^Starting the game, picking your character, jumping over barrels. Sword of Sodan was a welcomed relief from this practice. All too often arcade games ported to home systems, and for that matter original console or computer games which were given an arcade style would retain those money sucking elements, despite the fact they had just taken fifty dollars worth of your quarters. Home, on the other hand, was its own wonderful and unique experience, or at least it should have been. The arcades were a struggle we wouldn't trade-in for anything. After all, arcade games were largely designed to suck in your quarters, insane difficulty could sometimes be putting it mildly.īut we wanted to press forward, we wanted to see where the game would end up taking us. It was an inevitability that you'd do best to prepare for prior to starting the game. Certainly I had forfeited enough games in my lifetime due to the stumbling of hands reaching through the pants pocket void. Sometimes I was so confident in the need for a continue I'd stack a few sets of quarters on the machine for quick access. 'Twas an all too common experience for those of us venturing to our local arcade. Relief comes in a sigh as you push in that red button, registering to the machine your desire to press onward. The heart begins to pound as you fumble around, a timer ticks itself down. I can hear the coins insertion, falling to a hidden bin to await future collection. I can still feel the pocket of loose quarters as my hand blindly reaches in, feeling up arcade's iconic currency.
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