Arcade The 1960s

Documented to the year

A submarine game carries Japanese arcade manufacturing worldwide

Sega's Periscope let players sight through a submarine viewfinder at ships crossing on chains, firing torpedoes traced by sequenced lights. It sold well in Japan, was exported widely, and pushed American arcade prices up to a quarter.

Released in Japan in 1966; exports to North America and Europe followed

Entry 12 of 164 in the record

What happened

Nothing in the cabinet was electronic in the way later machines were. Model ships crossed a painted backdrop on moving chains, torpedo tracks were suggested by lamps switching in sequence, and a hit set off a bang and a flash. The player looked through a periscope, which hid the mechanism and did most of the work of persuasion. Sega, a Tokyo company whose business had grown out of supplying coin-operated machines to American service bases and Japanese arcades, built it sturdily enough to be crated and shipped abroad.

The export mattered more than the game. Distributors in the United States and Europe took it on, and because the cabinet was large, heavy and expensive to buy, American operators charged twenty-five cents a play rather than the customary dime. The higher price stuck and became the standard for arcade machines for decades. Sega had also demonstrated something less obvious: a Japanese manufacturer could design a hit for its home market and sell the identical product worldwide, roughly a decade before that route carried video games.

The world at the time

Arcades in the mid-1960s ran on electro-mechanical machines: rifle galleries, driving games, baseball novelties and pinball, all built from motors, relays, lamps and painted scenery. Japan had a large amusement trade of its own, and Sega was among the firms treating it as a manufacturing business rather than a local service. Video screens were still years from the arcade floor.

Historical significance

A price point and a trade route were established here. The quarter play funded bigger and more ambitious machines in American arcades, and the successful export of a Japanese cabinet set the precedent that Taito, Namco, Nintendo and Sega itself would follow with video games in the 1970s and 1980s.

What it changed

Electro-mechanical spectacle games stayed profitable in Japan long after screens arrived, and Sega kept building them. The company's export relationships and American sales operation gave it a running start when video cabinets took over the business, and the quarter that Periscope helped establish remained the unit of arcade commerce until the machines themselves faded away.

Sources consulted

  1. The Ultimate History of Video Games Steven L. Kent · Three Rivers Press · 2001
  2. Replay: The History of Video Games Tristan Donovan · Yellow Ant · 2010
  3. Electronic game Encyclopaedia Britannica

Listed sources support the facts in this entry. Wording throughout is original to this archive. Read more about how entries are researched in sources and methodology.

Last reviewed September 2, 2026. Report a correction