On May 25, 1977, California basked in sunshine, the temperature a pleasant 74 degrees Fahrenheit.
Despite such agreeable weather, California's roads remained busy, bustling with traffic. On a regular weekday, most people were caught in the daily grind, only a select few freelancers enjoying the tranquil gifts of life at this time.
As night shift workers packed up to head home and the morning shift grabbed their briefcases to start their day, the staff at various chain cinemas across Los Angeles were already sweating buckets in their uniform.
Following the manager's orders, they dragged brand new arcade machines to the vicinity of the ticket counters.
With a flick of the switch at the back, the screen lit up displaying "Star Wars." A simple tap on the panel and a blinking PLAY appeared beneath the title. Soon after, the iconic "Dum-dum-dum-dum-dedum-dum-dedum" of the theme music filled the air.
This scene brought a smile to the supervising cinema manager's face, relieving the staff who had delivered the machines—they announced their job done, their puzzled gazes broadcasting their confusion to the world.
Watching the "Star Wars" arcade machine for a moment, a young staffer couldn't help but ask, "Manager, why did we suddenly decide to buy arcade machines?"
"I remember you once told us that the one thing we shouldn't have in our cinemas are arcade machines, as they'd steal business from our main sales."
Despite being only twenty, the young man was considered a veteran employee at the cinema, having worked there since high school. Over the years, he'd learned that while the cinema was named as such, the revenue from ticket sales was just the tip of the iceberg. The real profit came from the high-margin sales of popcorn, soda, and other snacks, purchased almost subconsciously by moviegoers, not out of deliberate intent but as part of the viewing experience. For the cinema to earn more, ensuring a steady rise in viewership was crucial, making arcade machines, which could distract potential viewers, an unwelcome competition.
This was the explanation the manager had given when the young staffer had once inquired why their cinema couldn't attract customers with arcade machines like dance halls and pool halls did.
At the time, it made sense, but now...
Their cinema was breaking its own rule by purchasing arcade machines?
Why the sudden change?
"You don't understand. This is a promotional arcade machine launched in conjunction with the 'Star Wars' movie!"
"Its primary purpose is to attract players into the cinema to watch the movie!"
"This machine will help us make a fortune!"
"It's not just any ordinary gaming console!"
The manager explained with joy, his confident tone almost magical in its persuasiveness.
After hearing this explanation, the young employee nodded in agreement, seeing no issue.
After all, Ethan Jones's "Star Wars" arcade machine was known nationwide as a promotional tool for the "Star Wars" movie. The blatant advertising was almost as if the words "I am an advertisement" were written all over it.
But in a few seconds, doubts crept back in.
If the "Star Wars" game was an advertisement for the movie, then placing it in cinemas was surely a mistake. If the game was too entertaining, it would gather crowds at the cinema's entrance, leaving the movie theaters empty as people chose gaming over watching films.
And if the movie was great but the game lackluster, wouldn't the machine have been a waste of investment?
Worse still, if both the game and the movie failed...
Wouldn't they be in deep trouble?
As the young employee humbly voiced his concerns, the manager's neck seemed to stiffen as if clutched by an invisible hand. After scrutinizing the machine for a moment, he turned abruptly, annoyance evident as he dismissed the concerns, "Why so many questions?"
"It's the boss's decision!"
"Go back to your ticket booth and stop bothering me!"
Stung by the sudden rebuke, the young employee chose silence over further inquiry, retreating to his booth.
An older cashier witnessed the exchange, chuckling, "Scolded again? Don't take it to heart. That's just how our manager is."
"He believes he's always right, dismissing any opposing views outright."
"Take this arcade machine, for instance. I share your skepticism."
"Placing arcade machines in a cinema to attract customers?"
"Oh, My, God! It's bound to hurt our business!"
"Have you heard the news? Many outlets have criticized the 'Star Wars' movie. If our boss was truly confident, he wouldn't schedule it for a Wednesday release, a day when adults are at work and children are in school."
"When a movie resorts to using a game to lure audiences, its quality must be in question. Once people come for the game and find the movie disappointing, they'll turn against the game as well."
"Then they might not
play it at all!"
The older cashier's rambling struck a chord with the young employee, sparking new thoughts.
