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Golden age of arcade video games

The golden age of arcade video games was the period of rapid growth, technological development, and cultural influence of arcade video games from the late 1970s to the early 1980s. The release of Space Invaders in 1978 led to a wave of shoot-'em-up games such as Galaxian and the vector graphics-based Asteroids in 1979, made possible by new computing technology that had greater power and lower costs. Arcade video games switched from black-and-white to color, with titles such as Frogger and Centipede taking advantage of the visual opportunities of bright palettes.

Video game arcades became a part of popular culture and a primary channel for new games. Video game genres were still being established, but included space-themed shooter games such as Defender and Galaga, maze chase games that followed the design established by Pac-Man, driving and racing games which more frequently used 3D perspectives such as Turbo and Pole Position, character action games such as Pac-Man and Frogger, and the beginning of what would later be called platform games touched off by Donkey Kong. Games began starring named player characters, such as Pac-Man, Mario, and Q*bert, and some of these characters crossed over into other media including songs, cartoons, and movies. The 1982 film Tron was closely tied to an arcade game of the same name.

The golden age of arcade games began to wane in 1983 due to a plethora of clones of popular titles that saturated arcades, the rise of home video game consoles, both coupled with a moral panic on the influence of arcades and video games on children. This fall occurred during the same time as the video game crash of 1983 but for different reasons, though both marred revenues within the North American video game industry for several years. The arcade game sector revitalized later during the early 1990s particularly with the mainstream success of fighting games.

Time period edit

Although the exact years differ, most sources agree the period lasted from about the late 1970s to early 1980s.

Technology journalist Jason Whittaker, in The Cyberspace Handbook, places the beginning of the golden age in 1978, with the release of Space Invaders.[1] Video game journalist Steven L. Kent argues in his book The Ultimate History of Video Games that it began the following year, when Space Invaders gained popularity in the United States[2] and when vector display technology, first seen in arcades in 1977's Space Wars, rose to prominence via Atari's Asteroids. Kent says the period ended in 1983, which saw "a fairly steady decline" in the coin-operated video game business and arcades.[3][4]

Walter Day of Twin Galaxies places this period's beginning in the late 1970s, when color arcade games became more prevalent and arcade video games started appearing outside of their traditional bowling alley and bar locales, through to its ending in the mid-1980s.[5] RePlay magazine in 1985 dated the arcade industry's "video boom" years from 1979 to 1982.[6] The golden age of arcade games largely coincided with, and partly fueled, the second generation of game consoles and the microcomputer revolution.

One outlier is the History of Computing Project website, which says the era began in 1971, when the creator of Pong filed a pivotal patent regarding video game technology and when the first arcade video game machine, Computer Space, was released.[7] It defines the era as covering the "mainstream appearance of video games as a consumer market" and "the rise of dedicated hardware systems and the origin of multi-game cartridge based systems".[8]

Business edit

The golden age was a time of great technical and design creativity in arcade games. The era saw the rapid spread of video arcades across North America, Europe, and Asia. The number of video game arcades in North America was doubled between 1980 and 1982;[9] reaching a peak of 10,000 video game arcades across the region (compared to 4,000 as of 1998).[10] Beginning with Space Invaders, video arcade games also started to appear in supermarkets, restaurants, liquor stores, gas stations, and many other retail establishments looking for extra income.[11] Video game arcades at the time became as common as convenience stores, while arcade games like Pac-Man and Space Invaders appeared in most locations across the United States, including even funeral homes.[12] The sales of arcade video game machines increased during this period from $50 million in 1978 to $900 million in 1981,[9] with 500,000 arcade machines sold in the United States at prices ranging as high as $3,000 in 1982 alone.[13] By 1982, there were 24,000 full arcades, 400,000 arcade street locations and 1.5 million arcade machines active in North America.[14] The market was very competitive; the average life span of an arcade game was four to six months. Some games like Robby Roto failed because they were too complex to learn quickly. Qix was briefly very popular but, Taito's Keith Egging later said, "too mystifying for gamers...impossible to master and when the novelty wore off, the game faded".[15] Around this time, the home video game industry (second-generation video game consoles and early home computer games) emerged as "an outgrowth of the widespread success of video arcades".[16]

In 1980, the U.S. arcade video game industry's revenue generated from quarters tripled to $2.8 billion.[17] By 1981, the arcade video game industry in the United States was generating more than $5 billion a year[1][18] with some estimates as high as $10.5 billion for all video games (arcade and home) in the U.S. that year, which was three times the amount spent on movie tickets in 1981.[19] The total revenue for the U.S. arcade video game industry in 1981 was estimated at more than $7 billion[20] though some analysts estimated the real amount may have been much higher.[20] By 1982, video games accounted for 87% of the $8.9 billion in commercial games sales in the United States.[21] In 1982, the arcade video game industry's revenue in quarters was estimated at $8 billion[22] surpassing the annual gross revenue of both pop music ($4 billion) and Hollywood films ($3 billion) combined that year.[22][23] It also exceeded the revenues of all major sports combined at the time,[23] earning three times the combined ticket and television revenues of Major League Baseball, basketball, and American football, as well as earning twice as much as all the casinos in Nevada combined.[24] This was also more than twice as much revenue as the $3.8 billion generated by the home video game industry (during the second generation of consoles) that same year;[22] both the arcade and home markets combined added up to a total revenue between $11.8 billion and $12.8 billion for the U.S. video game industry in 1982. In comparison, the U.S. video game industry in 2011 generated total revenues between $16.3 billion and $16.6 billion.[25]

Prior to the golden age, pinball machines were more popular than video games. The pinball industry reached a peak of 200,000 machine sales and $2.3 billion revenue in 1979, which had declined to 33,000 machines and $464 million in 1982.[21] In comparison, the best-selling arcade games[citation needed] of the golden age, Space Invaders and Pac-Man, had each sold over 360,000[26] and 400,000[27] cabinets, respectively, with each machine costing between $2000 and $3000 (specifically $2400 in Pac-Man's case).[28] In addition, Space Invaders had grossed $2 billion in quarters by 1982,[23] while Pac-Man had grossed over $1 billion by 1981[29] and $2.5 billion by the late 1990s.[30][31] In 1982, Space Invaders was considered the highest-grossing entertainment product of its time, with comparisons made to the then highest-grossing film Star Wars,[23][32] which had grossed $486 million,[32] while Pac-Man is today considered the highest-grossing arcade game of all time.[33] Many other arcade games during the golden age also had hardware unit sales at least in the tens of thousands, including Ms. Pac-Man with over 115,000 units, Asteroids with 70,000,[12] Donkey Kong with over 60,000,[34] Defender with 55,000,[35] Galaxian with 40,000,[36] Donkey Kong Junior with 35,000,[34] Mr. Do! with 30,000,[37] and Tempest with 29,000 units.[38] A number of arcade games also generated revenues (from quarters) in the hundreds of millions, including Defender with more than $100 million[18] in addition to many more with revenues in the tens of millions, including Dragon's Lair with $48 million and Space Ace with $13 million.[39]

The most successful arcade game companies of this era included Taito (which ushered in the golden age with the shooter game Space Invaders[4] and produced other successful arcade action games such as Gun Fight and Jungle King), Namco (the Japanese company that created Galaxian, Pac-Man, Pole Position and Dig Dug) and Atari (the company that introduced video games into arcades with Computer Space and Pong, and later produced Asteroids). Other companies such as Sega (who later entered the home console market against its former arch rival, Nintendo), Nintendo (whose mascot, Mario, was introduced in 1981's Donkey Kong as "Jumpman"), Bally Midway Manufacturing Company (which was later purchased by Williams), Cinematronics, Konami, Centuri, Williams and SNK also gained popularity around this era.

During this period, Japanese video game manufacturers became increasingly influential in North America. By 1980, they had become very influential through licensing their games to American manufacturers.[40] Japanese companies eventually moved beyond licensing their games to American companies such as Midway, and by 1981 instead began directly importing machines to the North American market as well as building manufacturing facilities in the United States.[41] By 1982–1983, Japanese manufacturers had more directly captured a large share of the North American arcade market, which Gene Lipkin of Data East USA partly attributed to Japanese companies having more finances to invest in new ideas.[42]

Technology edit

Arcades catering to video games began to gain momentum in the late 1970s, with Space Invaders (1978) followed by games such as Asteroids (1979) and Galaxian (1979). Arcades became more widespread in 1980 with Pac-Man, Missile Command and Berzerk, and in 1981 with Defender, Donkey Kong, Frogger and others. The central processing unit (CPU) microprocessors in these games allowed for more complexity than earlier transistor-transistor logic (TTL) discrete circuitry games such as Atari's Pong (1972). The arcade boom that began in the late 1970s is credited with establishing the basic techniques of interactive entertainment and for driving down hardware prices to the extent of allowing the personal computer (PC) to become a technological and economic reality.[43]

While color monitors had been used by several racing video games before (such as Indy 800[44] and Speed Race Twin[45]), it was during this period that RGB color graphics became widespread, following the release of Galaxian in 1979.[46] Galaxian introduced a tile-based video game graphics system, which reduced processing and memory requirements by up to 64 times compared to the previous framebuffer system used by Space Invaders.[47] This allowed Galaxian to render multi-color sprites,[48] which were animated atop a scrolling starfield backdrop, providing the basis for the hardware developed by Nintendo for arcade games such as Radar Scope (1980) and Donkey Kong followed by the Nintendo Entertainment System console.[49]

The golden age also saw developers experimenting with vector displays, which produce crisp lines that can't be duplicated by raster displays. A few of these vector games became great hits, such as 1979's Asteroids, 1980's Battlezone, 1981's Tempest and 1983's Star Wars from Atari. However, vector technology fell out of favor with arcade game companies due to the high cost of repairing vector displays.[citation needed]

Several developers at the time were also experimenting with pseudo-3D and stereoscopic 3D using 2D sprites on raster displays. In 1979, Nintendo's Radar Scope introduced a three-dimensional third-person perspective to the shoot 'em up genre, later imitated by shooters such as Konami's Juno First and Activision's Beamrider in 1983.[50] In 1981, Sega's Turbo was the first racing game to feature a third-person rear view format,[51] and use sprite scaling with full-colour graphics.[52] Namco's Pole Position featured an improved rear-view racer format in 1982 that remained the standard for the genre; the game provided a perspective view of the track, with its vanishing point swaying side to side as the player approaches corners, accurately simulating forward movement into the distance.[53] That same year, Sega released Zaxxon, which introduced the use of isometric graphics and shadows;[54] and SubRoc-3D, which introduced the use of stereoscopic 3D through a special eyepiece.[55]

This period also saw significant advances in digital audio technology. Space Invaders in 1978 was the first game to use a continuous background soundtrack, with four simple chromatic descending bass notes repeating in a loop, though it was dynamic and changed tempo during stages.[56] Rally-X in 1980 was the first game to feature continuous background music,[57] which was generated using a dedicated sound chip, a Namco 3-channel PSG.[58] That same year saw the introduction of speech synthesis, which was first used in Stratovox, released by Sun Electronics in 1980,[57] followed soon after by Namco's King & Balloon.

