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That's not pay per win. Yes, you could spend more quarters and put more time in front of the screen, but in the end it was your own personal skill that determined how far you went in many games. Just putting in money and time alone wasn't enough. The harder games you'd hit the wall anyways; Sinistar or Robotron 2084 are good examples of how you really needed skill in games.

Pay to win means putting more money in to the game will give you a direct advantage no matter your skill level. It might be possible to compensate for it, many times its not. Reddit had a thread where they talked about that, and an example was one person in Black Desert or Archeage killing an entire guild of players.

Edit: the main pay to win aspect in arcade games were continuing and energy or timer systems. Continuing is, but the player's goal always was to reduce the amount of continues by skillful play. Very few games i feel were impossible to do so with.

Timers are hit points counting down to eventually end the game. Gauntlet was the first big game to use it, as was Rampage.Nintendo's playchoice 10 used a literal timer, where once it counted down, the game stopped letting you play. Usually though these weren't considered pay to win...the term we used was "quarter munchers" and many of those games were co-operative so pay to win aspects didn't harm other players.




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