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Retro Arcade - Bradford
Retro Arcade - Bradford
Alongside our "Pay to Play" videogames, in our reception area at Bradford, we also have a Retro Arcade.

In the arcade, all the games are set to "Free Play"

For one entry fee (per person), you can play as many games as you like, until we close for the day.

To see what games are available, have a look at the list below.
Pacman
Manufacturer: Midway Manufacturing Co.
Year: 1980
Number of Simultaneous Players: 1
Maximum number of Players: 2
Gameplay: Alternating

The four ghosts, which your character must avoid, each have a different color, name, nickname and personality. The pink ghost is Speedy, nicknamed "Pinky" he's fast. The red ghost is Shadow, nicknamed "Blinky" he's always behind you and it's hard to shake him. The light blue ghost is Bashful, nicknamed "Inky" he's terribly shy and will actually run away from you. And the orange ghost is Pokey, nicknamed "Clyde" he will try his best to get you, but he is slow.

Game Play

Pac-Man must clear the maze of all 240 dots and all four energizers to proceed to the next level of difficulty. As Pac-Man eats the dots, the ghosts chase him around the maze and if Pac-Man collides with one of the ghosts, he is a goner. He can eat one of the energizers to turn the ghosts dark blue, which make them edible for him. But after Pac-Man has eaten any of the ghosts, their eyes will return to the pen in the middle of the maze where they will each regenerate into their former selves and return to chase him again.

Occasionally, a bonus fruit or prize will temporarily appear in the middle of the maze below the ghosts' pen. Pac-Man can eat those bonus items to receive extra points. Also, there is an escape tunnel in the sides of the maze which Pac-Man can use to get away from any of the ghosts that may be pursuing him.

After the maze has been cleared of all 240 dots and all four energizers, the entire sequence will begin again with increased difficulty. Between every two, three, or four completions, there are musical, animated intermissions to amuse the player while he or she waits for the next challenge to begin. However, these intermissions are not seen anymore once the 18th board 6th key is reached.

Everything Pac-Man eats has different point values. The dots are 10 points each, the energizers are 50 points each. The dark blue ghosts are respectively 200, 400, 800 and 1600 points. There are different point values for every bonus fruit or prize that is eaten: cherries 100 points, strawberry 300 points, peach 500 points, apple 700 points, grapes 1000 points, Galaxian 2000 points, bell 3000 points, and key 5000 points.
Donkey Kong
Manufacturer: Nintendo
Year: 1981
Number of Simultaneous Players: 1
Maximum number of Players: 2
Gameplay: Alternating

You are a workman named Mario who climbs girders and ladders and will stop at nothing to save his stolen love from the clutches of the giant ape.

Using the joystick and the Jump button, you maneuver Mario over rolling barrels, away from falling barrels, over or away from fireballs and cement tubs, away from bouncing rivets, up and down ladders, along girders and conveyor belts, onto elevators, over rivets to remove them and over dangerous crevices, to get to where the ape holds the girl captive. For additional points, Mario gathers umbrellas, hats, purses and other bonus items that the girl has dropped on her way to the top of the building. Mario can also grab a hammer by jumping up to it to smash barrels, fireballs, and cement tubs for additional points but the hammer can only be used for a limited amount of time.

On the Girder, Elevator and Conveyor Belt levels, whenever Mario reaches Pauline, Donkey Kong will grab her and carry her off to the next higher level. But on the Rivet level, Mario must remove all the rivets on each and every floor by running or jumping over them. After all the rivets are removed, Donkey Kong will fall head first onto a stack of girders and be knocked out and then Mario and Pauline will be together again for good. Afterwards, the game starts over again with increased difficulty.
Metal Slug X
Manufacturer: SNK
Year: 1999
Number of Simultaneous Players: 2
Maximum number of Players: 2
Gameplay: Joint

The player(s) must shoot constantly at a continual stream of enemies in order to reach the end of each level. At this point, the player confronts a boss, who is usually considerably larger and tougher than regular enemies. On the way through each level, the player can find numerous weapon upgrades and "Metal Slug" tanks. The tank is known as the SV-001 ("SV" stands for Super Vehicle), which not only increases the player's offense, but considerably adds to their defense.

In addition to shooting, the player can also perform melee attacks by using a knife and/or kicking. The player does not die simply by coming into contact with enemies, and correspondingly, many of the enemy troops also have melee attacks. Much of the game's scenery is also destructible, and occasionally, this reveals extra items or power-ups, although most of the time it simply results in collateral damage.

