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Whac-A-Mole

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Whac-A-Mole
A pair ofWhac-A-Molemachines
Manufacturers
  • TOGO(Mogura Taiji)
  • Bandai(Mogura Tataki)
  • Bob's Space Racers (Whac-A-Mole)
Years active
  • 1975–present (Mogura Taiji)
  • 1977–present (Mogura Tataki)
  • 1977–present (Whac-A-Mole)

Whac-A-Moleis anarcade game.It was created in 1975 by the amusements manufacturerTOGOin Japan, where it was originally known asMogura Taiji(モグラ lui trị,"Mole Buster" )orMogura Tataki(モグラたたき,"Mole Smash" ).

A typicalWhac-A-Molemachine consists of a waist-level cabinet with a play area and display screen, and a large, softmallet.Five to eight holes in the play area top are filled with small, plastic, cartoonishmoles,or other characters, which pop up at random. Points are scored by, as the name suggests, whacking each mole as it appears. The faster the reaction, the higher the score.

A child playing with a classicJapaneseMogura Taijimachine.

Play

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The cabinet has a three-digit readout of the current player's score and, on later models, a "best score of the day" readout. The mallet is usually attached to the game by a rope to prevent it from being lost or stolen.

Current versions ofWhac-A-Moleinclude three displays for Bonus Score, High Score, and the current game score. Home versions, distributed by Bob's Space Racers, have one display with the current score.

If the player does not strike a mole within a certain time or with enough force, it eventually sinks back into its hole with no score. Although gameplay starts out slow enough for most people to hit all of the moles that rise, it gradually increases in speed, with each mole spending less time exposed and with more moles exposed at once. After a designated time limit, the game ends, regardless of the player's score. The final score is based on the number of moles the player struck.

In addition to the single-player game described above, there is a multi-player game, most often found atamusement parks.In this version, there is a large bank of individualWhac-A-Molegames linked together, and the goal is to be the first player to reach a designated score (rather than hitting the most moles within a certain time). In most versions, striking a mole is worth ten points, and the winner is the first player to reach a score of 150 (15 moles). The winner receives a prize, typically a smallstuffed animal,which can be traded up for a larger stuffed animal should the player win again.

Game play options have become more adjustable, allowing the operator/owner to selectively alter the high score, hits points, rate of progressive speed, and game time.

The game is still used for teaching auditory processing and attention.[1]

History

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Mogura Taijiwas invented in 1975 by Kazuo Yamada ofTOGO,based on ten of the designer's pencil sketches from 1974.[2]TOGO released it asMogura Taijito Japaneseamusement arcadesin 1975.[3]It became a major commercial success in Japan, where it was the second highest-grossingelectro-mechanicalarcadegame of 1976andagain in 1977,second only toNamco's popular arcaderacing gameF-1in both years.[4][5]Mogura Taijiwas licensed toBandaiin 1977.[2]Bandai (now part ofBandai Namco Holdings) introduced the game to the Japanese home market as a toy in 1977, calledMoguraTataki(モグラたたき,"Mole Smash" );it was a major hit by 1978,[6]selling over 1 million units.[7]In the late 1970s, arcade centers in Japan were flooded with similar, derivative "mole buster" games.[8]Mogura Taijihas since been commonly found at Japanese festivals.

Mogura Taijimade its North American debut in November 1976 at the International Association of Amusement Parks and Attractions (IAAPA) show, where it drew attention for being the first mallet game of its type. Gerald Denton and Donny Anderson saw it and saw great potential for converting it into acarnival gameby putting it in atrailer.Denton showed the game toAaron Fechterand assigned him the task of building their own version of the game. Fechter coined the name "Whac-A-Mole" and added air cylinders "so that when air pushed up the moles, the air acted as a cushion". He developed the prototype in 1977, and Denton and Anderson presented it to the founder of Bob's Space Racers, Bob Cassata, that year. After Bob made further refinements, Bob's Space Racers began selling the game in 1977. In 1978 it debuted at a midway exhibition show, where it was the most popular game. The following year, it debuted atpinballparlours. In 1980, it was sold in the carnival, amusement park and coin-op arcade markets.[9]Whac-A-Molehas since become a popular carnival game.

