time, but when I graduated to a C64 the following year, one of the first games I ‘backed-up’ was Rambo. I still remember the time I took to savour it.

Boots the Chemist, Falkirk Hight Street, 7th Fenruary 1987. The video games were on the 1st floor.

Waiting with growing anticipation through the excellent Ocean loader music, and then letting the amazing Rob Hubbard attract screen tune play all the way through before starting. It was a surprisingly short game when you knew the secrets, and there was a cheat for the helicopter phase at the end, but I loved it.

Commando a la Arnie, never got its own game. Or at least – not directly. Capcom had released an arcade game by the same name in 1985, but it bore little similarity to the Holywood blockbuster.

Where both films came together, however, was Taito’s 1987 classic, Opertation Wolf

As with most arcade games in the late 1980s, I first encountered Operation Wolf in the summer holidays the year after its release – so, 1988. I’m pretty sure it was in a motorway service station on the M6, no doubt of the Trusthouse Forte variety, and it was certainly in a specially converted Electrocoin Goliath cabinet.

As I may have mentioned previously, this initial encounter was not love at first sight. Strange as it might sound, I suffered a fleeting ‘moral panic’ of my own. The graphics on that game were something of a quantum leap in video-games design. Prior to that we’d be shooting triangles, or space-insects, or cute arcade monsters. The baddies in Op Wolf looked realistic. Too realistic. Who were those poor souls I was gunning down? Is this right? Do they really deserve to die? It was an Austin Powers moment. Twenty pee later, however, I was over it. And I still enjoy a blast today.

On my first few plays, I assumed the game was a rip-off of Rambo. After all, it is set in a tropical jungle. And look at the attract mode. It’s very close to the scene in the movie, just before John J. takes off from his Vietnam base camp, where we see a ‘getting-ready-montage’ involving bootlaces being tied, a gun being checked, and a knife being slid into a sheath. It also involves rescuing POWs, and a cut scene, where the hero has his wounds dressed by an East Asian lady, just like Rambo’s girlfriend.

The ‘inspirations’ (!) seem fairly clear.

But on revisiting Commando, it struck me that the similarities between the Op Wolf attract mode and Arnie’s getting-ready-montage before heading to South America are maybe even greater.

It seems that’s what the big boys thought too. The way the game was packaged for the home computer market by Bob Wakelin, foregrounded a muscular blonde soldier. I’d say there were also shades of Predator in the game, especially the bit at the start where Arne and chums raid a contra base in Latin America. And finally, while the hero of the cut scenes in Operation Wolf has black hair – just like Sly, the game does feature a muscle-bound M-60-wielding baddie with blonde hair, who is so tough he can only be killed if you shoot him ‘right int’ face’…

But what do you think? Is it possible to unpack the single inspiration behind Operation Wolf or is it just a steaming broth of violent action-movie tropes? And who was Top Trumps, anyway – Arnie or Sly? Let me know in the comments below (oo, ah done a rhyme!).

Thanks for reading, folks. And stay tuned. I’ll be back before you know it with a report on the arcade-scene in Glasgow in the late 1980s and early 1990s…