1994 / CONCEPTNEON RIVAL
Two rivals. Six buttons. One last round. A fast, footwork-first fighter with a hand-painted cyber-city soul.
01 / The arcade
Six original cabinet concepts. From one-button concentration to shoulder-to-shoulder rivalries.
6 CABINETS
1994 / CONCEPTTwo rivals. Six buttons. One last round. A fast, footwork-first fighter with a hand-painted cyber-city soul.
1991 / CONCEPTChase the last light through tunnels, mountain bends and a violet coast. Every clean corner buys you time.
1986 / CONCEPTA lone interceptor, a wall of light and a tiny gap that might just be enough. Rhythm beats panic.
1983 / CONCEPTRoute power through an ever-changing circuit. Keep moving, read the gates and don’t cross a live wire.
1993 / CONCEPTTwo courier robots cross a city in blackout. Share the screen, split the trouble and bring the power back.
1989 / CONCEPTA steel ball, a deep-space mission and a multiball worth waiting for. Keep the orbit alive.
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All six titles, years, artwork and cabinet specifications are fictional design concepts. These are not licensed emulations or playable browser games.
YOUR FIRST CREDIT
Start with Grid Runner for simple controls, or share Cyber Rescue with a friend. Read each cabinet’s controls before inserting a token. Take a break between runs and let the next player have a turn.
Plan a pocketful of play →