Golden age of arcade video games

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The golden age of arcade video games was a time when these games grew quickly, improved in technology, and became important in culture from the late 1970s to the early 1980s. The release of Space Invaders in 1978 caused many new shoot-'em-up games, such as Galaxian and Asteroids in 1979, to be created. These games used new computer technology that was more powerful and less expensive.

The golden age of arcade video games was a time when these games grew quickly, improved in technology, and became important in culture from the late 1970s to the early 1980s. The release of Space Invaders in 1978 caused many new shoot-'em-up games, such as Galaxian and Asteroids in 1979, to be created. These games used new computer technology that was more powerful and less expensive. Arcade games changed from black-and-white to color, with games like Frogger and Centipede using bright colors to improve their visuals.

Arcade video games became popular in culture and were the main way new games were shared. While game types were still being developed, they included space-themed shooters like Defender and Galaga, maze games inspired by Pac-Man, racing games such as Turbo and Pole Position that used 3D views, action games like Pac-Man and Frogger, and the start of platform games, which began with Donkey Kong. Games started featuring characters with names, such as Pac-Man, Mario, and Qbert. Some of these characters appeared in other media, including songs, cartoons, and movies. The 1982 movie Tron* was closely connected to an arcade game of the same name.

The golden age of arcade games started to decline in 1983 because of many copies of popular games flooding arcades and the rise of home video game consoles. These factors, along with concerns about how arcades and video games affected children, contributed to the decline. This drop happened around the same time as the video game crash of 1983, but for different reasons. Both events hurt the video game industry in North America for several years. The arcade game industry improved later in the early 1990s, especially with the success of fighting games.

Time period

Most sources agree that the golden age of arcade games occurred from the late 1970s to the early 1980s, though the exact years vary slightly. Technology journalist Jason Whittaker, in The Cyberspace Handbook, states the golden age began in 1978 with the release of the game Space Invaders. Video game journalist Steven L. Kent, in The Ultimate History of Video Games, suggests the golden age started the following year, when Space Invaders became popular in the United States and vector display technology—first introduced in 1977 with Space Wars—became widely used in arcades through Atari’s game Asteroids. Kent notes the golden age ended in 1983, when the coin-operated video game industry and arcades experienced a steady decline. In 1985, RePlay magazine described the arcade industry’s "video boom" as lasting from 1979 to 1982. The golden age of arcade games largely happened at the same time as the second generation of video game consoles and the rise of microcomputers.

Business

During the golden age, arcade games saw a lot of new and creative designs and technologies. This time saw the fast spread of video arcades across North America, Europe, and Asia. From 1980 to 1982, the number of video game arcades in North America doubled, reaching 10,000 by 1982 (compared to 4,000 in 1998). Starting with the game Space Invaders, arcade games began appearing in places like supermarkets, restaurants, gas stations, and other stores looking for extra income. At this time, video game arcades became as common as convenience stores, and games like Pac-Man and Space Invaders were found in many places across the United States, even in funeral homes. Arcade game machine sales increased from $50 million in 1978 to $900 million in 1981, with 500,000 machines sold in the United States in 1982 alone, costing up to $3,000 each. By 1982, there were 24,000 full arcades, 400,000 arcade street locations, and 1.5 million active arcade machines in North America. The market was very competitive, and most arcade games were used for only four to six months before being replaced. Some games, like Robby Roto, failed because they were too hard to learn quickly. Qix was briefly popular but became too confusing for players, and its popularity faded once the novelty ended. Around this time, the home video game industry (including second-generation consoles and early home computer games) grew because of the success of arcade games.

In 1980, the U.S. arcade video game industry made three times more money from quarters than it had before, reaching $2.8 billion. By 1981, the industry earned more than $5 billion a year, with some estimates suggesting all U.S. video games (arcade and home) made up to $10.5 billion that year, which was three times the money spent on movie tickets in 1981. The total revenue for the U.S. arcade industry in 1981 was estimated at over $7 billion, though some experts believed the real amount was higher. By 1982, video games made up 87% of the $8.9 billion in commercial game sales in the United States. That year, the arcade industry earned $8 billion from quarters, more than the combined revenue of pop music ($4 billion) and Hollywood films ($3 billion). It also earned three times the combined ticket and TV revenue from Major League Baseball, basketball, and American football, and twice as much as all Nevada casinos combined. This was more than twice the revenue of the home video game industry ($3.8 billion) that same year. Together, the arcade and home markets made between $11.8 billion and $12.8 billion in 1982. In comparison, the U.S. video game industry made between $16.3 billion and $16.6 billion in 2011.