Developers also experimented with laserdisc players for delivering full motion video based games with movie-quality animation. The first laserdisc video game to exploit this technology was 1983's Astron Belt from Sega,[59][60] soon followed by Dragon's Lair from Cinematronics; the latter was a sensation when it was released (and, in fact, the laserdisc players in many machines broke due to overuse). While laserdisc games were usually either shooter games with full-motion video backdrops like Astron Belt or interactive movies like Dragon's Lair, Data East's 1983 game Bega's Battle introduced a new form of video game storytelling: using brief full-motion video cutscenes to develop a story between the game's shooting stages, which years later became the standard approach to video game storytelling. By the mid-1980s, the genre dwindled in popularity, as laserdiscs were losing out to the VHS format and the laserdisc games themselves were losing their novelty.[61]

16-bit processors began appearing in several arcade games during this era. Universal's Get A Way (1978) was a sit-down racing game that used a 16-bit CPU,[62] for which it was advertised as the first game to use a 16-bit microcomputer.[63] Another racing game, Namco's Pole Position (1982), used the 16-bit Zilog Z8000 processor.[64] Atari's Food Fight (1983) was one of the earliest games to use the Motorola 68000 processor.[65]

3D computer graphics began appearing in several arcade games towards the end of the golden age. Funai's Interstellar, a laserdisc game introduced at Tokyo's Amusement Machine Show (AM Show) in September 1983,[66][67] demonstrated pre-rendered 3D computer graphics.[68] Simutrek's Cube Quest, another laserdisc game introduced at the same Tokyo AM Show in September 1983,[67] combined laserdisc animation with 3D real-time computer graphics.[69] Star Rider, introduced by Williams Electronics at the Amusement & Music Operators Association (AMOA) in October 1983,[70] also demonstrated pre-rendered 3D graphics.[71] Atari's I, Robot, developed and released in 1984,[72][73] was the first arcade game to be rendered entirely with real-time 3D computer graphics.[74]

Gameplay edit

Space Invaders (1978) established the "multiple life, progressively difficult level paradigm" used by many classic arcade games.[75] Designed by Tomohiro Nishikado at Taito, he drew inspiration from Atari's block-breaker game Breakout (1976) and several science fiction works. Nishikado added several interactive elements to Space Invaders that he found lacking in earlier video games, such as the ability for enemies to react to the player's movement and fire back, with a game over triggered by enemies killing the player (either by getting hit or enemies reaching the bottom of the screen) rather than a timer running out.[76] In contrast to earlier arcade games which often had a timer, Space Invaders introduced the "concept of going round after round."[77] It also gave the player multiple lives before the game ends,[78] and saved the high score.[79] It also had a basic story with animated characters along with a "crescendo of action and climax" which laid the groundwork for later video games, according to Eugene Jarvis.[80]

With the enormous success of Space Invaders, dozens of developers jumped into the development and manufacturing of arcade video games. Some simply copied the "invading alien hordes" idea of Space Invaders and turned out successful imitators like Namco's Galaxian and Galaga, which extended the fixed shooter genre with new gameplay mechanics, more complex enemy patterns, and richer graphics.[81][82] Galaxian introduced a "risk-reward" concept,[83] while Galaga was one of the first games with a bonus stage.[84] Sega's 1980 release Space Tactics was an early first-person space combat game with multi-directional scrolling as the player moved the cross-hairs on the screen.[85]

Others tried new concepts and defined new genres. Rapidly evolving hardware allowed new kinds of games which allowed for different styles of gameplay. The term "action games" began being used in the early 1980s, in reference to a new genre of character action games that emerged from Japanese arcade developers, drawing inspiration from manga and anime culture. According to Eugene Jarvis, these new character-driven Japanese action games emphasized "character development, hand-drawn animation and backgrounds, and a more deterministic, scripted, pattern-type" of play. Terms such as "action games" or "character games" began being used to distinguish these new character-driven action games from the space shooters that had previously dominated the video game industry.[86][87][88] The emphasis on character-driven gameplay in turn enabled a wider variety of subgenres.[87] In 1980, Namco released Pac-Man, which popularized the maze chase genre, and Rally-X, which featured a radar tracking the player position on the map.[58] Games such as the pioneering 1981 games Donkey Kong and Qix introduced new types of games where skill and timing are more important than shooting as fast as possible, with Nintendo's Donkey Kong in particular setting the template for the platform game genre.[89]

The two most popular genres during the golden age were space shooters and character action games.[86] While Japanese developers were creating a character-driven action game genre in the early 1980s, American developers largely adopted a different approach to game design at the time.[86] According to Eugene Jarvis, American arcade developers focused mainly on space shooters during the late 1970s to early 1980s, greatly influenced by Japanese space shooters but taking the genre in a different direction from the "more deterministic, scripted, pattern-type" gameplay of Japanese games, towards a more "programmer-centric design culture, emphasizing algorithmic generation of backgrounds and enemy dispatch" and "an emphasis on random-event generation, particle-effect explosions and physics" as seen in arcade games such as his own Defender (1981)[86] and Robotron: 2084 (1982)[90] as well as Atari's Asteroids (1979).[91]

Namco's Bosconian in 1981 introduced a free-roaming style of gameplay where the player's ship freely moves across open space, while also including a radar tracking player & enemy positions.[92] Bega's Battle in 1983 introduced a new form of video game storytelling: using brief full-motion video cutscenes to develop a story between the game's shooting stages.[61] Other examples of innovative games are Atari Games' Paperboy in 1984 where the goal is to successfully deliver newspapers to customers, and Namco's Phozon where the object is to duplicate a shape shown in the middle of the screen. The theme of Exidy's Venture is dungeon exploration and treasure-gathering. Q*bert plays upon the user's sense of depth perception to deliver a novel experience.

Popular culture edit

 
Donkey Kong

Some games of this era were so widely played that they entered popular culture. The first was Space Invaders, released in 1978. A widely believed, yet false, urban legend held that its popularity caused a national shortage of 100 yen coins in Japan.[93][94][95][96] Its release in North America led to hundreds of favorable articles and stories about the emerging medium of video games printed in newspapers and magazines and aired on television. The Space Invaders Tournament held by Atari in 1980 was the first video game competition and attracted more than 10,000 participants, establishing video gaming as a mainstream hobby.[97] By 1980, 86% of the 13–20 year old population in the United States had played arcade video games,[98] and by 1981, there were more than 35 million gamers visiting video game arcades in the United States.[99]

The game that most affected popular culture in North America was Pac-Man. Its release in 1980 caused such a sensation that it initiated what is now referred to as "Pac-Mania" (which later became the title of the last coin-operated game in the series, released in 1987). Released by Namco, the game featured a yellow, circle-shaped creature trying to eat dots through a maze while avoiding pursuing enemies. Though no one could agree what the "hero" or enemies represented (they were variously referred to as ghosts, goblins or monsters), the game was extremely popular. The game spawned an animated television series, numerous clones, Pac-Man-branded foods, toys, and a hit pop song, "Pac-Man Fever". The game's popularity was such that President Ronald Reagan congratulated a player for setting a record score in Pac-Man.[100] Pac-Man was also responsible for expanding the arcade game market to involve large numbers of female audiences across all age groups.[101] Though many popular games quickly entered the lexicon of popular culture, most have since left, and Pac-Man is unusual in remaining a recognized term in popular culture, along with Space Invaders, Donkey Kong, Mario and Q*bert.

Seen as an additional source of revenue, arcade games began popping up outside of dedicated arcades, including bars, restaurants, movie theaters, bowling alleys, convenience stores, laundromats, gas stations, supermarkets, airports, even dentist and doctor offices. Showbiz Pizza and Chuck E. Cheese were founded specifically as restaurants focused on featuring the latest arcade titles.

In 1982, the game show Starcade premiered. The program focused on players competing to achieve high scores on the latest arcade titles, with the chance to win the grand prize of their own arcade machine if they could hit a target score within a specific time frame. The show ran until 1984 on TBS and syndication.

In 1983, an animated television series produced for Saturday mornings called Saturday Supercade featured video game characters from the era, such as Frogger, Donkey Kong, Q*bert, Donkey Kong Jr., Kangaroo, Space Ace, and Pitfall Harry.

Arcade games at the time affected the music industry, revenues for which had declined by $400 million between 1978 and 1981 (from $4.1 billion to $3.7 billion), a decrease that was directly credited to the rise of arcade games at the time.[102] Successful songs based on video games also began appearing. The pioneering electronic music band Yellow Magic Orchestra (YMO) sampled Space Invaders sounds in their 1978 self-titled album and the hit single "Computer Game" from the same album,[103] the latter selling over 400,000 copies in the United States.[104] In turn, YMO had a major influence on much of the video game music produced during the 8-bit and 16-bit eras.[105] Other pop songs based on Space Invaders soon followed, including "Disco Space Invaders" (1979) by Funny Stuff,[103] "Space Invaders" (1980) by Player One (known as Playback in the US),[106] and the hit songs "Space Invader" (1980) by The Pretenders[103] and "Space Invaders" (1980) by Uncle Vic.[107] The game was also the basis for Player One's "Space Invaders" (1979), which in turn provided the baseline for Jesse Saunders's "On and On" (1984),[108][109] the first Chicago house music track.[110] The song "Pac-Man Fever" reached No. 9 on the Billboard Hot 100 and sold over a million singles in 1982,[111] while the album Pac-Man Fever sold over a million records, with both receiving Gold certifications.[112] That same year, R. Cade and the Video Victims also produced an arcade-inspired album, Get Victimized, featuring songs such as "Donkey Kong".[113] In 1984, former YMO member Haruomi Hosono produced an album entirely from Namco arcade game samples entitled Video Game Music, an early example of a chiptune record[114] and the first video game music album.[115] Arcade game sounds also had a strong influence on the hip hop,[116] pop music (particularly synthpop)[117] and electro music genres during the early 1980s.[118] The booming success of video games at the time led to music magazine Billboard listing the 15 top-selling video games alongside their record charts by 1982.[16] More than a decade later, the first electroclash record, I-F's "Space Invaders Are Smoking Grass" (1997), has been described as "burbling electro in a vocodered homage to Atari-era hi-jinks",[119] particularly Space Invaders which it was named after.[120]

Arcade games also influenced the film industry; beginning with Space Invaders, arcade games began appearing at many movie theaters.[12] Early films based on video games were also produced, most notably Tron, which grossed over $33 million in 1982[121] which began the Tron franchise which included a video game adaptation that grossed more than the film.[122] Other films based on video games included the 1983 films WarGames (where Matthew Broderick plays Galaga at an arcade),[123] Nightmares, and Joysticks, the 1984 films The Last Starfighter, as well as Cloak & Dagger (in which an Atari 5200 cartridge implausibly containing the eponymous arcade game becomes the film's MacGuffin). Arcades also appeared in many other films at the time, such as Dawn of the Dead (where they play Gun Fight and F-1) in 1978,[124] and Midnight Madness in 1980, Take This Job and Shove It and Puberty Blues in 1981, the 1982 releases Rocky III, Fast Times At Ridgemont High, Koyaanisqatsi and The Toy, the 1983 releases Psycho II, Spring Break, Strange Brew, Terms of Endearment and Never Say Never Again, the 1984 releases Footloose, The Karate Kid (where Elisabeth Shue plays Pac-Man), The Terminator, Night of the Comet and The Adventures of Buckaroo Banzai Across the 8th Dimension, the 1985 releases The Goonies, The Heavenly Kid, Pee Wee's Big Adventure, The Boys Next Door[125] and Ferris Bueller's Day Off[123] as well as the 1986 films Something Wild, The Color of Money, River's Edge and Psycho III (where Norman Bates stands next to a Berzerk cabinet).[125] Over the Top, Can't Buy Me Love, Light of Day and Project X showcase arcade game cabinets as well. Coin-operated games (both video and mechanical) are central to the plots of the 1988 films Big and Kung-Fu Master.

