Bank Panic
Old West bank defense shooter with timed fair kills.
In *Bank Panic*, a 1985 arcade shooter from Sanritsu Denki and Sega (distributed by Bally Midway in North America in 1986), players take on the role of an Old West sheriff guarding a bank and its customers from masked bandits.
The game uses a rotary dial (or 12-position rotary switch) and three buttons to fire left, center, and right. The bank is laid out as an implied circle of twelve numbered doors, with the player at the center. Rotating the dial left or right shows three doors at a time; pressing the matching button shoots at a door. Doors open to reveal either a customer (who drops a money bag), a robber (who shoots back), or a young boy in a tall stack of hats (who can be shot rapidly for a time bonus). A level ends when every door has received exactly one deposit (the door's number disappears after that). Bonus points come from a customer depositing at a door where a teller sits.
A row of numbered boxes at the top of the screen shows each door’s status: a red dollar sign marks a completed deposit, and a small figure (customer or robber) walks toward the door, with a distance indicator (a small dot or the figure's position) showing how close they are—no bar gauge is used. If a dollar sign disappears, a robber has stolen a deposit; the player must turn to that door and shoot the robber to recover it. Randomly, a bomb appears on a door with a rapid 99-countdown timer; the player must move there and destroy it with gunfire. Losing a life happens when shooting a customer, being shot by a robber, failing to destroy a bomb, or failing to finish the level before the overall timer (shown as a bar at the bottom) runs out.
All robbers are eliminated with one shot, though some 'tough' variants may require two shots (not indicated by boot color). Robbers may push a customer aside or duck to avoid fire. A door may reveal a tied-up customer; the player has a short window to shoot once and free them, earning three deposits instead of one—waiting too long lets a robber push the customer aside. Shortly after a robber appears, a timer above his head counts quickly up to 0:30 and back to 0:00. Shooting during this period yields a "FAIR" kill, with higher points the closer the timer is to 0:00; shooting before the timer appears gives an "UNFAIR" kill and minimum points. At level end, bonus points are awarded for deposits and remaining time, plus a bonus based on the av
- Developer
- Sanritsu Denki
- Publisher
- Sega (Japan/Europe); Bally Midway (North America)
- Release Year
- 1985 (Japan), 1986 (North America)
- Genre
- Shooter
- Platform
- Arcade
Lore & Background
The game uses a rotary dial (or 12-position rotary switch) and three buttons to fire at left, center, and right positions. The bank layout is implicitly a circle with twelve numbered doors and the player in the center. The player can rotate left or right, viewing three doors at a time, and shoot at a door by pressing the corresponding button. Doors open to reveal customers who deposit money, robbers who shoot at the player, or a young boy wearing a tall stack of hats that can be shot for a time bonus. A row of numbered boxes across the top shows each door's status, with a red dollar sign indicating a completed deposit. A small figure (customer or robber) walks toward the door, with a distance indicator (a small dot or the figure's position) showing how close they are—no bar gauge is used. If a robber steals a deposit, the dollar sign disappears, and the player must turn and shoot the robber to recover it.
Reader's Guide
Bank Panic is notable for its unique fair-kill scoring system: shortly after a robber appears, a timer above his head counts quickly up to 0:30 and back down to 0:00. Shooting during this period yields a 'FAIR' kill with higher points awarded the closer the timer is to 0:00; shooting before the timer appears gives an 'UNFAIR' kill with minimum value. At the end of a level, bonus points are awarded for deposits and remaining time, plus a bonus based on the average time of all FAIR kills. Shooting a red-shirted robber when the timer displays 0:00 awards one letter in the word EXTRA; completing the word grants a large bonus, an extra life, and immediate advancement to the next level. The game was listed as the second most successful table arcade unit of October 1984 in Japan by Game Machine. Computer and Video Games gave it a positive review, calling it well-designed, and noted similarity to Nintendo's Hogan's Alley. Computer Gamer wrote that the 'colourful and humurous [sic] graphics make this an enjoyable, if simple in concept, game.' Clones include West Bank by Dinamic Software and Bang! Bank! for Atari 8-bit computers.
