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Today it's literally like 8 bucks for one to three lives if you pay attention.
People nowadays associate "pay to keep playing" with mobile games and their stamina systems, etc - but this model was really pioneered in the arcade machines of the '70s.
today it's more like you can skip a couple of levels if you pay, basically pay to not play.
There is a game where you’re suppose to get 50 balls inside a bucket. There is a wheel with buckets and if you manage to get all 50 balls in the bucket (without dropping 1) you get the jackpot prize which is 1000 tickets. Of course I won but the prize pool dropped down to 500. So if you win again you only get 500.
it also rose from a necessity though, limited number of machines and people waiting their turn to play the game. If a player was really good at the game it was entertaining to watch them play, but if they sucked at it after a couple of turns (and quarters) they would give up and let someone else take their turn to play the game.
I remember .25-.50 cents per game/life (3 lives or so really)
Plus look, let's say one of the games is scammy. You learn your lesson and stop playing the game. Back in the heyday or the arcade it only cost you one or two quarters to play. Maybe you spend a dollar learning that you don't stand a chance and move on to something else. So in the grand scheme of things, it's not really much of a scam.
Nah man, they didn't let you enter more than three letters.
On second thoughts, throwing the C64 into the mix makes my argument a bit wobbly, because I think that's where home devices started to catch up. Once C64s with enough games got into a critical mass of homes, the death of the arcade was on the cards. Then the Amiga 500 came along and nuked it.