Inside Galaxian3, Namco’s Almost Extinct Room-Sized Arcade Game
Photos by Marc Normandin
Namco’s history—especially in their era of arcade dominance—is full of zigs and zags. Invent or refine a genre and create a popular, pivotal, and influential game in the process? Time to make a sequel that is in a different genre, and plays differently, and maybe isn’t nearly as popular or successful, but that’s still a total flex—of Namco’s creativity, of their commitment to providing new and different experiences, of avoiding just doing the same thing again and again.
Galaxian was Namco’s answer to Taito’s Space Invaders, one of the most important (and successful) games in the history of the video variety. This fixed shooter, released in 1979, would prove to be popular as well, and while not as successful as Space Invaders it had plenty to offer on its own, especially on the technical side. Galaxian had multi-colored sprites—hey, stop giggling, Space Invaders originally had black-and-white graphics just one year before—as well as a scrolling, starry background. It would be followed by Galaga in 1981, which remained a fixed shooter but otherwise was the major separation from Space Invaders that Namco had been looking for with Galaxian, thanks to new mechanics like the ability to control dual fighters following a ship capture and rescue, further improved hardware and graphical tech, and its deceptively deep scoring system which rewarded familiarity with the gameplay loop and patience as much as it did skill.
Galaga would get its own sequels—Gaplus and Galaga ‘88 were still under the umbrella of Galaxian, but clearly inspired more by the significantly more popular and successful second game in the series—leaving the Galaxian-specific part of the series comparatively behind. Namco would eventually have big plans for that name once more, however, for something significantly different than the Galaga portion of this little universe they were building. And that was Galaxian3.
Galaxian3: Project Dragoon is an arcade game, yes, but not in the same way that Galaxian and Galaga were. Galaxian3 was built as a theme park attraction for Expo ‘90—the International Garden and Greenery Exposition—in Japan. It was designed to be played by 28 simultaneous players, which resulted in an attraction so large that it required its own building. Namco didn’t want to just make an innovative videogame: they wanted to make one that no one else would be able to replicate.
It had 28 seats, it had hydraulics to move the whole thing and make it feel like you were actually piloting a ship during battles in space, it had theater screens… as Shigeki Toyama, Galaxian3’s designer, said in a 2011 interview with STG Gameside, it basically cut Namco’s overall productivity down because the project was so massive. “That’s why we only released half the number of games that year. Galaxian3 wasn’t very profitable, but it was a huge accomplishment.”
A non-insignificant part of the work wasn’t just in building this massive, moving machine, but in the software itself. Galaxian3 wasn’t sprite-based, and it wasn’t a fixed shooter. It was an on-rails, true 3D space combat experience. Namco was using polygons in Galaxian3, all the way back in 1990, and while they might not have been textured polygons, the level of detail included in these polygons, which were rendered in real-time, was still incredible. Consider that Star Fox on the SNES was a major accomplishment of its day, and one that required the Super FX chip to work even as well as it did, with all its slowdown and very visibly geometric 3D shapes flying around the screen. Consider, too, that titles like Wolfenstein 3D and DOOM were, like the faux-3D arcade games of the 1980s, not actually 3D, but more a programming and visual trick than the real thing. Galaxian3 was powered by arcade hardware—the System21 board that was behind other early polygonal, true 3D arcade games like Namco’s 1988 hit, Winning Run—and was light years ahead of what was to come on the console and computer side in the next couple of years. At least, until the era of 32-bit hardware and textured polygons, within which Namco was able to blow away most of the competition thanks to their already extensive 3D experience in the late ‘80s and early ‘90s.
All of this work for something that would be part of Expo ‘90 for six months—all of this work just to do it, because it could be done. Namco would scale Galaxian3 down into a 16-player version in 1991, which used faster 3D hardware and pre-rendered CGI backgrounds stored on LaserDiscs, and then in 1992, the smallest arcade version meant for broader access, was developed. This one was for six players, and instead of a building, it was a room. A room with a theater screen that, again, was for six players, but still small in comparison to what came before.
While this version of Galaxian3 was sold worldwide, it was still a massive “cabinet” that wasn’t going to fit in any old arcade. It also required significant upkeep, given how much went into just making this thing run as expected. Outside of how difficult it is to keep something like this up and running in a vacuum, there was also the issue with conversion kits: many Galaxian3 theaters (such as at Dave & Buster’s locations) were converted to Air Raid from Tsunami Visual Technologies in the early 2000s, instead. When those switched to Air Raid, unless the Galaxian3-specific portions were stored somewhere, the hardware (and software) was lost.
Phillip Bennett has published information on and photos of all of those innards and components of the six-person Galaxian3 game, and for more reasons than just because it’s neat. Bennett and a team of volunteers took it upon themselves to repair the lone Galaxian3 theater left in North America—and one of four just known remaining theaters of its type in the world, with another in Europe and other two in Japan—located at Fun World in Nashua, New Hampshire. It was not a simple process, and, even at this point, there are still some issues to iron out, mainly with the audio, as portions of it can cut out. Still: the game was non-operational, living under a tarp, and this team of volunteers both got it operational again and took the time to preserve what was preservable, such as what was stored on the LaserDiscs. Even if the theater itself was somehow unsalvageable, it would have been a victory to ensure that the game could live on in some form, rather than to be discarded like happened when Air Raid came to town over two decades ago.