Back in Japan, Namco, who were beginning to shift towardsarcade video gameproduction with hits likeGalaxian(1979) andPac-Man(1980), noticed arcade centers in Japan were flooded with "mole buster" games.[8]To capitalize on their popularity, Namco began work on a similar game with a unique motif to help it stand out from similar games.[8]Sweet Licks(1981) was originally designed by TOGO, who had originally named itMole Attack.Namco purchased the rights to the game and gave it new artwork.[10]Sweet Lickswas designed by Yukio Ishikawa, a mechanical game designer for Namco.[11]The game was themed around cake and pastries to help attract women.[8][12]It was the first arcade game to use anLCD monitorto display the player's score.[12]Sweet Licksbecame popular in Japan[13]and was subsequently released in North America in April 1982,[14]then in Europe, where it became popular in the 1980s.[13][15]

Variations

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Whac-A-Molemachine for small children inHainan,China.

The originalWhac-A-Molegame inspired the first genre of games with a violent aspect as central to their user experience. Researchers have usedWhac-A-Moleand its variations to study the violent aspects of these games.[16]

TheWhac-A-Molegame trademark was originally owned by Bob's Space Racers but since 2008 has been owned byMattel.[17]Machines with similar gameplay are sold under other names.Whac-A-Molehas also been the basis for a number ofinternet gamesandmobile gamesthat are similar in play and strategy.

EngineerTim Hunkinbuilt and installed a "Whack a Banker" machine atSouthwold PierinEnglandin 2009[18]made from parts of a previous "Whack aWarden"machine.[19]

Mattel Televisioncurrently is partnered withFremantleto develop a game show inspired by the game, which has yet to debut. The show will be an elimination-style, unscripted series to determine the "Whac-a-Mole Champion". The competition will involve a life-size version of the game, as well as obstacle courses and other "surprising twist[s]".[20]

Design

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The moles are mounted on rods and raised by a lever and crank system. When the user strikes the mole, a microswitch is activated by a pin housed within the mole and the system lowers the mole.[21]

The timing of the moles was originally controlled by tones from an audio tape which then drove an air cylinder system.[22]

Colloquial usage

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The term "whac-a-mole" (or "whack-a-mole" ) is often usedcolloquiallyto refer to a situation characterized by a series of futile,Sisypheantasks, where the successful completion of one just yields another popping up elsewhere.

Incomputer programming/debugging it refers to the prospect of fi xing a bug causing a new one to appear as a result.[23]In anInternetcontext, it refers to the challenge of fending off recurring spammers, vandals, pop-up ads,malware,ransomware,and other distractions, annoyances, and harm.[24][25]

Inlaw enforcementit refers to criminal activity popping up in another part of an area after increased enforcement in one district reduces it there.[26]

In amilitarycontext it refers to ostensibly inferior opposing troops continuing to appear after previous waves have been eliminated.[27][28][29]

It has also been applied tofake news,where as soon as one story is debunked another appears elsewhere – or sooner.[30]