During the course of a level, the player also encounters POWs, who, if freed, offer the player bonuses in the form of random items or weapons. At the end of each level, the player receives a scoring bonus based on the number of freed POWs. If the player dies before the end of the level, the tally of freed POWs reverts to zero.
Street Fighter Alpha 2
Manufacturer: Capcom
Year: 1996
Number of Simultaneous Players: 2
Maximum number of Players: 2
Gameplay: Competitive

Street Fighter Alpha 2 retains most of the new features introduced in the original Street Fighter Alpha, such as the three-level Super Combo gauge, Alpha Counters, Air-Blocking, and Fall Breaking. The main new feature in the game is the inclusion of the Custom Combo system (Original Combo in Japan), which replaces the Chain Combos from the first Alpha. If the Super Combo gauge is on Lv. 1 or above, the player can initiate a Custom Combo pressing two punch buttons and a kick or one punch button and two kicks. The player can then perform any series of basic and special moves to create a Custom Combo until the Timer Gauge at the bottom of the screen runs out. The characters Guy and Gen can still perform Chain Combos, but only to a limited extent. Additionally, each character now has two Alpha Counters instead of just one: one that can be performed with a kick button and another with a punch button.

The single-player mode, much like the original Street Fighter Alpha, consists of eight matches against computer-controlled opponents, including a fixed final opponent whose identity depends on the player's selected character. Each character also has a secret "rival" whom they can face during the course of the single-player mode. After meeting certain requirements, the rival will interrupt one of the player's matches and exchange dialogue with the player's character, and the player character will then fight the rival instead. With Akuma now a regular character, a more powerful version of the character dubbed "Shin Akuma" replaces him as a secret opponent. Unlike Super Turbo and the original Alpha, Shin Akuma challenges the player before the player's final opponent, rather than as an alternate final boss.
Street Fighter 3 - Third Strike
Manufacturer: Capcom
Year: 1999
Number of Simultaneous Players: 2
Maximum number of Players: 2
Gameplay: Competitive

Like its predecessors, Street Fighter III is a one-on-one fighting game, in which two fighters use a variety of attacks and special moves to knock out their opponent. The gameplay of the original Street Fighter III has several new abilities and features introduced. Players can now dash or retreat, as well as perform high jumps and do a quick standing after falling from an attack. The game also introduced "leap attacks", which are small jumping attacks used against crouching opponents.

The main new feature is the ability to parry an opponent's attack. Parrying is the ability to deflect an incoming attack without receiving damage. At the exact moment an opponent's attack is about to hit his or her character, the player can move the controller toward or down to Parry the attack without receiving damage, leaving the opponent vulnerable for a counterattack. Additionally, this allows the player to defend against Special Moves and even Super Arts without sustaining the normal minor damage that blocking normally would incur. However, parrying requires precise timing.

The other new feature introduced in Street Fighter III is Super Arts. This is a powerful special move similar to a Super Combo in Super Turbo and the Alpha games. After selecting a character, the player will be prompted to select from one of three character-specific Super Arts to use in battle. Like the Super Combo gauge in previous games, the player has a Super Art gauge which will fill up as the player performs regular and special moves against an opponent. The player can only perform a Super Art once the gauge is filled. Depending on the Super Art chosen by the player, the length of the Super Art gauge will vary, as well as the amount of filled Super Art gauges the player can stock up.
Super Sidekicks 3
Manufacturer: SNK
Year: 1995
Number of Simultaneous Players: 2
Maximum number of Players: 2
Gameplay: Competitive

Upon starting the game, the player goes into a "Regional Qualifying Round Final" against another team from the same region. After beating it, the player's team goes into the World (Cup) Tournament, in which they are grouped with three other countries in a round-robin. After winning against all of them, the team enters an elimination tournament: the quarterfinals, semifinals, and the final for the World Cup. This type of tournament thus is more reminiscent of the real-life World Cup. If a match ends in a draw, the player has the option of replaying a full game, going to the penalty kick tiebreaker or playing a sudden death (golden goal) game.

