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Pocketeers

Clockwork arcade games

Tomy Pocketeer pocket game MotocrossPossessing a playground collectability factor to rival that of Panini sticker albums and Top Trumps1, Pocketeers were initially either teensy-ball-bearing variations of bagatelle, magnet-based racing games, or against-the-clock mazes. A Japanese invention (thanks Tomy - now take your Pokemon and fuck off), in fact nothing more than a bonsai version of that old parlour game Pachinko, they were marketed by Palitoy in the UK and were, naturally, just big enough to fit into a school-blazer-sized pocket (which was handily now empty of money).

The imagination behind every game was astounding (nearly every field sport was adapted to hand-held size at least once), and each new title was just different enough from previous editions to make purchase a necessity. But, basically, a game would consist of a coloured, illustrated plastic box with a clear lid, some additional buttons or triggers, and sometimes a small wind-up timer that would click down to zero with a disproportionately loud whirr. No potential genre was ignored; Pocketeers embraced the fruit machine, the casino (cards and dice), duck-shoots, golf, Pac-man and Smurfs, before finally meeting their nemesis in the form of Space Invaders2.

The advent of the video game limited how impressive even the most sophisticated of moving parts in a Pocketeer could be made to look. Miniaturisation and the silicon chip rendered them archaic at best (and, for some reason, kids nowadays just don’t get that same nostalgia buzz from old toys). Tomy re-entered the market in the mid ‘80s with the rebranded “Pocket Games” (and later “Pocketmates”, though neither has the implicit excitement of the clearly Rocketeer-influenced original name), with less success. But, in the wake of your Nintendogs and Java downloadables, surely these hardy originals are long overdue a 21st Century eco-makeover by the likes of clockwork radio wallah, Trevor Baylis, what?

1Full page ads in late ’70s kids’ weekly Look-In offered free collectors’ badges to early adopters for the price of a ten-penny stamp, further fuelling the schoolyard stampede for Pocketeers.

2It seems mad to say so, but the writing was already on the wall once Tomy introduced the electro-mechanical combo game Blip into the market in 1977, followed swiftly by Demon Driver. Or it would be, once the prices of these part-clockwork, part-LED handhelds started to come down. Architects of their own downfall, Tomy, we reckon. That, or just always one step ahead of the game(s market).





Posted on April 26, 2006 by Registered CommenterSteve in , | Comments4 Comments

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Reader Comments (4)

"Pocketeeeeeeers!

Pocket-pocket-pocket-pocketeeeeeeeeeeeeeeeers!"

Ow, my aching thumbs. Strangely, although their place in Cream Heaven is assured, I never felt very nostalgic about these guys. Perhaps it's because we secretly realised at the time that they were just a filler until the videoarcades went portable. I recall them being greeted with a mixture of restrained gratitude and open contempt.

The magnetic racer ones were always quite impressive, but beyond that there's only so many variations on "Bagatelle" a kid can stand; especially when that guy in the class above you's got SIMON or BLIP.
Apr 26, 2006 | Unregistered CommenterRob Stradling
They should do a digital compilation of these for the Sony PSP.
May 20, 2006 | Unregistered CommenterUncle Feedle
I had my own "arcade" of Pocketeers and used to charge my mates to play 'em... :)
Dec 13, 2006 | Unregistered CommenterKev
I loved the little assault course where you had to guide the ball bearing over a river and a swing bridge etc.
Jul 1, 2007 | Unregistered CommenterAndy

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