In more recent years, there have been critically acclaimed documentaries based on the golden age of arcade games, such as The King of Kong: A Fistful of Quarters (2007) and Chasing Ghosts: Beyond the Arcade (2007). Since 2010, many arcade-related features or films incorporating 1980's nostalgia have been released including Tron: Legacy (2010), Wreck-It Ralph (2012), Ping Pong Summer (2014), Pixels (2015), Everybody Wants Some!! (2016), Summer of 84 (2018) and Ready Player One (2018) which is based upon the novel by Ernest Cline and directed by Steven Spielberg. Television shows have exhibited arcade games including The Goldbergs and Stranger Things (both of which feature Dragon's Lair among other games).

Strategy guides edit

The period saw the emergence of a gaming media, publications dedicated to video games, in the form of video game journalism and strategy guides.[23] The enormous popularity of video arcade games led to the very first video game strategy guides;[126] these guides (rare to find today) discussed in detail the patterns and strategies of each game, including variations, to a degree that few guides seen since can match. "Turning the machine over" - making the score counter overflow and reset to zero - was often the final challenge of a game for those who mastered it, and the last obstacle to getting the highest score.

Some of these strategy guides sold hundreds of thousands of copies at prices ranging from $1.95 to $3.95 in 1982[126] (equivalent to between $6.00 and $12.00 in 2024).[127] That year, Ken Uston's Mastering Pac-Man sold 750,000 copies, reaching No. 5 on B. Dalton's mass-market bestseller list, while Bantam's How to Master the Video Games sold 600,000 copies, appearing on The New York Times mass-market paperback list.[126] By 1983, 1.7 million copies of Mastering Pac-Man had been printed.[128]

List of popular arcade games edit

The games below are some of the most popular and/or influential games of the era.[129]

Name Year Manufacturer Legacy Notes
Space Invaders 1978 Taito (Japan) / Midway (U.S.) Considered the game that revolutionized the video game industry.[130] The first blockbuster video game,[131] it established the shoot 'em up genre,[132] and has influenced most shooter games since.[133]
Galaxian 1979 Namco (Japan) / Midway (U.S.) Created to compete with Space Invaders. The first game to use multi-colored, animated sprites.[134][135] Aliens move in a swooping formation and attack by dive bombing the player's ship.
Lunar Lander 1979 Atari Arcade version of an earlier minicomputer game concept. First Atari coin-op to use vector graphics.
Asteroids 1979 Atari Atari's most successful coin-operated game. It is one of the first to allow players to enter their initials for a high score.
Battlezone 1980 Atari Custom cabinet with novel 2-way dual-joystick controls incorporating top-fire button, and periscope-like viewer.[136] Early use of first-person pseudo 3-D vector graphics. It is widely considered the first virtual reality arcade game.[137] Also used as the basis for a military simulator.[138]
Berzerk 1980 Stern Electronics Early use of speech synthesis was also translated into other languages in Europe. Indestructible adversary appears in order to eliminate lingering players. This became an oft-employed device (e.g. Hallmonsters in Venture) to increase challenge and limit play duration of arcade games.
Missile Command 1980 Atari Theme of the game was influenced by the Cold War era.
Pac-Man 1980 Namco (Japan) / Midway (U.S.) One of the most popular and influential games, it had the first gaming mascot, established maze chase genre, opened gaming to female audiences,[139] and introduced power-ups[140] and cutscenes.[141]
Phoenix 1980 Amstar Electronics / Centuri (U.S.) / Taito (Japan) One of the first games with a boss battle.
Rally-X 1980 Namco Driving game with overhead, scrolling maze. First game with a bonus round, background music,[142] and a radar.[58] When released, was predicted to outsell two other new releases: Pac-Man and Defender.
Star Castle 1980 Cinematronics The colors of the rings and screen are provided by a transparent plastic screen overlay.
Wizard of Wor 1980 Midway Allowed two-player competitive or cooperative fighting of monsters in maze-like dungeons.
Centipede 1981 Atari Co-created by programmer Dona Bailey.
Defender 1981 Williams Electronics Horizontal scrolling space shooting game that was praised for its audio-visuals and gameplay. Was predicted to be outsold by Rally-X, but Defender trounced it, going on to sell 60,000 units.
Tempest 1981 Atari One of the first games to use a color vector display.
Donkey Kong 1981 Nintendo Laid foundations for platform game genre as well as visual storytelling in video games,[89] and introduced a carpenter protagonist named Jumpman, a character who evolved into Nintendo's mascot, Mario, in subsequent games.
Frogger 1981 Konami (Japan) / Sega-Gremlin (North America) Novel gameplay notable for being free of fighting and shooting.
Scramble 1981 Konami (Japan) / Stern (North America) First scrolling shooter game, featuring forced horizontal scrolling motion.
Galaga 1981 Namco (Japan) / Midway (North America) Space shooting game that leapfrogged its predecessor, Galaxian, in popularity.
Gorf 1981 Midway Multiple-mission fixed shooter game. Some of the levels were clones of other popular games. Notable for featuring robotic synthesized speech.
Qix 1981 Taito The objective is to fence off a supermajority of the play area. Unique gameplay that didn't have shooting, racing, or mazes.
Vanguard 1981 SNK (Japan) / Centuri (US) Early scrolling shooter that scrolls in multiple directions, and allows shooting in four directions,[143][144] using four direction buttons, similar to dual-stick controls.[145] Along with Fantasy, Super Cobra and Bosconian, is significant as being among the first video games with a continue screen.[146]
BurgerTime 1982 Data East (Japan) / Bally Midway (US) Platform game where the protagonist builds hamburgers while being pursued by food. Original title changed from Hamburger when brought to the U.S. from Japan.
Dig Dug 1982 Namco (Japan) / Atari (North America) Novel gameplay where underground adversaries were defeated by inflating them or dropping rocks on them. Rated the sixth most popular coin-operated video game of all time.[147]
Donkey Kong Jr. 1982 Nintendo Jumpman was renamed Mario in this sequel. This was the only time Nintendo's mascot was featured as an antagonist in any of their games.
Front Line 1982 Taito One of the first of many 1980s games with commando-style infantry ground combat (guns, grenades and tanks) as the theme.
Joust 1982 Williams Electronics Allowed two-player cooperative or competitive play.
Jungle King 1982 Taito An early side-scrolling (and diagonal-scrolling) platformer with vine-swinging mechanics, run & jump sequences, climbing hills, and swimming. Almost immediately re-released as Jungle Hunt due to a lawsuit from the Edgar Rice Burroughs estate claiming character copyright infringement on the character of Tarzan. This version changed the Tarzan character to a pith helmet-wearing white explorer.[148]
Kangaroo 1982 Sunsoft (Japan) / Atari (US) Unusual for a platform game, there is no jump button. Instead, the player pushes up—or up and diagonally—to jump.
Moon Patrol 1982 Irem (Japan) / Williams Electronics (U.S.) Along with Jungle Hunt, one of the first arcade games with parallax scrolling.[149]
Ms. Pac-Man 1982 Midway (North America) / Namco One of the most popular of all time, this game was created from a bootlegged hack of Pac-Man. It has four different mazes and moving bonus fruit.
Pengo 1982 Sega A maze game set in an environment full of ice blocks, which can be used by the player's penguin, who can slide them to attack enemies.[150]
Pole Position 1982 Namco (Japan) / Atari (U.S.) After Sega's Turbo revolutionized sprite scaling with their third-person cockpit racer, Namco brought 16-bit graphics to the arcade, dropped the player's perspective closer to being directly behind the car, and added dramatic curves to the track. The game also incorporated product placements for companies (including licensee Atari) on passing billboards.
Popeye 1982 Nintendo Nintendo used higher resolution foreground sprites displayed over lower resolution backgrounds,[151] achieving comparable visuals to many games in the Midway Card Rack (MCR) system.[152] This display method was previously used on Nintendo's Sky Skipper, from which many Popeye cabinets were converted. Donkey Kong was originally intended to be made with Popeye characters, but at the time, Nintendo was unsuccessful at securing the licensing from King Features Syndicate.[153]
Q*bert 1982 Gottlieb Became one of the most merchandised arcade games behind Pac-Man and Donkey Kong.[154][155]
Robotron 2084 1982 Williams Electronics Popularized the dual joystick control scheme.
Gravitar 1982 Atari Not popular in the arcades due to its difficulty, but the gameplay inspired many clones like Thrust and Oids.
Time Pilot 1982 Konami (Japan) / Centuri (U.S.) Time travel themed aerial combat game with free-roaming gameplay in open air space that scrolls indefinitely in all directions, with player's plane always remaining centered.[156][157][158]
Tron 1982 Bally Midway Earned more than the film it was based on.[159] Gameplay consists of four subgames.
Xevious 1982 Namco (Japan) / Atari (U.S.) The first arcade video game to have a TV commercial.[160] It was also responsible for popularizing vertical scrolling shooters.[81]
Zaxxon 1982 Sega First game to employ isometric axonometric projection, which the game was named after.
Crystal Castles 1983 Atari Among the first arcade games which do not loop back to earlier stages as the player progresses, but instead offers a defined ending.[161]
Champion Baseball 1983 Sega A sports video game that became a major arcade success in Japan, with Sega comparing its success there to that of Space Invaders.[162] It was a departure from the "space games" and "cartoon games" that had previously dominated the arcades,[162] and went on to serve as the prototype for later baseball video games.[163][164]
Dragon's Lair 1983 Cinematronics (U.S.) / Atari (Europe) / Sidam (Italy) An early laserdisc video game, which allowed film-quality animation. The first arcade video game in the United States to charge two quarters per play.[165] It was also the first video game to employ what became known as the quick time event. This game is one of three arcade games that are part of the Smithsonian's permanent collection, along with Pac-Man and Pong.
Elevator Action 1983 Taito An action game that is a mix of platformer, puzzle and shooter genres.
Gyruss 1983 Konami (Japan) / Centuri (U.S.) Often remembered for its musical score that plays throughout the game, Bach's "Toccata and Fugue in D minor".[166]
Mappy 1983 Namco (Japan) / Bally Midway (U.S.) Side-scrolling platform game
Mario Bros. 1983 Nintendo A game featuring simultaneous play with Mario and his brother Luigi as Italian-American plumbers in pest-inhabited sewers. Introduced Luigi for the first time, while also establishing he and Mario as plumbers.
Sinistar 1983 Williams Electronics First game to use stereo sound. It was also the first to use the 49-way, custom-designed optical joystick that Williams had produced specifically for this game. Notable for appearance of menacing villain.
Spy Hunter 1983 Bally Midway Overhead view, vehicular combat game that is memorable for its music, "The Peter Gunn Theme", that plays throughout the game.
Star Trek: Strategic Operations Simulator 1983 Sega Space combat sim featuring five different controls, six different enemies, and 40 different simulation levels. Features voice of Spock and Scotty. One of the most elaborate vector games released.[167]
Star Wars 1983 Atari Uses several digitized samples of actors' voices from the film.
Tapper 1983 Bally Midway Originally aligned with American beer Budweiser, was revamped as Root Beer Tapper, so as not to be construed as attempting to peddle alcohol to minors.
Track & Field 1983 Konami (Japan) / Centuri (North America) The first arcade Olympic sports video game. It helped popularize arcade sports games, which began being produced at levels not seen since the days of Pong and its clones a decade earlier.[168]
1942 1984 Capcom Capcom's first arcade hit. Features Pacific War air combat. Standardized the template for aerial shoot 'em ups featuring vertical scrolling.
Karate Champ 1984 Technōs Japan/ Data East (US) The first popular player vs. player fighting game for arcades.[169] Initially released as a dual joystick game with alternating play. The subsequent Player vs. Player version featured four 4-way joysticks.
Kung-Fu Master 1984 Irem (Japan) / Data East (US) The first side-scrolling beat-em-up arcade game.[170]
Punch-Out!! 1984 Nintendo A boxing fighting game featuring digitized voices, dual monitors, and a third-person perspective.
Paperboy 1985 Atari Novel controls and high resolution display.