The game features 64 national teams divided into 8 regions:

Europe A: Italy, Holland, Switzerland, Norway, England, Turkey, Portugal, Poland

Europe B: Germany, Spain, Ireland, Belgium, Romania, Denmark, Wales, Czech Republic

Europe C: France, Sweden, Bulgaria, Russia, Greece, Austria, Hungary, Finland

Africa: Nigeria, Morocco, Cameroon, Egypt, South Africa, Zambia, Côte d'Ivoire, Guinea

Americas: United States, Canada, Guatemala, Mexico, Costa Rica, El Salvador, Puerto Rico, Panama

South America: Brazil, Colombia, Argentina, Bolivia, Uruguay, Ecuador, Peru, Chile

Asia A: Australia, New Zealand, China, Taiwan, Iran, Vietnam, Iraq, Singapore

Asia B: Saudi Arabia, South Korea, Japan, U. A. E., Hong Kong, India, Thailand, Malaysia

The game also includes regional tournaments, in which a team (from any region) can enter a tournament within its own region or other regions. This is good for those players who like a particular team but don't want to be facing the same opponents every time, as they would if they played the World tournament. Championships include World Tournament (FIFA World Cup), Europe Tournament (UEFA European Football Championship), South America Tournament (Copa América), Americas Tournament (CONCACAF Gold Cup), Africa Tournament (African Cup of Nations), and Asia Tournament (AFC Asian Cup).
Mortal Kombat 2
Manufacturer: Midway Games
Year: 1993
Number of Simultaneous Players: 2
Maximum number of Players: 2
Gameplay: Competitive

Following his failure to defeat Liu Kang in the previous Mortal Kombat tournament, the evil Shang Tsung begs his master Shao Kahn, supreme ruler of Outworld and the surrounding kingdoms, to spare his life. He tells Shao Kahn that if they hold the next Mortal Kombat Tournament in Outworld, the Earthrealm warriors must travel away from home to attend. Kahn agrees to this plan, and restores Shang Tsung's youth and martial arts prowess. He then extends the invitation to the thunder god and Earthrealm's protector, Raiden, who gathers his warriors and takes them into Outworld. The new tournament is much more dangerous, and as Shao Kahn has the home field advantage, an Outworld victory will allow him to subdue Earthrealm.
Ghosts 'n Goblins
Manufacturer: Capcom
Year: 1985
Number of Simultaneous Players: 1
Maximum number of Players: 2
Gameplay: Alternating

The game has you controlling a knight who throws his currently picked up-weapon axe, lance, cross, dagger, or firebrand to kill enemies zombies, bats, demons and ghosts. Two hits from an enemy attack will kill him. The first destroys his armour and then he runs around in underpants. There are six levels with a halfway restart point on each. A map shows your progress throughout the levels at start of each life.

A map represents the kingdom with various themed levels:
Graveyard and Forest, Town, Caves, Bridge, Castle (lower level), Castle (upper level), Final Boss

At the end of each stage an end-of-level monster must be destroyed Orges, Dragons, etc.. Bonuses and new weapons are picked up by killing a monster that is carrying a pot. Only one weapon is availble at a time. Armour can be replaced by jumping up at certain hidden spots on some levels. This action causes a pot to appear. Shooting a gravestone fifteen times sumons a demon who casts a spell that turns you into a frog for a limited time.
The Simpsons
Manufacturer: Konami
Year: 1991
Number of Simultaneous Players: 2
Maximum number of Players: 2
Gameplay: Joint

While walking through downtown Springfield, the Simpsons collide with Smithers, who has just stolen a large diamond from a jewelry shop for Mr. Burns. The diamond goes flying and lands in Maggie's mouth and she begins sucking on it like a pacifier as Smithers kidnaps her. The rest of the Simpsons give chase across the city, fighting off hordes of enemies hired by Mr. Burns in order to reach the Springfield Nuclear Power Plant. The pursuit covers eight stages, each of which ends with a fight against a strong boss character. In the final stage, the Simpsons must defeat first Smithers and then Mr. Burns, who uses a mobile battle suit equipped with a variety of weapons. Once Mr. Burns is defeated, Maggie puts her pacifier in his mouth and the Simpsons take her home, with Homer throwing the diamond away.

Each player character has a different weapon that can be used throughout the game. Bart uses his skateboard, Lisa uses her jumprope, Marge uses her vacuum cleaner and Homer uses his fists and his big fat belly. Two characters standing close to each other can mount a combined attack, such as Homer and Marge holding each other's ankles to roll around the screen and mow down enemies, or Homer placing Lisa on his shoulders so they can strike at two different heights. Each player has a health meter, which decreases upon being hit by enemies; food items can be picked up to replenish it. Players can also pick up and throw/swing items such as hammers, bowling balls, and mailboxes as melee weapons. One life is lost whenever a player's health meter runs out; if all lives are lost, the player may continue the game by adding credits within a time limit. Two minigames played between stages require players to hit their buttons as quickly as possible, with computer-controlled enemies replacing any characters not in play.