Did You Know?
- Some robbers wear white boots and must be shot twice to be eliminated.
- A door may open to reveal a customer tied up with rope; freeing them yields three deposits instead of one.
- At random intervals, a bomb is placed on a door with a rapid timer counting down from 99; the player must destroy it with gunfire.
- Shooting a red-shirted robber when the timer displays 0:00 awards one letter in the word EXTRA.
The Circular Bank and Three-Button Combat
Bank Panic casts the player as an Old West sheriff stationed at the center of a circular bank lobby, tasked with keeping masked robbers away from the tellers and customers. The control scheme is deceptively simple: a two-position joystick for rotating left or right, and three dedicated fire buttons aimed at the left, center, and right positions. Because the bank's twelve numbered doors are arranged in a ring, the player can only see three at a time and must constantly spin to survey the full perimeter. Each door, when it opens, presents one of three possibilities—a customer dropping a bag of cash onto the counter, a robber drawing a weapon, or a young boy wearing a tall stack of hats that can be rapidly shot for bonus time or a deposit. A level is complete only after every single door has received at least one deposit, and a customer who happens to deposit at a door where a teller is seated earns the sheriff extra points. The entire challenge revolves around managing this 360-degree awareness while juggling three simultaneous firing directions.
The Fairness Timer and the EXTRA Life Reward
One of Bank Panic's most distinctive design choices is its built-in fairness system for shooting robbers. Shortly after a robber appears in a doorway, a small timer materializes above his head, counting rapidly up to 0:30 and then back down to 0:00. If the player fires during this window, the kill is registered as FAIR, and the closer the timer is to 0:00 when the shot lands, the higher the point value. Conversely, any shot fired before the timer even appears is classified as UNFAIR and yields only a minimum score. At the end of each level, the player collects bonus points for all completed deposits, any remaining time on the overall level timer, and an additional bonus calculated from the average time of every FAIR kill made. Perhaps the most exciting reward is the EXTRA system: each time a red-shirted robber is shot precisely when the timer reads 0:00, one letter of the word EXTRA is displayed at the bottom of the screen. Completing all five letters grants a large point bonus, an extra life, and an immediate skip to the next level.
Reception in the Arcade and Press
Bank Panic was developed by Sanritsu Denki and published by Sega for arcades in Japan and Europe, with Bally Midway handling distribution in North America. Its commercial performance in Japan was strong: the trade publication Game Machine ranked it as the second most successful table arcade unit for October 1984. Western press response was generally favorable. Computer and Video Games magazine praised the arcade version as a well-designed title, though they observed a notable similarity to Nintendo's Hogan's Alley, which had also shipped that same year. Computer Gamer took a slightly more measured tone, noting that the game's colourful and humurous graphics made it an enjoyable experience, while acknowledging that the underlying concept remained simple. The game's appeal lay in its tight, accessible loop—rotate, identify, shoot—wrapped in a lighthearted Western setting that distinguished it from the more violent shooters common in arcades of the mid-1980s.
Home Computer Clones and Lasting Presence
Although Bank Panic was designed as an arcade cabinet, its core loop proved adaptable to home platforms. The most prominent clone was West Bank, produced by Dinamic Software and released for the ZX Spectrum, Commodore 64, MSX, and Amstrad CPC. A second clone, titled Bang! Bank!, appeared for Atari 8-bit computers in 1992, nearly a decade after the original arcade release. These ports carried the sheriff-and-robber premise into living rooms across Europe and beyond, extending the game's life well past its initial 1984 arcade run. The title also maintains a presence in modern video game reference materials, including its listing on the Killer List of Videogames, a comprehensive catalog of arcade titles. For many players of the 1980s, Bank Panic remains a fond memory of the era's lighter arcade shooters—a game where the stakes were protecting a bank rather than saving the world, and where the reward for precision was spelling out the word EXTRA one letter at a time.
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