List of best-selling arcade games edit

For arcade games, success was usually judged by either the number of arcade hardware units sold to operators, or the amount of revenue generated, from the number of coins (such as quarters or 100 yen coins) inserted into machines,[171] and/or the hardware sales (with arcade hardware prices often ranging from $1000 to $4000). This list only includes arcade games that have sold more than 10,000 hardware units.

Decline and aftermath edit

The golden age cooled around the mid-1980s as copies of popular games began to saturate the arcades. Arcade video game revenues in the United States had declined from $8 billion in 1981 to $5 billion in 1983,[187] reaching a low of $4 billion in 1984.[188][189] The arcade market had recovered by 1986, with the help of software conversion kits, the arrival of popular beat 'em up games (such as Kung-Fu Master and Renegade), and advanced motion simulator games (such as Sega's "taikan" games including Hang-On, Space Harrier, Out Run and After Burner).[188]

Arcades remained commonplace through to the 1990s as there were still new genres being explored. In 1987, arcades experienced a short resurgence with Double Dragon, which started the golden age of beat 'em up games, a genre that peaked in popularity with Final Fight two years later.[190] In 1988, arcade game revenues in the United States rose back to $6.4 billion, largely due to the rising popularity of violent action games in the beat 'em up and run and gun shooter genres.[189] However, the growth of home video game systems such as the Nintendo Entertainment System led to another brief arcade decline toward the end of the 1980s.[188][190][191] In the early 1990s, the Genesis (Mega Drive outside most of North America) and Super NES (Super Famicom in Japan) greatly improved home play and some of their technology was even integrated into a few video arcade machines.

In the early 1990s, the release of Capcom's Street Fighter II established the modern style of fighting games and led to a number of similar games, resulting in a renaissance for the arcades.[192][193] Another factor was realism,[194] including the "3D Revolution" from 2D and pseudo-3D graphics to true real-time 3D polygon graphics.[87][190] This was largely driven by a technological arms race between Sega and Namco.[195]

By the early 2000s, the sales of arcade machines in North America had declined, with 4,000 unit sales being considered a hit by the time.[196] One of the causes of decline was new generations of video game consoles and personal computers that sapped interest from arcades.

Since the 2000s, arcade games have taken different routes globally. In the United States, arcades have become niche markets as they compete with the home console market, and they adapted other business models, such as providing other entertainment options or adding prize redemptions.[197] In Japan, some arcades continue to survive in the early 21st century, with games like Dance Dance Revolution and The House of the Dead tailored to experiences that players cannot easily have at home.[198]

Legacy edit

The Golden Age of Video Arcade Games spawned numerous cultural icons and even gave some companies their identity. Elements from games such as Space Invaders, Pac-Man, Donkey Kong, Frogger, and Centipede are still recognized in today's popular culture, and new entries in the franchises for some golden age games continued to be released decades later.

Pac-Man and Dragon's Lair joined Pong for permanent display at the Smithsonian in Washington, D.C. for their cultural impact in the United States. No other video game has been inducted since.[199]

Emulators such as the Internet Archive Virtual Arcade are able to run these classic games inside a web browser window on a modern computer.[200] Computers have gotten faster per Moore's Law. JavaScript emulators can now run copies of the original console ROMs without porting the code to the new systems.

See also edit

References edit

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Further reading edit

External links edit

  • Reference to the term 'Golden Age'
  • The Dot Eaters, Videogame History 101
  • Internet Archive, Virtual Arcade

