THE
GAMES
SECTION 1: COIN-OPERATED
The following are examples of some of the 50 to 70 culturally or
technologically significant arcade games that are included in VIDEOTOPIA.
All photographs on this page are taken from VIDEOTOPIA, and are copyright
1996, The Electronics Conservancy.
Computer Space, Nutting Associates, 1971. Designed by Nolan Bushnell,
member of the VIDEOTOPIA Advisory Panel, Computer Space was the first
commercial arcade videogame.
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Pong, Atari Inc., 1972. Using the profits from Computer Space, Nolan
Bushnell formed Atari and tapped Al Alcorn, member of the VIDEOTOPIA
Advisory Panel, to construct this first commercially successful arcade
videogame.
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Breakout, Atari Inc., 1976. Designed by Atari's fortieth employee Steve
Jobs, aided by videogame enthusiast Steve Wozniak. The two later went on to
found Apple Computer, using parts "borrowed" from Atari to build their first
prototype.
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Gunfight, Konami/Bally/Midway., 1975. A two-player game set in the
old-west and the first game to utilize a microprocessor.
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Space Invaders, Taito/Bally/Midway, 1978. The first blockbuster
videogame. Space Invaders was the first game to appear outside of arcades and
bars and reach a mainstream audience in places like restaurants and ice-cream
parlors.
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Football, Atari Inc., 1978. The first true video sports game, Atari's
Football was created by Dave Stubben from a game project called X's and O's
that was begun by Steve Bristow before he started Tank. Football amazed
players with its fast action and complex simulation of a team sport, and it
also marked the introduction of the Trak-Ball.
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Lunar Lander, Atari Inc., 1979. Illustrating principles of Newtonian
laws, Lunar Lander was the first Atari game to incorporate vector display
technology. Atari's vector display system was designed by Howard Delman.
Vector graphic display technology was in part conceived for the Apollo space
program in an attempt to create a system capable of simulating the moon
landing.
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Asteroids, Atari Inc., 1979. Designed by Ed Logg, Asteroids was a huge
commercial success which established videogames as a lasting entertainment
media. At the height of its popularity in 1980, a Newsweek article pointed
out the fact that Asteroids' audience included large numbers of adult
professionals who released workday stress playing the game during their lunch
breaks. The game's sequel, Asteroids Deluxe (pictured), was released the
following year.
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Battlezone, Atari Inc., 1980. Featuring the first truly interactive
3-D environment, Battlezone so impressed the United States Armed Forces that
they commissioned Atari to build specially modified and upgraded versions for
use in tank training. The Electronics Conservancy has secured one of these
modified games, and it will be displayed in VIDEOTOPIA in the near future.
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Berzerk, Universal Research Laboratories/Stern Inc., 1980. Just
passing a Berzerk machine was a new experience for most people. The machine
actually spoke! Few people had experienced voice-synthesis at the time, and
it made quite an impression. Because digitization was so expensive, the
sentences spoken by Berzerk shared a vocabulary of only 30 words.
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Defender, Williams Electronics, 1980. Designed by Eugene Jarvis,
member of the VIDEOTOPIA Advisory Panel, Defender was the first mega-hit by
current arcade industry powerhouse Williams Electronics. It was also the
first game to feature an artificial "world" in which game events could occur
outside the on-screen view presented to the player.
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Pac-Man, Bally/Midway, 1980. Licensed from the company Namco, Pac-Man
was based on an ancient Japanese folk-tale. The game was so successful in
Japan that it actually caused a Yen shortage. Pac-Man also took America by
storm, appearing on the cover of Time Magazine as well as spawning a
Saturday-morning cartoon and a hit song.
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Missile Command, Atari Inc., 1980. Designed during the 1979
presidential race, Missile Command (originally to be called "Armageddon") was
a clear reflection of America's fear of nuclear conflict.
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Donkey Kong, Nintendo Ltd., 1981. Designed to salvage a huge
inventory of "Radarscope" arcade games (a bland shoot-em up game that did not
sell well), Donkey Kong featured brilliant game play and a whimsical
storyline about a giant ape and a curious character referred to only as
"Jumpman." It would not be until after the game's design and construction
that Jumpman would receive the now-famous name "Mario."
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Centipede, Atari Inc., 1981. Designed by Ed Logg and Dona Bailey,
Centipede was the first arcade game from a woman designer. Colorful graphics
and ingenious game play made Centipede the first game to attract more female
fans than male.
