Around 1971-1975, a large all-Union association called "SoyuzAttraction" appeared, which was involved in servicing, distributing, and creating a plan to produce automata for factories. The most popular games were "Sea Battle," "Hockey," "Basketball," "Football," "Sniper," "Magistral," and the most popular was "Sea Battle," which could be found almost anywhere. In addition, there was a version without a coin acceptor, whose launch was made by pressing a button. Such was considered a simulator, located on a military submarine and served as entertainment for submariners.
All in all, the line of Soviet slot machines had more than 100 kinds. The most popular locations were cinemas, special arcade halls, the VDNH
[1], stores, and pioneer camps. The Soviet-made automats were more complicated, which was not necessary for any reason, but they were assembled at military plants, which made them very expensive to produce. It cost up to half of its value and could be compared with the price of a car. The factories were not profitable from mass production, and it was much cheaper to make one expensive machine than ten cheap ones. Because of this, unfortunately, most of these machines have not survived to this day.
In Soviet times, people had a rather ambivalent attitude toward arcade machines. They could be divided into two categories: most considered them to be something interesting, but some equated them with gambling. Nevertheless, there were quite a few players, both among children and teenagers, as well as among the adult audience. To be fair, fears about gambling were not entirely unfounded - abroad, most of the machines produced were "one-armed bandits" with a gambling component, while in the USSR, the prize was a prize game or a symbolic souvenir. In addition, the Ministry of Culture promoted the idea that arcade machines should develop players' fine motor skills, reaction speed, and attention. That's why we produced all kinds of machines, from those that developed memory and reaction speed to those that could challenge practical and theoretical knowledge
[2].
"SoyuzAttraction" existed until the late 1980s, and most of the documents were destroyed or not preserved, so, nowadays, very little is known about the structure of the boards and, in general, about the design of machines. In addition, all production at military factories was classified. Nevertheless, in Moscow and St. Petersburg, you can still touch them. In the "Museum of Soviet Arcade Machines," the owners restore old slot machines, collecting them from all over the country and making working versions of them.
The story of our arcade machines is more of an interesting fact, but our video game market with its advent is still a long way off from becoming a mass market. Even the Tetris story is a case that is rather out of the picture. The formation of a semblance of a consumer market begins rather in the 90s. By 1991, Russia and the CIS countries were producing dozens of home computers similar to the ZX Spectrum. The problem of piracy was the most acute at that time: almost 90% of the games on PC and consoles were pirated. Licensed games and software were still not in demand, and boxed versions were imported piece by piece by the few companies that were retailing overseas. Game development was in its infancy, and development teams could be counted on the fingers of one hand. This is a time when the state's economy was collapsing, and nothing forebodes for the development of the game industry.