golden, arcade, video, games, golden, arcade, video, games, period, rapid, growth, technological, development, cultural, influence, arcade, video, games, from, late, 1970s, early, 1980s, release, space, invaders, 1978, wave, shoot, games, such, galaxian, vecto. The golden age of arcade video games was the period of rapid growth technological development and cultural influence of arcade video games from the late 1970s to the early 1980s The release of Space Invaders in 1978 led to a wave of shoot em up games such as Galaxian and the vector graphics based Asteroids in 1979 made possible by new computing technology that had greater power and lower costs Arcade video games switched from black and white to color with titles such as Frogger and Centipede taking advantage of the visual opportunities of bright palettes Video game arcades became a part of popular culture and a primary channel for new games Video game genres were still being established but included space themed shooter games such as Defender and Galaga maze chase games that followed the design established by Pac Man driving and racing games which more frequently used 3D perspectives such as Turbo and Pole Position character action games such as Pac Man and Frogger and the beginning of what would later be called platform games touched off by Donkey Kong Games began starring named player characters such as Pac Man Mario and Q bert and some of these characters crossed over into other media including songs cartoons and movies The 1982 film Tron was closely tied to an arcade game of the same name The golden age of arcade games began to wane in 1983 due to a plethora of clones of popular titles that saturated arcades the rise of home video game consoles both coupled with a moral panic on the influence of arcades and video games on children This fall occurred during the same time as the video game crash of 1983 but for different reasons though both marred revenues within the North American video game industry for several years The arcade game sector revitalized later during the early 1990s particularly with the mainstream success of fighting games Contents 1 Time period 2 Business 3 Technology 4 Gameplay 5 Popular culture 6 Strategy guides 7 List of popular arcade games 8 List of best selling arcade games 9 Decline and aftermath 10 Legacy 11 See also 12 References 13 Further reading 14 External linksTime period editAlthough the exact years differ most sources agree the period lasted from about the late 1970s to early 1980s Technology journalist Jason Whittaker in The Cyberspace Handbook places the beginning of the golden age in 1978 with the release of Space Invaders 1 Video game journalist Steven L Kent argues in his book The Ultimate History of Video Games that it began the following year when Space Invaders gained popularity in the United States 2 and when vector display technology first seen in arcades in 1977 s Space Wars rose to prominence via Atari s Asteroids Kent says the period ended in 1983 which saw a fairly steady decline in the coin operated video game business and arcades 3 4 Walter Day of Twin Galaxies places this period s beginning in the late 1970s when color arcade games became more prevalent and arcade video games started appearing outside of their traditional bowling alley and bar locales through to its ending in the mid 1980s 5 RePlay magazine in 1985 dated the arcade industry s video boom years from 1979 to 1982 6 The golden age of arcade games largely coincided with and partly fueled the second generation of game consoles and the microcomputer revolution One outlier is the History of Computing Project website which says the era began in 1971 when the creator of Pong filed a pivotal patent regarding video game technology and when the first arcade video game machine Computer Space was released 7 It defines the era as covering the mainstream appearance of video games as a consumer market and the rise of dedicated hardware systems and the origin of multi game cartridge based systems 8 Business editThe golden age was a time of great technical and design creativity in arcade games The era saw the rapid spread of video arcades across North America Europe and Asia The number of video game arcades in North America was doubled between 1980 and 1982 9 reaching a peak of 10 000 video game arcades across the region compared to 4 000 as of 1998 10 Beginning with Space Invaders video arcade games also started to appear in supermarkets restaurants liquor stores gas stations and many other retail establishments looking for extra income 11 Video game arcades at the time became as common as convenience stores while arcade games like Pac Man and Space Invaders appeared in most locations across the United States including even funeral homes 12 The sales of arcade video game machines increased during this period from 50 million in 1978 to 900 million in 1981 9 with 500 000 arcade machines sold in the United States at prices ranging as high as 3 000 in 1982 alone 13 By 1982 there were 24 000 full arcades 400 000 arcade street locations and 1 5 million arcade machines active in North America 14 The market was very competitive the average life span of an arcade game was four to six months Some games like Robby Roto failed because they were too complex to learn quickly Qix was briefly very popular but Taito s Keith Egging later said too mystifying for gamers impossible to master and when the novelty wore off the game faded 15 Around this time the home video game industry second generation video game consoles and early home computer games emerged as an outgrowth of the widespread success of video arcades 16 In 1980 the U S arcade video game industry s revenue generated from quarters tripled to 2 8 billion 17 By 1981 the arcade video game industry in the United States was generating more than 5 billion a year 1 18 with some estimates as high as 10 5 billion for all video games arcade and home in the U S that year which was three times the amount spent on movie tickets in 1981 19 The total revenue for the U S arcade video game industry in 1981 was estimated at more than 7 billion 20 though some analysts estimated the real amount may have been much higher 20 By 1982 video games accounted for 87 of the 8 9 billion in commercial games sales in the United States 21 In 1982 the arcade video game industry s revenue in quarters was estimated at 8 billion 22 surpassing the annual gross revenue of both pop music 4 billion and Hollywood films 3 billion combined that year 22 23 It also exceeded the revenues of all major sports combined at the time 23 earning three times the combined ticket and television revenues of Major League Baseball basketball and American football as well as earning twice as much as all the casinos in Nevada combined 24 This was also more than twice as much revenue as the 3 8 billion generated by the home video game industry during the second generation of consoles that same year 22 both the arcade and home markets combined added up to a total revenue between 11 8 billion and 12 8 billion for the U S video game industry in 1982 In comparison the U S video game industry in 2011 generated total revenues between 16 3 billion and 16 6 billion 25 Prior to the golden age pinball machines were more popular than video games The pinball industry reached a peak of 200 000 machine sales and 2 3 billion revenue in 1979 which had declined to 33 000 machines and 464 million in 1982 21 In comparison the best selling arcade games citation needed of the golden age Space Invaders and Pac Man had each sold over 360 000 26 and 400 000 27 cabinets respectively with each machine costing between 2000 and 3000 specifically 2400 in Pac Man s case 28 In addition Space Invaders had grossed 2 billion in quarters by 1982 23 while Pac Man had grossed over 1 billion by 1981 29 and 2 5 billion by the late 1990s 30 31 In 1982 Space Invaders was considered the highest grossing entertainment product of its time with comparisons made to the then highest grossing film Star Wars 23 32 which had grossed 486 million 32 while Pac Man is today considered the highest grossing arcade game of all time 33 Many other arcade games during the golden age also had hardware unit sales at least in the tens of thousands including Ms Pac Man with over 115 000 units Asteroids with 70 000 12 Donkey Kong with over 60 000 34 Defender with 55 000 35 Galaxian with 40 000 36 Donkey Kong Junior with 35 000 34 Mr Do with 30 000 37 and Tempest with 29 000 units 38 A number of arcade games also generated revenues from quarters in the hundreds of millions including Defender with more than 100 million 18 in addition to many more with revenues in the tens of millions including Dragon s Lair with 48 million and Space Ace with 13 million 39 The most successful arcade game companies of this era included Taito which ushered in the golden age with the shooter game Space Invaders 4 and produced other successful arcade action games such as Gun Fight and Jungle King Namco the Japanese company that created Galaxian Pac Man Pole Position and Dig Dug and Atari the company that introduced video games into arcades with Computer Space and Pong and later produced Asteroids Other companies such as Sega who later entered the home console market against its former arch rival Nintendo Nintendo whose mascot Mario was introduced in 1981 s Donkey Kong as Jumpman Bally Midway Manufacturing Company which was later purchased by Williams Cinematronics Konami Centuri Williams and SNK also gained popularity around this era During this period Japanese video game manufacturers became increasingly influential in North America By 1980 they had become very influential through licensing their games to American manufacturers 40 Japanese companies eventually moved beyond licensing their games to American companies such as Midway and by 1981 instead began directly importing machines to the North American market as well as building manufacturing facilities in the United States 41 By 1982 1983 Japanese manufacturers had more directly captured a large share of the North American arcade market which Gene Lipkin of Data East USA partly attributed to Japanese companies having more finances to invest in new ideas 42 Technology editArcades catering to video games began to gain momentum in the late 1970s with Space Invaders 1978 followed by games such as Asteroids 1979 and Galaxian 1979 Arcades became more widespread in 1980 with Pac Man Missile Command and Berzerk and in 1981 with Defender Donkey Kong Frogger and others The central processing unit CPU microprocessors in these games allowed for more complexity than earlier transistor transistor logic TTL discrete circuitry games such as Atari s Pong 1972 The arcade boom that began in the late 1970s is credited with establishing the basic techniques of interactive entertainment and for driving down hardware prices to the extent of allowing the personal computer PC to become a technological and economic reality 43 While color monitors had been used by several racing video games before such as Indy 800 44 and Speed Race Twin 45 it was during this period that RGB color graphics became widespread following the release of Galaxian in 1979 46 Galaxian introduced a tile based video game graphics system which reduced processing and memory requirements by up to 64 times compared to the previous framebuffer system used by Space Invaders 47 This allowed Galaxian to render multi color sprites 48 which were animated atop a scrolling starfield backdrop providing the basis for the hardware developed by Nintendo for arcade games such as Radar Scope 1980 and Donkey Kong followed by the Nintendo Entertainment System console 49 The golden age also saw developers experimenting with vector displays which produce crisp lines that can t be duplicated by raster displays A few of these vector games became great hits such as 1979 s Asteroids 1980 s Battlezone 1981 s Tempest and 1983 s Star Wars from Atari However vector technology fell out of favor with arcade game companies due to the high cost of repairing vector displays citation needed Several developers at the time were also experimenting with pseudo 3D and stereoscopic 3D using 2D sprites on raster displays In 1979 Nintendo s Radar Scope introduced a three dimensional third person perspective to the shoot em up genre later imitated by shooters such as Konami s Juno First and Activision s Beamrider in 1983 50 In 1981 Sega s Turbo was the first racing game to feature a third person rear view format 51 and use sprite scaling with full colour graphics 52 Namco s Pole Position featured an improved rear view racer format in 1982 that remained the standard for the genre the game provided a perspective view of the track with its vanishing point swaying side to side as the player approaches corners accurately simulating forward movement into the distance 53 That same year Sega released Zaxxon which introduced the use of isometric graphics and shadows 54 and SubRoc 3D which introduced the use of stereoscopic 3D through a special eyepiece 55 This period also saw significant advances in digital audio technology Space Invaders in 1978 was the first game to use a continuous background soundtrack with four simple chromatic descending bass notes repeating in a loop though it was dynamic and changed tempo during stages 56 Rally X in 1980 was the first game to feature continuous background music 57 which was generated using a dedicated sound chip a Namco 3 channel PSG 58 That same year saw the introduction of speech synthesis which was first used in Stratovox released by Sun Electronics in 1980 57 followed soon after by Namco s King amp Balloon Developers also experimented with laserdisc players for delivering full motion video based games with movie quality animation The first laserdisc video game to exploit this technology was 1983 s Astron Belt from Sega 59 60 soon followed by Dragon s Lair from Cinematronics the latter was a sensation when it was released and in fact the laserdisc players in many machines broke due to overuse While laserdisc games were usually either shooter games with full motion video backdrops like Astron Belt or interactive movies like Dragon s Lair Data East s 1983 game Bega s Battle introduced a new form of video game storytelling using brief full motion video cutscenes to develop a story between the game s shooting stages which years later became the standard approach to video game storytelling By the mid 1980s the genre dwindled in popularity as laserdiscs were losing out to the VHS format and the laserdisc games themselves were losing their novelty 61 16 bit processors began appearing in several arcade games during this era Universal s Get A Way 1978 was a sit down racing game that used a 16 bit CPU 62 for which it was advertised as the first game to use a 16 bit microcomputer 63 Another racing game Namco s Pole Position 1982 used the 16 bit Zilog Z8000 processor 64 Atari s Food Fight 1983 was one of the earliest games to use the Motorola 68000 processor 65 3D computer graphics began appearing in several arcade games towards the end of the golden age Funai s Interstellar a laserdisc game introduced at Tokyo s Amusement Machine Show AM Show in September 1983 66 67 demonstrated pre rendered 3D computer graphics 68 Simutrek s Cube Quest another laserdisc game introduced at the same Tokyo AM Show in September 1983 67 combined laserdisc animation with 3D real time computer graphics 69 Star Rider introduced by Williams Electronics at the Amusement amp Music Operators Association AMOA in October 1983 70 also demonstrated pre rendered 3D graphics 71 Atari s