Golden Age and Classic Arcade Games
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Golden Age Games
The period from the appearance of Space Invaders in 1978 through The Great Video Game Crash of 1983 is often known as the Golden Age of Arcade Games. In Japan, this time period, give or take a few years, was known as the Invader Boom, when 8-bit Arcade Video Games emerged to rule popular culture.
Classic Arcade Games
Classic Games, also known as old school gaming, is the playing or collecting of older personal computer, console, and arcade video games n contemporary times. Usually retrogaming is based upon systems that are obsolete or discontinued.
The most popular arcade games of all time (popularity based on units sold):
Please Note: This is not a list of games available on every game unit we sell. Please see the individual product pages for the list of games available on each unit.
Name | Year | Manufacturer | Game Descriptions |
---|---|---|---|
Space Invaders | 1978 | Taito (Japan) / Midway (U.S.) | Considered the game that revolutionized the video game industry.[99] The first blockbuster video game,[100] it established the shoot 'em up genre,[101] and has influenced most shooter games since.[102] |
Galaxian | 1979 | Namco (Japan) / Midway (U.S.) | Created to compete with Space Invaders. One of the earliest games using multi-color sprites.[103] 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 dual-joystick controls, using two 2-way joysticks for movement, and periscope-like viewer.[104] Early use of first-person pseudo 3-D vector graphics. It is widely considered the first virtual reality arcade game.[105] Also used as the basis for a military simulator.[106] |
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. |
Centipede | 1980 | Atari | Co-created by programmer Dona Bailey. |
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,[107] and introduced power-ups[108] and cutscenes.[109] |
Phoenix | 1980 | Amstar Electronics / Centuri (U.S.) / Taito(Japan) | One of the first games to feature a boss battle. |
Rally-X | 1980 | Namco | Driving game with overhead, scrolling maze. First game to feature a bonus round, background music,[110] and a radar.[51] 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 | Game featured maze-like dungeons infested with monsters and aliens. Allowed two-person competitive play, but uniquely also offered two-people cooperative play. |
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,[60] and introduced a carpenter protagonist named Jumpman, a character who would evolve 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. |
Ms. Pac-Man | 1981 | Midway (North America) / Namco | One of the most popular of all time, this game was created from a bootlegged hack of Pac-Man. It featured different mazes, increasing speed, and rewards (fruit) that required chasing. |
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,[111][112] using four direction buttons, similar to dual-stick controls.[113] Along with Fantasy, Super Cobra and Bosconian, is significant as being among the first video games with a continue screen[114] |
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[115] |
Donkey Kong Junior | 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 | While up to this point, military themed games featured vehicular combat such as ships, aircraft or tanks, this is one of the first of many 80s games to feature 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, featuring 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.[116] |
Kangaroo | 1982 | Atari | 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.) | The first arcade game to feature parallax scrolling.[117] |
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.[118] |
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 achieving comparable visuals to select games in the Midway Card Rack (MCR) system[119]. 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. [120] |
Q*bert | 1982 | Gottlieb | Became one of the most merchandised arcade games behind Pac-Man and Donkey Kong.[121][122] |
Robotron 2084 | 1982 | Williams Electronics | Featured novel dual joystick gameplay which popularized the twin 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.[123][124][125] |
Tron | 1982 | Bally Midway | Earned more than the film it was based on[126] Featured four subgames based on the film. |
Xevious | 1982 | Namco (Japan) / Atari (U.S.) | The first arcade video game to have a TV commercial.[127] It was also responsible for popularizing vertical scrolling shooters.[55] |
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.[128] |
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.[129] It was also the first video game to employ what would become 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"[130] |
Mappy | 1983 | Namco (Japan) / Bally Midway (U.S.) | Featured early side-scrolling platforming action |
Mario Bros. | 1983 | Nintendo | A game featuring simultaneous play with Mario and his brother Luigi as Italian-American plumbers in pest-inhabited sewers. |
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 | 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.[131] |
Star Wars | 1983 | Atari | Features several digitized samples of actors' voices from the movie |
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 Olympic-themed sports game. |
1942 | 1984 | Capcom | Capcom's first arcade hit featuring Pacific aerial combat with a Xevious-inspired design. 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.[132] Featured a pair of four-way dual joystick controls for simultaneous play. |
Kung-Fu Master | 1984 | Irem (Japan) / Data East (US) | The first side-scrolling beat-em-up arcade game.[133] |
Paperboy | 1984 | Atari | Novel controls and high resolution display |
Punch-Out!! | 1984 | Nintendo | A boxing fighting game featuring digitized voices, dual monitors, and a third-person perspective. |