As they were about to delve deeper into discussion, a sudden "thump, thump, thump" interrupted them.
The manager, fuming, leaned against the ticket booth's glass, "I forbid you from discussing such matters!"
"If you continue, I'll have you fired!"
His menacing tone silenced the young employee, while the older cashier shrank back. Once the manager left, assured of their compliance, she muttered discontentedly, "Shoot!"
"Our bonuses are gone again."
Though the ticket sellers received a fixed salary, a blockbuster month meant a celebratory bonus from the cinema, a small but appreciated addition.
The young employee, already reprimanded twice, remained silent, his eyes glazed as he awaited the day's work. Time silently ticked to 9 AM PST, and as the manager eagerly raised the cinema's shutter...
The sparse crowd elicited a snicker from the young employee.
"Workday, huh?" the older cashier whispered, "And forty percent of the screenings? Ha."
Her sarcasm deflated the young employee, who sighed and prepared to greet the morning's first visitors. But before he could act, a group of youths at the cinema's entrance asked the opening manager, "Do you have the 'Star Wars' game here?"
"We heard Ethan Jones's new game is launching today alongside the movie, exclusively in cinemas showing 'Star Wars'?"
"Yes, right this way."
Despite their focus on the game rather than the film, the manager welcomed them warmly, gesturing towards the arcade machine adorned with a "Star Wars" poster.
The sight of the brand-new machine dazzled the newcomers, who eagerly approached, coins in hand, ready to experience the game. As coins clinked into the machine, the screen displayed an endless expanse of deep space, a round spacecraft at the bottom facing an unending fleet of the Empire.
These early players, seasoned gamers all, quickly grasped the controls. Moving the joystick and tapping buttons, they understood the gameplay: maneuver the spaceship to engage in combat.
"Control a spaceship to fight others?"
"Oh—this concept is interesting—but not novel."
In the midst of their gameplay, the Millennium Falcon moved across the screen, dodging and firing white lasers at the enemy fleet. Each hit was met with a "boom" from the machine's speakers, marking a successful strike.
After surviving the first wave, a chilling phrase emerged from the speakers:
"You don't know the power of the dark side!"
This line, unexpected by the somewhat disappointed gamers, widened their eyes in surprise.
As they watched, a new line of spacecraft appeared, launching a counterattack against the Millennium Falcon, their relentless lasers almost impossible to evade.
"Boom!"
A single mistake led to the young player's spacecraft being destroyed by a laser.
The dramatic destruction elicited a scream, "Shoot! My ship!"
Just as he braced for defeat, another voice emerged:
"May the Force be with you."
In the solemn blessing, the previously destroyed Millennium Falcon flickered back to life on the screen, accompanied by a guiding voice:
"Your eyes can deceive you. Don't trust them."
This unexpected resurrection and guidance left both the players and onlookers stunned. They had never anticipated such effects in the "Star Wars" game. Though familiar with Destiny Game's three-lives-per-coin setup from "Pac-Man," this game's revival and guidance were entirely new concepts.
"What the heck?"
"Wow, this is just too cool!"
The players' excitement was palpable, their curiosity about the Force growing. "What's this Force thing? Can it revive spaceships, or are these the powers of the lasers?"
Unanswered, their questions hung in the air, unknown to all.
The young employee at the machine, absorbed in his gameplay, skillfully navigated through the waves of enemies. Celebrating a brief victory, he soon faced a new challenge as the enemy fleet unexpectedly split, their kamikaze attack obliterating his Millennium Falcon.
"Boom—"
The shocking tactic left the players speechless.
"Fxxk you!!! What kind of attack is this?!"
Dumbfounded by the gameplay, they nevertheless found the concept thrilling.
"Damn, this is just too cool!"
To them, such aggressive retaliation was fitting for the Star Wars universe. After all, when interstellar adversaries faced relentless defeat, a drastic response was only natural, making the game even more compelling.
"Oh, Sxxt! Steven Spielberg was right! Ethan Jones truly understands video game creation!"
"Compared to 'Star Wars,' Atari and Magnavox games are simply terrible!"
"No wonder Ethan Jones dared to criticize Atari and Magnavox openly!"
"With such performance, how could anyone disparage it? Are there even any fun games left in the world?"
Their admiration flowed ceaselessly.