I Robot developed and released in 1984 72 73 was the first arcade game to be rendered entirely with real time 3D computer graphics 74 Gameplay editSpace Invaders 1978 established the multiple life progressively difficult level paradigm used by many classic arcade games 75 Designed by Tomohiro Nishikado at Taito he drew inspiration from Atari s block breaker game Breakout 1976 and several science fiction works Nishikado added several interactive elements to Space Invaders that he found lacking in earlier video games such as the ability for enemies to react to the player s movement and fire back with a game over triggered by enemies killing the player either by getting hit or enemies reaching the bottom of the screen rather than a timer running out 76 In contrast to earlier arcade games which often had a timer Space Invaders introduced the concept of going round after round 77 It also gave the player multiple lives before the game ends 78 and saved the high score 79 It also had a basic story with animated characters along with a crescendo of action and climax which laid the groundwork for later video games according to Eugene Jarvis 80 With the enormous success of Space Invaders dozens of developers jumped into the development and manufacturing of arcade video games Some simply copied the invading alien hordes idea of Space Invaders and turned out successful imitators like Namco s Galaxian and Galaga which extended the fixed shooter genre with new gameplay mechanics more complex enemy patterns and richer graphics 81 82 Galaxian introduced a risk reward concept 83 while Galaga was one of the first games with a bonus stage 84 Sega s 1980 release Space Tactics was an early first person space combat game with multi directional scrolling as the player moved the cross hairs on the screen 85 Others tried new concepts and defined new genres Rapidly evolving hardware allowed new kinds of games which allowed for different styles of gameplay The term action games began being used in the early 1980s in reference to a new genre of character action games that emerged from Japanese arcade developers drawing inspiration from manga and anime culture According to Eugene Jarvis these new character driven Japanese action games emphasized character development hand drawn animation and backgrounds and a more deterministic scripted pattern type of play Terms such as action games or character games began being used to distinguish these new character driven action games from the space shooters that had previously dominated the video game industry 86 87 88 The emphasis on character driven gameplay in turn enabled a wider variety of subgenres 87 In 1980 Namco released Pac Man which popularized the maze chase genre and Rally X which featured a radar tracking the player position on the map 58 Games such as the pioneering 1981 games Donkey Kong and Qix introduced new types of games where skill and timing are more important than shooting as fast as possible with Nintendo s Donkey Kong in particular setting the template for the platform game genre 89 The two most popular genres during the golden age were space shooters and character action games 86 While Japanese developers were creating a character driven action game genre in the early 1980s American developers largely adopted a different approach to game design at the time 86 According to Eugene Jarvis American arcade developers focused mainly on space shooters during the late 1970s to early 1980s greatly influenced by Japanese space shooters but taking the genre in a different direction from the more deterministic scripted pattern type gameplay of Japanese games towards a more programmer centric design culture emphasizing algorithmic generation of backgrounds and enemy dispatch and an emphasis on random event generation particle effect explosions and physics as seen in arcade games such as his own Defender 1981 86 and Robotron 2084 1982 90 as well as Atari s Asteroids 1979 91 Namco s Bosconian in 1981 introduced a free roaming style of gameplay where the player s ship freely moves across open space while also including a radar tracking player amp enemy positions 92 Bega s Battle in 1983 introduced a new form of video game storytelling using brief full motion video cutscenes to develop a story between the game s shooting stages 61 Other examples of innovative games are Atari Games Paperboy in 1984 where the goal is to successfully deliver newspapers to customers and Namco s Phozon where the object is to duplicate a shape shown in the middle of the screen The theme of Exidy s Venture is dungeon exploration and treasure gathering Q bert plays upon the user s sense of depth perception to deliver a novel experience Popular culture edit nbsp Donkey Kong Some games of this era were so widely played that they entered popular culture The first was Space Invaders released in 1978 A widely believed yet false urban legend held that its popularity caused a national shortage of 100 yen coins in Japan 93 94 95 96 Its release in North America led to hundreds of favorable articles and stories about the emerging medium of video games printed in newspapers and magazines and aired on television The Space Invaders Tournament held by Atari in 1980 was the first video game competition and attracted more than 10 000 participants establishing video gaming as a mainstream hobby 97 By 1980 86 of the 13 20 year old population in the United States had played arcade video games 98 and by 1981 there were more than 35 million gamers visiting video game arcades in the United States 99 The game that most affected popular culture in North America was Pac Man Its release in 1980 caused such a sensation that it initiated what is now referred to as Pac Mania which later became the title of the last coin operated game in the series released in 1987 Released by Namco the game featured a yellow circle shaped creature trying to eat dots through a maze while avoiding pursuing enemies Though no one could agree what the hero or enemies represented they were variously referred to as ghosts goblins or monsters the game was extremely popular The game spawned an animated television series numerous clones Pac Man branded foods toys and a hit pop song Pac Man Fever The game s popularity was such that President Ronald Reagan congratulated a player for setting a record score in Pac Man 100 Pac Man was also responsible for expanding the arcade game market to involve large numbers of female audiences across all age groups 101 Though many popular games quickly entered the lexicon of popular culture most have since left and Pac Man is unusual in remaining a recognized term in popular culture along with Space Invaders Donkey Kong Mario and Q bert Seen as an additional source of revenue arcade games began popping up outside of dedicated arcades including bars restaurants movie theaters bowling alleys convenience stores laundromats gas stations supermarkets airports even dentist and doctor offices Showbiz Pizza and Chuck E Cheese were founded specifically as restaurants focused on featuring the latest arcade titles In 1982 the game show Starcade premiered The program focused on players competing to achieve high scores on the latest arcade titles with the chance to win the grand prize of their own arcade machine if they could hit a target score within a specific time frame The show ran until 1984 on TBS and syndication In 1983 an animated television series produced for Saturday mornings called Saturday Supercade featured video game characters from the era such as Frogger Donkey Kong Q bert Donkey Kong Jr Kangaroo Space Ace and Pitfall Harry Arcade games at the time affected the music industry revenues for which had declined by 400 million between 1978 and 1981 from 4 1 billion to 3 7 billion a decrease that was directly credited to the rise of arcade games at the time 102 Successful songs based on video games also began appearing The pioneering electronic music band Yellow Magic Orchestra YMO sampled Space Invaders sounds in their 1978 self titled album and the hit single Computer Game from the same album 103 the latter selling over 400 000 copies in the United States 104 In turn YMO had a major influence on much of the video game music produced during the 8 bit and 16 bit eras 105 Other pop songs based on Space Invaders soon followed including Disco Space Invaders 1979 by Funny Stuff 103 Space Invaders 1980 by Player One known as Playback in the US 106 and the hit songs Space Invader 1980 by The Pretenders 103 and Space Invaders 1980 by Uncle Vic 107 The game was also the basis for Player One s Space Invaders 1979 which in turn provided the baseline for Jesse Saunders s On and On 1984 108 109 the first Chicago house music track 110 The song Pac Man Fever reached No 9 on the Billboard Hot 100 and sold over a million singles in 1982 111 while the album Pac Man Fever sold over a million records with both receiving Gold certifications 112 That same year R Cade and the Video Victims also produced an arcade inspired album Get Victimized featuring songs such as Donkey Kong 113 In 1984 former YMO member Haruomi Hosono produced an album entirely from Namco arcade game samples entitled Video Game Music an early example of a chiptune record 114 and the first video game music album 115 Arcade game sounds also had a strong influence on the hip hop 116 pop music particularly synthpop 117 and electro music genres during the early 1980s 118 The booming success of video games at the time led to music magazine Billboard listing the 15 top selling video games alongside their record charts by 1982 16 More than a decade later the first electroclash record I F s Space Invaders Are Smoking Grass 1997 has been described as burbling electro in a vocodered homage to Atari era hi jinks 119 particularly Space Invaders which it was named after 120 Arcade games also influenced the film industry beginning with Space Invaders arcade games began appearing at many movie theaters 12 Early films based on video games were also produced most notably Tron which grossed over 33 million in 1982 121 which began the Tron franchise which included a video game adaptation that grossed more than the film 122 Other films based on video games included the 1983 films WarGames where Matthew Broderick plays Galaga at an arcade 123 Nightmares and Joysticks the 1984 films The Last Starfighter as well as Cloak amp Dagger in which an Atari 5200 cartridge implausibly containing the eponymous arcade game becomes the film s MacGuffin Arcades also appeared in many other films at the time such as Dawn of the Dead where they play Gun Fight and F 1 in 1978 124 and Midnight Madness in 1980 Take This Job and Shove It and Puberty Blues in 1981 the 1982 releases Rocky III Fast Times At Ridgemont High Koyaanisqatsi and The Toy the 1983 releases Psycho II Spring Break Strange Brew Terms of Endearment and Never Say Never Again the 1984 releases Footloose The Karate Kid where Elisabeth Shue plays Pac Man The Terminator Night of the Comet and The Adventures of Buckaroo Banzai Across the 8th Dimension the 1985 releases The Goonies The Heavenly Kid Pee Wee s Big Adventure The Boys Next Door 125 and Ferris Bueller s Day Off 123 as well as the 1986 films Something Wild The Color of Money River s Edge and Psycho III where Norman Bates stands next to a Berzerk cabinet 125 Over the Top Can t Buy Me Love Light of Day and Project X showcase arcade game cabinets as well Coin operated games both video and mechanical are central to the plots of the 1988 films Big and Kung Fu Master In more recent years there have been critically acclaimed documentaries based on the golden age of arcade games such as The King of Kong A Fistful of Quarters 2007 and Chasing Ghosts Beyond the Arcade 2007 Since 2010 many arcade related features or films incorporating 1980 s nostalgia have been released including Tron Legacy 2010 Wreck It Ralph 2012 Ping Pong Summer 2014 Pixels 2015 Everybody Wants Some 2016 Summer of 84 2018 and Ready Player One 2018 which is based upon the novel by Ernest Cline and directed by Steven Spielberg Television shows have exhibited arcade games including The Goldbergs and Stranger Things both of which feature Dragon s Lair among other games Strategy guides editThe period saw the emergence of a gaming media publications dedicated to video games in the form of video game journalism and strategy guides 23 The enormous popularity of video arcade games led to the very first video game strategy guides 126 these guides rare to find today discussed in detail the patterns and strategies of each game including variations to a degree that few guides seen since can match Turning the machine over making the score counter overflow and reset to zero was often the final challenge of a game for those who mastered it and the last obstacle to getting the highest score Some of these strategy guides sold hundreds of thousands of copies at prices ranging from 1 95 to 3 95 in 1982 126 equivalent to between 6 00 and 12 00 in 2024 127 That year Ken Uston s Mastering Pac Man sold 750 000 copies reaching No 5 on B Dalton s mass market bestseller list while Bantam s How to Master the Video Games sold 600 000 copies appearing on The New York Times mass market paperback list 126 By 1983 1 7 million copies of Mastering Pac Man had been printed 128 List of popular arcade games editSee also Timeline of arcade video game history 1970s in video games and 1980s in video games The games below are some of the most popular and or influential games of the era 129 Legend Vector display Raster display Name Year Manufacturer Legacy Notes Space Invaders 1978 Taito Japan Midway U S Considered the game that revolutionized the video game industry 130 The first blockbuster video game 131 it established the shoot em up genre 132 and has influenced most shooter games since 133 Galaxian 1979 Namco Japan Midway U S Created to compete with Space Invaders The first game to use multi colored animated sprites 134 135 Aliens move in a swooping formation and attack by dive bombing the player s ship Lunar Lander 1979 Atari Arcade version of an earlier minicomputer game concept First Atari coin op to use vector graphics Asteroids 1979 Atari Atari s most successful coin operated game It is one of the first to allow players to enter their initials for a high score Battlezone 1980 Atari Custom cabinet with novel 2 way dual joystick controls incorporating top fire button and periscope like viewer 136 Early use of first person pseudo 3 D vector graphics It is widely considered the first virtual reality arcade game 137 Also used as the basis for a military simulator 138 Berzerk 1980 Stern Electronics Early use of speech synthesis was also translated into other languages in Europe Indestructible adversary appears in order to eliminate lingering players This became an oft employed device e g Hallmonsters in Venture to increase challenge and limit play duration of arcade games Missile Command 1980 Atari Theme of the game was influenced by the Cold War era Pac Man 1980 Namco Japan Midway U S One of the most popular and influential games it had the first gaming mascot established maze chase genre opened gaming to female audiences 139 and introduced power ups 140 and cutscenes 141 Phoenix 1980 Amstar Electronics Centuri U S Taito Japan One of the first games with a boss battle Rally X 1980 Namco Driving game with overhead scrolling maze First game with a bonus round background music 142 and a radar 58 When released was predicted to outsell two other new releases Pac Man and Defender Star Castle 1980 Cinematronics The colors of the rings and screen are provided by a transparent