You move level to level fighting your way through loads of Mr. Burn's hired goons. At the end of each stage you must fight an end-of-level guardian. Each of these are bigger and bulkier than the others.
Super Space Invaders
Manufacturer: Taito
Year: 1990
Number of Simultaneous Players: 2
Maximum number of Players: 2
Gameplay: Joint

This game, also known as Majestic Twelve, is an update of the classic alien-zapping arcade game. More than a decade newer than Space Invaders, this version features colourful backdrops, fantastic power-ups such as the Fire Flower and the Buster Laser, weird new sound effects and faster game play. The funniest and most memorable new addition to the game is the cattle mutilation section where you must defend cows from flying saucers that swoop down and carry the cows away. There are however enough references to the original for the game to retain the Space Invaders charm. For example the sound on the first level mimics the continual deep repetitive thud sound from the original game.

The gameplay adheres much to the original, making it very easy to play. The object in most cases is to simply clear the screen of invaders before they reach bottom. Every so often, however, a boss invader appears that must be hit multiple times to be destroyed.

Invaders can appear in a variety of arrangements including their traditional formation. Occasionally, saucers will fly across the screen just like in the original, but it is even better when it is destroyed now because power-ups will be released they look like capsules from Arkanoid that can give you super weapons you use the B button to fire them, a time freeze, additional shooting power, shield charge, or armor bunkers.

If you clear the screen, you move on to the next round. If an invader reaches bottom, you lose your ship and the remaining invaders will be reset to their original positions this is different from the past, where the game ended if they landed -- this is fortunate, considering the increased difficulty. If your ship is hit, some of the shield charge will be lost. If the shields fail, the ship will be destroyed.
Tekken Tag Tournament 2
Manufacturer: Namco
Year: 2013
Number of Simultaneous Players: 2
Maximum number of Players: 2
Gameplay: Competitive

Matches involve each player selecting two fighters to fight with. Players are able to switch their fighters out at any time, allowing the inactivating character to gradually recover some life they might have lost. At certain points, an inactive character's life bar may flash, giving them a temporary boost in strength if they are tagged in. If the life bar of either of a player's fighters runs out, that player loses the round. If time runs out, the player who has the most cumulative life remaining amongst their fighters wins the round.

The gameplay expands on the tag mechanics featured in the first Tekken Tag, allowing for extended tag combos and combined moves. New techniques include combined tag throws which, if timed properly, can be escaped from. Tag combos (referred to as "Tag Assaults") can be done simultaneously with both characters participating in the combo at the same time. The game inherits gameplay features from Tekken 6, such as "Bound" hits (hits that slam an airborne opponent to the ground and stun them so combos can be extended) and walled arenas, some of which featuring walls and floors that can be broken through during the fight. Character customization is also featured, similar to past Tekken games.

Features suggested by Katsuhiro Harada include recording in Practice mode as well as a Tutorial, to make the game more accessible for new players. The game features a "stage gimmick" system. For instance, an example of the system shown has the player slamming their opponent into wall, which breaks and the opponent goes flying, landing in a new area where the fight continues. As the opponent falls, the tag partner is waiting at the bottom to continue the combo.

The game features various modes, allowing players to choose between Tag Team (2 vs 2), Single (1 vs 1), or Handicap Matches ( 2 vs 1 or 1 vs 2). Along with returning modes such as Arcade, Versus, Team Battle, Time Attack and Survival, a new mode called Fight Lab allows players to train a Combot through various challenges. The game also features various items that can alter the gameplay, ranging from weapons such as firearms and hammer hats to superficial items such as specialized KOs, and allows players to customize their fighters with various accessories.
Big Buck Hunter - Pro
Manufacturer: Raw Thrills
Year: 2005
Number of Simultaneous Players: 2
Maximum number of Players: 4
Gameplay: Competitive

Big Buck Hunter Pro is a new species of hunting game that puts sharp shooters’ accuracy, speed and wit to the most demanding test!

Over 25 photorealistic environments, using enhanced high definition flat screen monitors, eye-twitching animation and ear-pricking sound, players attempt to track and kill herds of wildlife including mountain lions, whitetail deer, moose and elks, raccoons, skunks, foxes and wolves.