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Tempest, Atari Inc., 1981. The first game to utilize a color vector
display, Tempest featured surrealistic 3-D wireframe graphics. The game was
inspired by a dream of the designer's and was an instant hit. Interest in
Tempest has remained strong as evidenced by the recently acclaimed Tempest
2000 for the Atari's defunct 64-bit Jaguar multimedia system, the popular
Sega Saturn, Sony Playstation, and personal Computers.
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Warlords, Atari Inc., 1981. A multi-player variation of Breakout,
Warlords' design leads players to discover that cooperation is the only way
to progress to the higher levels of the game and encourages them to develop
rules and strategies of their own.
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Robotron: 2084, Williams Electronics, 1982. Designed by the same team
that created Defender, Robotron: 2084 went through many changes from concept
to reality. The game was originally called Robot War: 1984 and spanned many
screens which would scroll in all directions. At one point, the control
scheme consisted of a joystick and a trak-ball. Gameplay was ultimately
confined to a single screen, and two joysticks were used for input. Original
Robotron: 2084 design sketches and scripts are on display in VIDEOTOPIA's
"Design" area.
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Tron, Bally/Midway, 1982. Designed in conjunction with the Disney
feature film, the game became integral to the plot of the movie and eventually
influenced its final look as well. The product of a competition between
game-design theories, the videogame Tron actually out-grossed its film
counterpart. Its 1983 sequel Discs of Tron (pictured) was originally planned
to be a part of the first game. Due to time and technological constraints,
Discs of Tron was released as a separate game following the original's
success.
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Star Wars, Atari Inc., 1983. Designed by Mike Hally, programmed &
developed by Greg Rivera, Norm Avellar, Eric Durfey, Jed Margolin, & Earl
Vickers. The basic game engine for Star Wars was converted from a 2-year old
space game project called Warp-Speed, which was designed to develop 3-D image
capabilities. Star Wars originally used a joystick. The Flight Controller
was designed by modifying the controller created for the military version of
Battlezone.
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Dragon's Lair, Starcom/Cinematronics, 1983. Created by Rick Dyer and
animated by Don Bluth, Dragon's Lair was an interactive film that became the
first released game to utilize laser disc technology. Dragon's Lair's visuals
fascinated all who saw it, and the game achieved an immortality that no other
laser disc game was able to match.
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I, Robot, Atari Inc., 1983. Originally titled "Ice Castles", I, Robot
was the first game to feature 3-D polygon graphics. It even allowed you to
just "doodle" with the polygon objects rather than actually play the game.
Although I, Robot was not a success, it was the direct ancestor of today's
most sophisticated polygon racing and fighting games. Only 1000 I, Robots
were ever produced. 500 stayed in North America, and 500 were reportedly
exported to Japan.
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Gauntlet, Atari Games, 1985. Designed by Ed Logg, Gauntlet was one of
the first machines from Atari Games. It was a hit because of its detailed
graphics and exciting theme of maze exploration. Gauntlet is a perfect
illustration of the direction that future games would take - environments
that multiple players could experience.
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Daytona USA, Sega, 1994. Utilizing the sweeping virtual "camera"
movements, smooth animations, and multiple camera angles developed in its
predecessor Virtua Racing, Daytona USA introduced the world to games that
truly began to look and feel like reality. The game also perfected the art
of the multi-player experience as up to 4 Daytona "twin" cabinets could be
linked together to enable as many as 8 people to participate in the same game.
Daytona completely redefined the racing genre with its spectacular graphics
and real-world physics.
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Alpine Racer, Namco, 1996. Produced by the company that created
Pac-Man, Alpine Racer used a 32-bit processor to create its stunning polygon
images. Its innovative input device, combined with its 50 inch projection
display immersed players in its artificial world. Seldom has a game's control
mechanism been in such strong harmony to the gameplay.
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"State-of-the-Art", 199X. Because what is high-tech one day is often
"old-hat" the next, the newest (non-violent) videogames will be rotated into
VIDEOTOPIA. Racing Simulators like Sega's Super GT, and also Namco's Tokyo
Wars are examples of the type of experience VIDEOTOPIA has in store for its
visitors.
Each info-pedestal for each game in VIDEOTOPIA offers at least 3 times more
information than what is presented for each game here!
VIDEOTOPIA and The Electronics Conservancy are registered
trademarks of The Electronics Conservancy, Inc. All rights reserved. All
photos (c)1996 The Electronics Conservancy. All videogames, characters,
brand names, and trademarks are the properties of their respective owners.