plastic screen overlay Wizard of Wor 1980 Midway Allowed two player competitive or cooperative fighting of monsters in maze like dungeons Centipede 1981 Atari Co created by programmer Dona Bailey Defender 1981 Williams Electronics Horizontal scrolling space shooting game that was praised for its audio visuals and gameplay Was predicted to be outsold by Rally X but Defender trounced it going on to sell 60 000 units Tempest 1981 Atari One of the first games to use a color vector display Donkey Kong 1981 Nintendo Laid foundations for platform game genre as well as visual storytelling in video games 89 and introduced a carpenter protagonist named Jumpman a character who evolved into Nintendo s mascot Mario in subsequent games Frogger 1981 Konami Japan Sega Gremlin North America Novel gameplay notable for being free of fighting and shooting Scramble 1981 Konami Japan Stern North America First scrolling shooter game featuring forced horizontal scrolling motion Galaga 1981 Namco Japan Midway North America Space shooting game that leapfrogged its predecessor Galaxian in popularity Gorf 1981 Midway Multiple mission fixed shooter game Some of the levels were clones of other popular games Notable for featuring robotic synthesized speech Qix 1981 Taito The objective is to fence off a supermajority of the play area Unique gameplay that didn t have shooting racing or mazes Vanguard 1981 SNK Japan Centuri US Early scrolling shooter that scrolls in multiple directions and allows shooting in four directions 143 144 using four direction buttons similar to dual stick controls 145 Along with Fantasy Super Cobra and Bosconian is significant as being among the first video games with a continue screen 146 BurgerTime 1982 Data East Japan Bally Midway US Platform game where the protagonist builds hamburgers while being pursued by food Original title changed from Hamburger when brought to the U S from Japan Dig Dug 1982 Namco Japan Atari North America Novel gameplay where underground adversaries were defeated by inflating them or dropping rocks on them Rated the sixth most popular coin operated video game of all time 147 Donkey Kong Jr 1982 Nintendo Jumpman was renamed Mario in this sequel This was the only time Nintendo s mascot was featured as an antagonist in any of their games Front Line 1982 Taito One of the first of many 1980s games with commando style infantry ground combat guns grenades and tanks as the theme Joust 1982 Williams Electronics Allowed two player cooperative or competitive play Jungle King 1982 Taito An early side scrolling and diagonal scrolling platformer with vine swinging mechanics run amp jump sequences climbing hills and swimming Almost immediately re released as Jungle Hunt due to a lawsuit from the Edgar Rice Burroughs estate claiming character copyright infringement on the character of Tarzan This version changed the Tarzan character to a pith helmet wearing white explorer 148 Kangaroo 1982 Sunsoft Japan Atari US Unusual for a platform game there is no jump button Instead the player pushes up or up and diagonally to jump Moon Patrol 1982 Irem Japan Williams Electronics U S Along with Jungle Hunt one of the first arcade games with parallax scrolling 149 Ms Pac Man 1982 Midway North America Namco One of the most popular of all time this game was created from a bootlegged hack of Pac Man It has four different mazes and moving bonus fruit Pengo 1982 Sega A maze game set in an environment full of ice blocks which can be used by the player s penguin who can slide them to attack enemies 150 Pole Position 1982 Namco Japan Atari U S After Sega s Turbo revolutionized sprite scaling with their third person cockpit racer Namco brought 16 bit graphics to the arcade dropped the player s perspective closer to being directly behind the car and added dramatic curves to the track The game also incorporated product placements for companies including licensee Atari on passing billboards Popeye 1982 Nintendo Nintendo used higher resolution foreground sprites displayed over lower resolution backgrounds 151 achieving comparable visuals to many games in the Midway Card Rack MCR system 152 This display method was previously used on Nintendo s Sky Skipper from which many Popeye cabinets were converted Donkey Kong was originally intended to be made with Popeye characters but at the time Nintendo was unsuccessful at securing the licensing from King Features Syndicate 153 Q bert 1982 Gottlieb Became one of the most merchandised arcade games behind Pac Man and Donkey Kong 154 155 Robotron 2084 1982 Williams Electronics Popularized the dual joystick control scheme Gravitar 1982 Atari Not popular in the arcades due to its difficulty but the gameplay inspired many clones like Thrust and Oids Time Pilot 1982 Konami Japan Centuri U S Time travel themed aerial combat game with free roaming gameplay in open air space that scrolls indefinitely in all directions with player s plane always remaining centered 156 157 158 Tron 1982 Bally Midway Earned more than the film it was based on 159 Gameplay consists of four subgames Xevious 1982 Namco Japan Atari U S The first arcade video game to have a TV commercial 160 It was also responsible for popularizing vertical scrolling shooters 81 Zaxxon 1982 Sega First game to employ isometric axonometric projection which the game was named after Crystal Castles 1983 Atari Among the first arcade games which do not loop back to earlier stages as the player progresses but instead offers a defined ending 161 Champion Baseball 1983 Sega A sports video game that became a major arcade success in Japan with Sega comparing its success there to that of Space Invaders 162 It was a departure from the space games and cartoon games that had previously dominated the arcades 162 and went on to serve as the prototype for later baseball video games 163 164 Dragon s Lair 1983 Cinematronics U S Atari Europe Sidam Italy An early laserdisc video game which allowed film quality animation The first arcade video game in the United States to charge two quarters per play 165 It was also the first video game to employ what became known as the quick time event This game is one of three arcade games that are part of the Smithsonian s permanent collection along with Pac Man and Pong Elevator Action 1983 Taito An action game that is a mix of platformer puzzle and shooter genres Gyruss 1983 Konami Japan Centuri U S Often remembered for its musical score that plays throughout the game Bach s Toccata and Fugue in D minor 166 Mappy 1983 Namco Japan Bally Midway U S Side scrolling platform game Mario Bros 1983 Nintendo A game featuring simultaneous play with Mario and his brother Luigi as Italian American plumbers in pest inhabited sewers Introduced Luigi for the first time while also establishing he and Mario as plumbers Sinistar 1983 Williams Electronics First game to use stereo sound It was also the first to use the 49 way custom designed optical joystick that Williams had produced specifically for this game Notable for appearance of menacing villain Spy Hunter 1983 Bally Midway Overhead view vehicular combat game that is memorable for its music The Peter Gunn Theme that plays throughout the game Star Trek Strategic Operations Simulator 1983 Sega Space combat sim featuring five different controls six different enemies and 40 different simulation levels Features voice of Spock and Scotty One of the most elaborate vector games released 167 Star Wars 1983 Atari Uses several digitized samples of actors voices from the film Tapper 1983 Bally Midway Originally aligned with American beer Budweiser was revamped as Root Beer Tapper so as not to be construed as attempting to peddle alcohol to minors Track amp Field 1983 Konami Japan Centuri North America The first arcade Olympic sports video game It helped popularize arcade sports games which began being produced at levels not seen since the days of Pong and its clones a decade earlier 168 1942 1984 Capcom Capcom s first arcade hit Features Pacific War air combat Standardized the template for aerial shoot em ups featuring vertical scrolling Karate Champ 1984 Technōs Japan Data East US The first popular player vs player fighting game for arcades 169 Initially released as a dual joystick game with alternating play The subsequent Player vs Player version featured four 4 way joysticks Kung Fu Master 1984 Irem Japan Data East US The first side scrolling beat em up arcade game 170 Punch Out 1984 Nintendo A boxing fighting game featuring digitized voices dual monitors and a third person perspective Paperboy 1985 Atari Novel controls and high resolution display List of best selling arcade games editFurther information List of highest grossing arcade games For arcade games success was usually judged by either the number of arcade hardware units sold to operators or the amount of revenue generated from the number of coins such as quarters or 100 yen coins inserted into machines 171 and or the hardware sales with arcade hardware prices often ranging from 1000 to 4000 This list only includes arcade games that have sold more than 10 000 hardware units Space Invaders 750 000 172 Pac Man 400 000 27 Donkey Kong 132 000 173 Ms Pac Man 125 000 174 Asteroids 100 000 175 Defender 70 000 176 Centipede 55 988 177 Galaxian 50 000 in the US 178 Hyper Olympic Track amp Field 38 000 in Japan 179 Donkey Kong Jr 30 000 in the US 173 Karate Champ 30 000 in the US 180 Mr Do 30 000 in the US 37 Tempest 29 000 38 Q bert 25 000 181 Robotron 2084 23 000 38 Dig Dug 22 228 in the US 177 Pole Position 21 000 in the US 38 Popeye 20 000 in the US 34 Missile Command 20 000 182 Jungle Hunt 18 000 in the US 183 Dragon s Lair 16 000 184 Berzerk 15 780 185 Scramble 15 136 in the US 185 Battlezone 15 122 73 Champion Baseball 15 000 in Japan 162 Stargate 15 000 38 Star Wars 12 695 177 Super Cobra 12 337 in the US 185 Space Duel 12 038 177 Atari Football 11 306 73 Gee Bee 10 000 186 Decline and aftermath editMain article History of arcade video games See also Video game crash of 1983 The golden age cooled around the mid 1980s as copies of popular games began to saturate the arcades Arcade video game revenues in the United States had declined from 8 billion in 1981 to 5 billion in 1983 187 reaching a low of 4 billion in 1984 188 189 The arcade market had recovered by 1986 with the help of software conversion kits the arrival of popular beat em up games such as Kung Fu Master and Renegade and advanced motion simulator games such as Sega s taikan games including Hang On Space Harrier Out Run and After Burner 188 Arcades remained commonplace through to the 1990s as there were still new genres being explored In 1987 arcades experienced a short resurgence with Double Dragon which started the golden age of beat em up games a genre that peaked in popularity with Final Fight two years later 190 In 1988 arcade game revenues in the United States rose back to 6 4 billion largely due to the rising popularity of violent action games in the beat em up and run and gun shooter genres 189 However the growth of home video game systems such as the Nintendo Entertainment System led to another brief arcade decline toward the end of the 1980s 188 190 191 In the early 1990s the Genesis Mega Drive outside most of North America and Super NES Super Famicom in Japan greatly improved home play and some of their technology was even integrated into a few video arcade machines In the early 1990s the release of Capcom s Street Fighter II established the modern style of fighting games and led to a number of similar games resulting in a renaissance for the arcades 192 193 Another factor was realism 194 including the 3D Revolution from 2D and pseudo 3D graphics to true real time 3D polygon graphics 87 190 This was largely driven by a technological arms race between Sega and Namco 195 By the early 2000s the sales of arcade machines in North America had declined with 4 000 unit sales being considered a hit by the time 196 One of the causes of decline was new generations of video game consoles and personal computers that sapped interest from arcades Since the 2000s arcade games have taken different routes globally In the United States arcades have become niche markets as they compete with the home console market and they adapted other business models such as providing other entertainment options or adding prize redemptions 197 In Japan some arcades continue to survive in the early 21st century with games like Dance Dance Revolution and The House of the Dead tailored to experiences that players cannot easily have at home 198 Legacy editThe Golden Age of Video Arcade Games spawned numerous cultural icons and even gave some companies their identity Elements from games such as Space Invaders Pac Man Donkey Kong Frogger and Centipede are still recognized in today s popular culture and new entries in the franchises for some golden age games continued to be released decades later Pac Man and Dragon s Lair joined Pong for permanent display at the Smithsonian in Washington D C for their cultural impact in the United States No other video game has been inducted since 199 Emulators such as the Internet Archive Virtual Arcade are able to run these classic games inside a web browser window on a modern computer 200 Computers have gotten faster per Moore s Law JavaScript emulators can now run copies of the original console ROMs without porting the code to the new systems See also edit nbsp Video games portal nbsp 1970s portal nbsp 1980s portal 1970s in video games 1980s in video games Arcade cabinet List of arcade video gamesReferences edit a b Jason Whittaker 2004 The cyberspace handbook Routledge p 122 ISBN 0 415 16835 X Kent Steven L 2001 The Ultimate History of Video Games From Pong to Pokemon Three Rivers Press p 116 ISBN 0 7615 3643 4 Kent Steven L 2001 The Ultimate History of Video Games From Pong to Pokemon Three Rivers Press ISBN 0 7615 3643 4 a b Kent Steven L 2001 The Ultimate History of Video Games From Pong to Pokemon Three Rivers Press p 500 ISBN 0 7615 3643 4 Day Walter February 8 1998 Chapter 13 The Golden Age Ends The Golden Age of Video Game Arcades Twin Galaxies Archived from the original on June 4 2011 The Replay Years Our First Dynamic Decade In Words amp Pix RePlay Vol 11 no 2 November 1985 pp 120 32 History of Computing Video games Golden Age Thocp net Retrieved September 12 2013 History of Computing Videogames Index Thocp net August 11 2012 Retrieved September 12 2013 a b Mark J P Wolf 2008 The Video Game Explosion A History from PONG to PlayStation and Beyond ABC CLIO p 105 ISBN 978 0 313 33868 7 Mark Stephen Pierce Atari Games Corporation 1998 Coin Op The Life Arcade Videogames ACM Press p 444 ISBN 0 201 84780 9 a href Template Cite book html title Template Cite book cite book a work ignored help Edge Staff August 13 2007 The 30 Defining Moments in Gaming Edge Future plc Archived from the original on October 29 2011 Retrieved September 18 2008 a b c Mark J P Wolf 2001 The medium of the video game University of Texas Press p 44 ISBN 0 292 79150 X going into virtually every location in the country even a few funeral homes had video games in the basements James A Inciardi Robert A Rothman 1990 Sociology principles and applications 2 ed Harcourt Brace Jovanovich p 540 ISBN 0 15 582290 X To cash in on the Pac Man video mania game developers also introduced Asteroids Frogger Donkey Kong Tron and hundreds more By 1982 arcade games had become a multi billion dollar industry In that year alone almost 500 000 machines were sold at prices ranging as high as 3000 each Steve L Kent 2001 The ultimate history of video games from Pong to Pokemon and beyond the story