See also

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References

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  1. ^"Whac-a-Mole".speech-language-development.Retrieved2022-03-23.
  2. ^ab"もぐら khấu きを làm った nam"[The man who made Whac-A-Mole] (in Japanese). Archived fromthe originalon 2014-11-13.Retrieved2021-05-14.
  3. ^"70s Amusement Machine History"(PDF).Japan Amusement Machine and Marketing Association(JAMMA)(in Japanese). Archived fromthe original(PDF)on 2014-09-11.Retrieved14 May2021.
  4. ^"Bổn giấy アンケー 〜 ト điều tra の kết quả (アーケードゲーム cơ )"[Paper Questionnaire: Results of the Survey (Arcade Game Machines)](PDF).Game Machine(in Japanese). No. 65.Amusement Press, Inc.1 February 1977. p. 2.
  5. ^"Kết quả ベスト3"[Best 3 Results](PDF).Game Machine(in Japanese). No. 90.Amusement Press, Inc.15 February 1978. p. 2.
  6. ^Fact Book 2021.Bandai Namco Group.2021. pp. 3–6, 20–3.Retrieved3 December2021.
  7. ^"Nguyên tổ モグラたたきゲーム"[OriginalMogura TatakiGame].Bandai(in Japanese).Bandai Namco Holdings.Retrieved13 February2022.
  8. ^abcdNamco Elemecha Daihyakka booklet.Japan:Victor Entertainment.24 July 1996.
  9. ^"An Oral History of Whac-a-Mole".MEL Magazine.6 March 2020.Retrieved16 May2021.
  10. ^"Joint Venture by Namco and Togo Japan"(PDF).Japan: Amusement Press. Game Machine. 1 June 1987. p. 22. Archived fromthe original(PDF)on 16 June 2020.Retrieved30 June2020.
  11. ^"『ワニワニパニック』 khai phát giả からグループ hội trưởng にまで thượng り cật めた nam が ngữ る, ナムコ kích động の 40 năm. Người dựng nghiệp ・ trung thôn nhã thay と の tư い ra, バンダイ kinh 営 thống hợp の sân khấu 【バンダイナムコ trước hội trưởng ・ thạch xuyên chúc nam インタビュー: ゲーム の xí họa thư 】".Den Famicogamer.14 September 2018. Archived fromthe originalon 14 January 2020.Retrieved19 February2020.
  12. ^ab"おかし đại tác phẩm chiến (1981)"(in Japanese).Bandai Namco Entertainment.2005. Archived fromthe originalon 8 September 2019.Retrieved19 February2020.
  13. ^ab"Sweet Licks".No. 29.United Kingdom:EMAP.Advanced Computer Entertainment. February 1990. p. 23.Retrieved18 February2020.
  14. ^Manufacturers Equipment.Cash Box.20 November 1982. p. 63.Retrieved18 February2020.
  15. ^Rignall, Julian(May 1990)."Arcades".CU Amiga.No. 3. United Kingdom. p. 87.Retrieved18 February2020.
  16. ^Chittaro, Luca; Sioni, Riccardo (2012)."Killing Non-Human Animals in Video Games: A Study on User Experience and Desensitization to Violence Aspects"(PDF).PsychNology Journal.10(3): 215–243.
  17. ^Trademark Electronic Search System (TESS),United States Patent and Trademark Office
  18. ^"Bankers 'whacked' in arcade game".BBC News. 2009-12-13.Retrieved2010-12-27.
  19. ^"Whack A Banker details".Timhunkin.Retrieved2010-12-27.
  20. ^"Whac-A-Mole Game Show in the Works at Mattel Television and Fremantle".The Wrap. 2021-02-01.Retrieved2021-08-11.
  21. ^US 4461475,"Game machine having pop-up target"
  22. ^Brett Whitcomb (director) (2008). "The Whac-A-Mole Story".The Rock-afire Explosion(Motion picture).
  23. ^The Whack-a-Mole Problem. Strategies for App Development Success: What Could Possibly Go Wrong?.informit. 2014-07-23.Retrieved2017-11-14.
  24. ^"Spambot Beware - Glossary of Spam Related Terms".Turnstep. 2003-03-30.Retrieved2013-12-01.
  25. ^"What is whack-a-mole? - Definition from Whatis".Searchsecurity.techtarget. 2002-07-22.Retrieved2010-12-27.
  26. ^Eleanor Clift,et al. "Refusing To Lose".Newsweek150.4 (2007): 22–30. Academic Search Premier. Web. 7 Dec. 2011.
  27. ^Jim Sciutto.From The Frontlines.ABC News,September 6, 2006.
  28. ^William Safire.Whack-A-Mole.NY Times,Oct. 29, 2006.
  29. ^Nick Turse,Jeremy ScahillandMurtaza Hussain.Niger Mutiny: Another U.S.-Trained Military Officer Led Coup. U.S.-trained military officers have taken part in 11 coups in West Africa since 2008.The Intercept,August 2 2023.Quote:"The United States has spent the last 20-plus years with this counterterrorism whack-a-mole strategy..."
  30. ^"'This was a moment of great failure': Top journalists ruminate on Trump's upset victory and the threat he poses to the media ".Business Insider.2017-01-18.
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