Big Buck Hunter Pro features an all-new two-player, head-to-head element, ‘Shootout’, with 15 exciting new bonus rounds, which include the likes of ‘Pappy’s Moonshine Bonus’ and ‘Boars Gone Wild’.
Big Buck Hunter - Shooter's Challenge
Manufacturer: Incredible Technologies
Year: 2002
Number of Simultaneous Players: 1
Maximum number of Players: 4
Gameplay: Competitive

Big Buck Hunter: Shooter's Challenge is a hunting video game equipped with a pump-action shotgun, with all the fun and excitement of the original Big Buck Hunter and more.

The game features photo-realistic backgrounds, over 300 authentic and unique 3D hunting scenes and varying conditions including night, early morning, fog and snow.
Time Crisis
Manufacturer: Namco
Year: 1996
Number of Simultaneous Players: 1
Maximum number of Players: 1
Gameplay: Single

Time Crisis focuses on shooting all on-screen enemies in an area within a specific time limit to continue on to the next area and complete the level. The franchise's distinctive feature is its cover system: the player steps on a foot pedal to have the player character emerge from cover and attack enemies, and releases the pedal to get behind cover, protecting the character from enemy attacks but leaving them unable to shoot. The player must take cover to reload their standard gun.

The countdown clock prevents the player from remaining behind cover for too long and imposes a time limit to clear the stage of enemies. The player must manage their time in and out of cover to attack enemies on sight, while avoiding being hit by direct shots. After the clearance of an area the game adds only a partial amount of time to the overall clock while the timer keeps running down and the game ends if the time reaches zero.
Time Crisis 2
Manufacturer: Namco
Year: 1998
Number of Simultaneous Players: 2
Maximum number of Players: 2
Gameplay: Joint

The President's daughter is in trouble, so save her! You and a comrade progress through each of the game's different levels. After a short animation, you're placed right in the middle of combat, with enemies firing at you from afar (or up close). Start blasting all the enemies on screen, but watch out! You only have a limited amount of time to finish each level. If you run out or are depleted of all your health supply, it's game over!

Just like in the original, the game takes the players through different levels. They must blast all the bad guys in each area before time runs out. Fortunately there is a special pedal, which you step on to pop out of hiding so you can fire back, then release to go into hiding (and to reload your gun.)

You also have the option to play alone (SOLO PLAY- locks out second player) or have a friend join you at any time (LINK PLAY) after depositing credits.
R-Tuned
Maximum Tune 3
Outrun 2
Sega Race TV
Manufacturer: Sega
Year: 2008
Number of Simultaneous Players: 2
Maximum number of Players: 2
Gameplay: Competitive

Unlike some of Sega's other racers, which require precise driving techniques to get the best times, the goal in Sega Race TV is to simply slam the accelerator and go, go, go.

Your cabinet has a boost button. Once you've collected boosts, you can press this for a sudden burst of speed.

The game also has free boost periods where you can use your boost as much as you like for a limited time.

You'll also find blue panels on the track crossing over these sends your car jamming.

In addition to your battle against opponent racers, you also compete against the track.

You'll find all sorts of obstacles, from large trucks to a Statue of Liberty that somehow manages to beat down on the track. Avoiding these is part of the fun.

There are eight cars featured in the game: Ford Mustang GT, Chevrolet Camaro Concept, Chevrolet Corvette C3 Stingray, Plymouth HEMI Cuda, Mazda MX-5, Mitsubishi Eclipse, Ruf RK Roadster, Plymouth Prowler and Mercury Convertible, all exist in convertible forms.

All can be customized and customized cars can be obtained through passwords.
Black Rose
Manufacturer: Bally/Midway
Date Of Manufacture: July, 1992
Number of Simultaneous Players: 1
Maximum number of Players: 4
Gameplay: Competitive

Notable Features:

Flippers (3), Pop bumpers (3), Ramps (3), 3-bank standup targets (3), 2- or 3-ball Multiball.
Left ramp is a mechanically raised or lowered ramp which is raised at certain times to load the ball cannon.
Lower playfield has a below-the-playfield ball cannon (catapult-type) which oscillates when loaded, to be fired by player pressing the Fire button on lockdown bar.
The Broadside VUK kicks the ball to the center habitrail above the playfield the and sends it to the flippers.
18 Wheeler