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IELTS Academic Reading Practice Test 178

Part 1 · Read the text and answer questions 1–13

You should spend about 20 minutes on Questions 1–13, which are based on Reading Passage 1 below.

Playing for a Penny

The first coin-operated amusement machines appeared in the late nineteenth century. Early devices measured the strength of a player's grip or delivered a printed card predicting the future; others showed a short sequence of flickering photographs for a penny. Entrepreneurs in American cities gathered dozens of such machines into what became known as penny arcades, often attached to saloons, amusement parks and railway stations. The business model was established then and has barely changed: the customer pays a small sum, receives a brief experience, and is invited to pay again.

Pinball, the machine that dominated the arcade for decades, grew out of bagatelle, a table game popular in France from the eighteenth century in which a player used a cue to propel balls into numbered pockets. American manufacturers shrank it, added a spring plunger and a sloping table, and by the early 1930s had produced countertop versions that paid out in coins or free plays. The first to sell in large numbers was Baffle Ball, launched in Chicago in 1931 by David Gottlieb, which cost one cent to play. Within a year or two rival firms, including the company that became Bally, had introduced machines standing on legs.

Electricity transformed the machines. It powered lamps, electromagnetic coils that kicked the ball back into play and ringing bells, and it allowed scores to be registered and displayed automatically. It also made the games attractive to gamblers, and during the 1930s many American cities restricted or banned them. The best-known prohibition was imposed in New York in 1942 by Mayor Fiorello La Guardia, who held a public event at which seized machines were smashed with sledgehammers and tipped into the harbour. The ban remained in force for more than three decades.

The feature that turned pinball into a game of skill arrived in 1947, when a designer named Harry Mabs added flippers to a machine called Humpty Dumpty, built by Gottlieb. Players could now keep a ball alive, aim it and learn to control it. Flippers also gave the industry an argument when New York reconsidered its ban. In 1976 the city council agreed to hear evidence, and a skilled player demonstrated to the assembled officials that a good player could keep a ball in play for a long time. The ban was lifted.

Meanwhile the electronics that would eventually displace mechanical games were becoming cheap enough to use. In 1971 a small Californian firm called Nutting Associates released Computer Space, a coin-operated video game, but it was too complicated for most players. The following year two of its designers, Nolan Bushnell and Ted Dabney, founded Atari and produced Pong, a simplified game of table tennis in which two white rectangles knocked a square back and forth. A prototype placed in a bar proved so popular that its coin box had to be emptied more often than expected, and the commercial version sold in large numbers.

The arcade industry expanded rapidly after the release of Space Invaders in 1978. Designed by Tomohiro Nishikado for the Japanese company Taito, it gave players a fleet of aliens to destroy, and it became so popular in Japan that a story circulated about a shortage of the hundred-yen coins needed to play it. Pac-Man, created for Namco by Toru Iwatani in 1980, attracted players who had little interest in shooting, and colour monitors, microprocessors and dedicated sound chips allowed designers to produce games of growing sophistication. By the early 1980s arcades stood on many city streets, and the period is often called the golden age of the video game.

The boom ended abruptly. In 1983 the North American market collapsed, overwhelmed by too many poorly made games competing for the same players, and many manufacturers closed. Home consoles, which allowed people to play similar games in their own living rooms, took over much of the audience during the following decade, and in Britain and the United States the number of arcades fell sharply. Japan was the exception: large, multi-storey amusement centres continued to flourish in its cities, and Japanese firms developed games, such as the rhythm and dancing machines of the late 1990s, that depended on equipment only an arcade could provide.

Arcades survive today in several distinct forms. Family entertainment centres combine rides, bowling and redemption games, in which players win tickets that can be exchanged for small prizes; the restaurant chain Chuck E. Cheese, founded in 1977 by Nolan Bushnell, was an early example of the formula. Elsewhere, bars equipped with older machines attract adults who remember the games from childhood. Claw machines, which reward persistence rather than skill, remain among the most profitable machines in any arcade.

Preservation has become a problem. The cathode-ray tubes, custom circuit boards and controls of 1980s machines are difficult to repair, and few manufacturers hold spares. Collectors restore original cabinets, while software projects such as MAME, begun in 1997, have catalogued and emulated thousands of titles so that they can still be run on modern computers. Museums in several countries now hold arcade collections, treating the machines as industrial design rather than disposable entertainment. For a form of entertainment designed to be forgotten once the coins ran out, that is an unexpected afterlife.

Tip: select any text in the passage to highlight it in one of four colours. Click a highlight to remove it.

Questions 1–7◎ Practise this set only

Do the following statements agree with the information given in Reading Passage 1? Choose TRUE if the statement agrees with the information, FALSE if the statement contradicts the information, or NOT GIVEN if there is no information on this.

Pinball developed from a game that was originally played in France.
Baffle Ball was the first pinball machine to stand on legs.
Seized machines were publicly destroyed in New York in 1942.
Pinball was banned in New York for less than twenty years.
Other manufacturers soon copied the flippers designed by Harry Mabs.
The New York authorities changed their minds after seeing how much skill the game involved.
Computer Space sold better than Pong.

Questions 8–13◎ Practise this set only

Answer the questions below. Choose NO MORE THAN THREE WORDS AND/OR A NUMBER from the passage for each answer.

Write NO MORE THAN THREE WORDS AND/OR A NUMBER for each answer.

What did a widely repeated story claim was in short supply in Japan because of Space Invaders?
In which year did the North American arcade market collapse?
In redemption games, what can the tickets won by players be exchanged for?
Which machines are said to reward persistence rather than skill?
What kind of parts for 1980s machines do few manufacturers still hold?
How do museums suggest arcade machines should be regarded?

About this reading test

A full IELTS Academic Reading practice test with 40 questions on three original passages: the history of arcade games, the use of artificial intelligence in traffic management, and whether hands-free phone calls should be banned while driving. Includes a timer, band estimate and explanations.

PartPassageQuestionsQuestion typesTopicsWords
1Playing for a Penny1–13True / False / Not Given, Short-answer questionsSport & Leisure, History, Inventions866
2Giving the Traffic Lights Something to Think About14–26Matching information, Multiple choice (choose more than one), Note completionTechnology, Transport886
3Hands Free, Mind Elsewhere27–40Multiple choice, Yes / No / Not Given, Summary completion (word list)Psychology, Transport, Society980

How to use this practice test

  • Take the full test in 60 minutes, or practise one passage in 20 minutes.
  • Select text in the passage to highlight it, and click a question number to flag it for review.
  • Drag answers from a list into the gaps, or tap a gap to choose from a menu.
  • When you submit, each answer is marked right or wrong, with an explanation and a “Show in passage” button that highlights the sentence that proves it.
  • For gap-fill questions, keep to the word limit; an answer over the limit is marked wrong, as in the real exam.

All passages and questions on Sprechify are written by our own team in the official IELTS format. They are not taken from Cambridge IELTS books or any other published test. Band scores are estimates based on the conversion commonly used for practice tests.

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