behind the craze that touched our lives and changed the world Prima p 152 ISBN 0 7615 3643 4 retrieved March 15 2012 Pearl Rick June 1983 Closet Classics Electronic Games p 82 Retrieved January 6 2015 a b Earl g Graves Ltd December 1982 Cash In On the Video Game Craze Black Enterprise vol 12 no 5 pp 41 2 ISSN 0006 4165 Electronic Education vol 2 Electronic Communications 1983 p 41 In 1980 alone according to Time 2 8 billion in quarters triple the amount of the previous years were fed into video games That represents 11 2 billion games an average of almost 50 games for every person in the US a b Mark J P Wolf 2008 The Video Game Explosion A History from PONG to PlayStation and Beyond ABC CLIO p 103 ISBN 978 0 313 33868 7 James W Chesebro Donald G Bonsall 1989 Computer mediated communication human relationships in a computerized world University of Alabama Press p 130 ISBN 0 8173 0460 6 In 1981 10 5 billion was spent on all features of video games 3 times the amount spent on movie tickets that year Surrey 1982 p 74 a b Edward S Roschild June 21 1982 Videodisks microcomputers form integrated systems InfoWorld vol 4 no 24 InfoWorld Media Group p 16 ISSN 0199 6649 retrieved February 25 2012 The figure of more than 7 billion for last year s video arcade game revenues is a conservative one Some industry analysts estimate that the real amount spent on video games was as much as five times higher a b Citron Alan December 14 1982 The Rise And Fall Of Pinball Pittsburgh Press p 13 Retrieved March 13 2012 a b c Everett M Rogers Judith K Larsen 1984 Silicon Valley fever growth of high technology culture Basic Books p 263 ISBN 0 465 07821 4 Video game machines have an average weekly take of 109 per machine The video arcade industry took in 8 billion in quarters in 1982 surpassing pop music at 4 billion in sales per year and Hollywood films 3 billion Those 32 billion arcade games played translate to 143 games for every man woman and child in America A recent Atari survey showed that 86 percent of the US population from 13 to 20 has played some kind of video game and an estimated 8 million US homes have video games hooked up to the television set Sales of home video games were 3 8 billion in 1982 approximately half that of video game arcades a b c d e Making millions 25 cents at a time The Fifth Estate Canadian Broadcasting Corporation November 23 1982 Archived from the original on October 30 2008 Retrieved June 21 2021 Games That Play People Time January 18 1982 pp 50 53 51 Archived from the original on October 4 2008 Retrieved March 7 2012 a href Template Cite news html title Template Cite news cite news a CS1 maint unfit URL link Gilbert Ben January 12 2012 NPD 2011 Sales across industry between 16 3 and 16 6 billion Ubi tops software sales list Joystiq Joystiq Retrieved March 17 2012 Jiji Gaho Sha inc 2003 Asia Pacific perspectives Japan vol 1 University of Virginia p 57 At that time a game for use in entertainment arcades was considered a hit if it sold 1000 units sales of Space Invaders topped 300 000 units in Japan and 60 000 units overseas a b Kao John J 1989 Entrepreneurship creativity amp organization text cases amp readings Englewood Cliffs NJ Prentice Hall p 45 ISBN 0 13 283011 6 Retrieved February 12 2012 Estimates counted 7 billion coins that by 1982 had been inserted into some 400 000 Pac Man machines worldwide equal to one game of Pac Man for every person on earth US domestic revenues from games and licensing of the Pac Man image for T shirts pop songs to wastepaper baskets etc exceeded 1 billion Video arcades rival Broadway theatre and girlie shows in NY InfoWorld vol 4 no 14 p 15 April 12 1982 ISSN 0199 6649 Bill Loguidice Matt Barton 2009 Vintage games an insider look at the history of Grand Theft Auto Super Mario and the most influential games of all time Focal Press p 181 ISBN 978 0 240 81146 8 The machines were well worth the investment in total they raked in over a billion dollars worth of quarters in the first year alone Mark J P Wolf 2008 Video Game Stars Pac Man The Video Game Explosion A History from PONG to PlayStation and Beyond ABC CLIO p 73 ISBN 978 0 313 33868 7 It became arguably the most famous video game of all time with the arcade game alone taking in more than a billion dollars and one study estimated that it had been played more than 10 billion times during the twentieth century Chris Morris May 10 2005 Pac Man turns 25 A pizza dinner yields a cultural phenomenon and millions of dollars in quarters CNN In the late 1990s Twin Galaxies which tracks video game world record scores visited used game auctions and counted how many times the average Pac Man machine had been played Based on those findings and the total number of machines that were manufactured the organization said it believed the game had been played more than 10 billion times in the 20th century a b Space Invaders vs Star Wars Executive vol 24 Southam Business Publications p 9 1982 They compare this to the box office movie top blockbuster Star Wars which has taken in only 486 million for a net of 175 million Steve L Kent 2001 The ultimate history of video games from Pong to Pokemon and beyond the story behind the craze that touched our lives and changed the world Prima p 143 ISBN 0 7615 3643 4 Rumors emerged that the unknown creator of Pac Man had left the industry when he received only a 3500 bonus for creating the highest grossing video game of all time a b c Steven L Kent 2001 The Ultimate History of Video Games The Story behind the Craze that Touched Our Lives and Changed the World Prima p 352 ISBN 9780761536437 With more than 60 000 units sold in the United States Donkey Kong was Nintendo s biggest arcade hit Nintendo released Donkey Kong Junior in 1982 and sold only 30 000 machines 20 000 Popeye machines also 1982 and a mere 5000 copies of Donkey J 1983 Steven L Kent 2001 The Ultimate History of Video Games The Story behind the Craze that Touched Our Lives and Changed the World Prima p 147 ISBN 9780761536437 Defender was Williams Electronics biggest seller More than 55 000 units were placed worldwide Bureau of National Affairs 1983 United States Patents Quarterly Volume 216 United States Patents Quarterly vol 216 Associated Industry Publications Since February 1980 Midway has sold in excess of 40 000 Galaxian games a b Steve L Kent 2001 The ultimate history of video games from Pong to Pokemon and beyond the story behind the craze that touched our lives and changed the world Prima p 352 ISBN 0 7615 3643 4 In 1982 Universal Sales made arcade history with a game called Mr Do Instead of selling dedicated Mr Do machines Universal sold the game as a kit The kit came with a customized control panel a computer board with Mr Do read only memory ROM chips stickers that could be placed on the side of stand up arcade machines for art and a plastic marquee It was the first game ever sold as a conversion only According to former Universal Sales western regional sales manager Joe Morici the company sold approximately 30 000 copies of the game in the United States alone a b c d e Fujihara Mary November 2 1983 Inter Office Memo Atari Retrieved March 18 2012 Rick Dyer Biography Allgame Archived from the original on February 10 2010 Retrieved April 19 2011 Adlum Eddie November 1985 The Replay Years Reflections from Eddie Adlum RePlay Vol 11 no 2 pp 134 175 160 3 Greenberg Jonathan April 13 1981 Japanese invaders Move over Asteroids and Defenders the next adversary in the electronic video game wars may be even tougher to beat PDF Forbes Vol 127 no 8 pp 98 102 Special Report Gene Lipkin Data East USA RePlay Vol 16 no 4 January 1991 p 92 Mark Stephen Pierce Atari Games Corporation 1998 Chapter 30 Coin Op The Life Arcade Videogames Digital illusion entertaining the future with high technology ACM Press ISBN 0 201 84780 9 Indy 800 at the Killer List of Videogames Speed Race Twin at the Killer List of Videogames Arcade Games Joystick 1 1 10 September 1982 Mark J P Wolf June 15 2012 Before the Crash Early Video Game History Wayne State University Press p 173 ISBN 978 0814337226 Good Owen S January 30 2017 Namco s founder and father of Pac Man dies at 91 Polygon Retrieved May 3 2021 任天堂 ファミコン はこうして生まれた 第6回 業務用ゲーム機の挫折をバネにファミコンの実現に挑む How the Famicom Was Born Part 6 Making the Famicom a Reality Nikkei Electronics in Japanese Nikkei Business Publications September 12 1994 Archived from the original on October 6 2008 Retrieved April 13 2021 Making the Famicom a Reality GlitterBerri s Game Translations March 28 2012 Archived from the original on May 5 2012 Where Were They Then The First Games of Nintendo Konami and More Nintendo Archived October 17 2012 at the Wayback Machine 1UP Turbo at the Killer List of Videogames IGN Presents the History of SEGA IGN Bernard Perron amp Mark J P Wolf 2008 Video game theory reader two p 157 Taylor amp Francis ISBN 0 415 96282 X Bernard Perron amp Mark J P Wolf 2008 Video game theory reader two p 158 Taylor amp Francis ISBN 0 415 96282 X SubRoc 3D at the Killer List of Videogames Karen Collins 2008 From Pac Man to pop music interactive audio in games and new media Ashgate p 2 ISBN 978 0 7546 6200 6 a b Gaming s Most Important Evolutions GamesRadar October 8 2010 p 2 Archived from the original on June 15 2011 a b c Rally X at the Killer List of Videogames ASTRON BELT Atari HQ Astron Belt AllGame Archived from the original on January 1 2014 a b Travis Fahs March 3 2008 The Lives and Deaths of the Interactive Movie IGN Forster Winnie 2008 Computer und Video Spielmacher in German Gameplan p 341 ISBN 978 3 00 021584 1 Sit Down Rennspiel Get A Way 1978 mit 16 bit CPU Sit down racing game Get A Way 1978 with 16 bit CPU Video Game Flyers Get A Way Universal USA The Arcade Flyer Archive Retrieved May 25 2021 バンダイナムコ知新 第2回 カーレースゲームの変遷 前編 大杉章氏 岡本進一郎氏 岡本達郎氏インタビュー Bandai Namco Entertainment April 25 2019 Archived from the original on May 14 2019 Retrieved October 13 2019 Stulir Mike Charley Chuck s Food Fight American Classic Arcade Museum Archived from the original on July 17 2019 Retrieved May 26 2021 Overseas Readers Column 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even more while home games are bought outright and their systems must be purchased as well After Pong ACE No 6 March 1988 February 4 1988 pp 29 32 29 a b Donkey Kong sales Japan 65 000 of Donkey Kong Brian Ashcraft Jean Snow 2008 sixty five thousand Arcade Mania The Turbo charged World of Japan s Game Centers Tokyo Kodansha International ISBN 978 4 7700 3078 8 Retrieved February 12 2012 Jumpman hopped over barrels climbed ladders and jumped from suspended platform to suspended platform as he tried to rescue a damsel from his pissed off pet gorilla The game was a smash and sixty five thousand cabinets were sold in Japan propping up the then struggling Nintendo and laying the groundwork for Nintendo and Donkey Kong creator Shigeru Miyamoto to dominate gaming throughout the 1980s and beyond United States 67 000 of Donkey Kong Bienaime Pierre January 13 2012 Square Roots Donkey Kong NES Nintendojo Retrieved April 8 2012 Donkey Kong sold some 67 000 arcade cabinets in two years making two of its American distributors sudden millionaires thanks to paid commission As a barometer of success know that Pac Man and Ms Pac Man are the only arcade games to have sold over 100 000 units in the United States United States 30 000 of Donkey Kong Jr Steven L Kent 2001 The Ultimate History of Video Games The Story behind the Craze that Touched Our Lives and Changed the World Prima p 352 ISBN 9780761536437 With more than 60 000 units sold in the United States Donkey Kong was Nintendo s biggest arcade hit The arcade industry began its long collapse the year after Donkey Kong was released and Nintendo s arcade fortunes eroded quickly Nintendo released Donkey Kong Junior in 1982 and sold only 30 000 machines 20 000 Popeye machines also 1982 and a mere 5000 copies of Donkey Kong 3 1983 Bally Will Quit Making Pinball Video Machines Toledo Blade July 11 1988 p 22 Steve L Kent 2001 The ultimate history of video games from Pong to Pokemon and beyond the story behind the craze that touched our lives and changed the world Prima p 132 ISBN 0 7615 3643 4 Atari sold more than 70 000 Asteroids machines in the United States The game did not do as well in Europe and Asia however Only about 30 000 units were sold overseas Horowitz Ken August 6 2020 Beyond Donkey Kong A History of Nintendo Arcade Games McFarland amp Company p 200 ISBN 978 1 4766 8420 8 a b c d Atari Production Numbers Memo Atari Games January 4 2010 Archived from the original on January 20 2013 Retrieved March 18 2012 Bloom Steve 1982 Video Invaders Arco Publishing p 24 ISBN 978 0 668 05520 8 RePlay January 1984 Overseas Readers Column PDF Game Machine in Japanese No 259 Amusement Press Inc May 1 1985 p 22 Archived PDF from the original on January 31 2020 Steve L Kent 2001 The ultimate history of video games from Pong to Pokemon and beyond the story behind the craze that touched our lives and changed the world Prima p 224 ISBN 0 7615 3643 4 Gottlieb sold approximately 25 000 Q Bert arcade machines Jeff Fulton Steve Fulton 2010 A short history of Missile Command The essential guide to Flash games building interactive entertainment with ActionScript 3 0 New ed Berkeley Calif Friends of ED p 138 ISBN 978 1 4302 2614 7 Retrieved February 7 2012 While certainly not the size of Asteroids the game was still a huge hit with almost 20 000 units sold Fujihara Mary July 25 1983 Inter Office Memo Atari Retrieved March 18 2012 Steve L Kent 2001 The ultimate history of video games from Pong to Pokemon and beyond the story behind the craze that touched our lives and changed the world Prima p 225 ISBN 0 7615 3643 4 Cinematronics sold more than 16 000 Dragon s Lair machines in 1983 for an average price of 4300 Coleco purchased the home rights to the game giving Cinematronics an additional 2 million a b c Stern Production Numbers and More CCI Photos May 1 2012 Retrieved July 21 2013 Kurokawa Fumio March 17 2018 ビデオゲームの語り部たち 第4部 石村繁一氏が語るナムコの歴史と創業者 中村雅哉氏の魅力 4Gamer in Japanese Aetas Archived from the original on August 1 2019 Retrieved August 2 2019 Can Lasers Save Video Arcades The Philadelphia Inquirer February 3 1984 Retrieved March 13 2012 Last year arcade game revenues were approximately 5 billion compared to 8 billion in 1981 and 7 billion in 1982 a b c Coin Op history 1975 to 1997 from the pages of RePlay RePlay 1998 Archived from the original on April 28 1998 Retrieved April 21 2021 a b Video Games Are an Exercise In Annihilation The Atlanta Journal Constitution May 30 1989 Retrieved March 13 2012 In 1988 players dropped enough change at video arcades to generate revenues of 6 4 billion up from 4 billion in 1986 Many of those quarters were powering machine guns and fists of fury According to the April issue of RePlay magazine 29 of the 45 most popular video games are action games Three of the top five games listed by PlayMeter were ones with war or fighting themes a b c Spencer Spanner The Tao of Beat em ups part 2 EuroGamer Feb 12 2008 Retrieved Mar 18 2009 Johnson Tracy April 3 1992 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Further reading editThe Official Price Guide to Classic Video Games by David Ellis 2004 ISBN 0 375 72038 3External links editThe KLOV Top Video Games Lists by Greg McLemore and friends Reference to the term Golden Age The Dot Eaters Videogame History 101 Internet Archive Virtual Arcade Retrieved from https en wikipedia org w index php title Golden age of arcade video games amp oldid 1223830011, wikipedia, wiki, book, books, library,

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