Before 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 in revenue in 1979, but by 1982, sales had dropped to 33,000 machines and $464 million. In contrast, the best-selling arcade games of the golden age, Space Invaders and Pac-Man, sold over 360,000 and 400,000 units, respectively, with each machine costing between $2,000 and $3,000. Space Invaders earned $2 billion from quarters by 1982, while Pac-Man earned over $1 billion by 1981 and $2.5 billion by the late 1990s. In 1982, Space Invaders was the highest-grossing entertainment product of its time, compared to the film Star Wars, which earned $486 million. Today, Pac-Man is considered the highest-grossing arcade game of all time. Other popular games, like Ms. Pac-Man, Asteroids, Donkey Kong, and Defender, sold tens of thousands of units each. Many games also earned hundreds of millions from quarters, including Defender with over $100 million, Dragon’s Lair with $48 million, and Space Ace with $13 million.

The most successful arcade game companies during this time included Taito (which started the golden age with Space Invaders and made games like Gun Fight and Jungle King), Namco (a Japanese company that created Galaxian, Pac-Man, Pole Position, and Dig Dug), and Atari, Inc. (which introduced Computer Space and Pong to arcades and later made Asteroids). Other companies, such as Sega (which later competed with Nintendo in the home console market), Nintendo (which introduced its mascot, Mario, in Donkey Kong as "Jumpman"), Bally Midway Manufacturing Company, Cinematronics, Konami, Centuri, Williams, and SNK, also became popular during this era.

During this time, Japanese video game companies became more influential in North America. By 1980, they were very influential through licensing their games to American manufacturers. Japanese companies eventually stopped licensing games to American companies like Midway and instead began importing machines directly to North America and building factories in the United States. By 1982–1983, Japanese companies had captured a large share of the North American arcade market. Gene Lipkin of Data East USA said this happened partly because Japanese companies had more money to invest in new ideas.

Technology

Arcades that offered video games started to become more popular in the late 1970s. Games like Space Invaders (1978), Asteroids (1979), and Galaxian (1979) helped grow this trend. In 1980, arcades became even more common with games such as Pac-Man, Missile Command, and Berzerk. In 1981, games like Defender, Donkey Kong, and Frogger also became popular. These games used computer chips called central processing units (CPUs), which made them more complex than earlier games that used older types of circuits, like Atari's Pong (1972). The rise of arcades in the late 1970s helped create the basic methods of interactive entertainment and made computer hardware more affordable, which helped personal computers become widely used.

Color monitors had been used in some racing games before, such as Indy 800 and Speed Race Twin. However, during this time, RGB color graphics became common after the release of Galaxian in 1979. Galaxian used a system that broke images into smaller pieces, which made it easier for the game to run compared to earlier systems used by Space Invaders. This allowed Galaxian to display colorful moving images over a scrolling background, which influenced hardware used by Nintendo for games like Radar Scope (1980) and Donkey Kong, as well as the Nintendo Entertainment System console.

During this time, developers also tested vector displays, which create sharp lines that raster displays cannot copy. Some vector games, like Asteroids (1979), Battlezone (1980), Tempest (1981), and Star Wars (1983), became very popular. However, vector displays were expensive to repair, so many arcade companies stopped using them.

Some developers also tried using 2D images to create 3D effects or fake 3D on raster displays. In 1979, Nintendo's Radar Scope introduced a 3D side view for shooting games, which later games like Juno First and Beamrider (1983) copied. In 1981, Sega's Turbo was the first racing game to show a side view of the player’s car and used full-color graphics. Namco's Pole Position (1982) improved this side-view format, showing the track from a perspective that moved as the player turned corners. That same year, Sega's Zaxxon used isometric graphics and shadows, and SubRoc-3D used special glasses to create 3D effects.

This period also saw progress in sound technology. Space Invaders (1978) was the first game to have continuous background music with repeating notes that changed speed during different stages. Rally-X (1980) was the first game to use a special sound chip to create continuous background music. In 1980, Stratovox by Sun Electronics and King & Balloon by Namco introduced speech synthesis, allowing games to include spoken words.

Developers also tested laserdisc players to make games with movie-like videos. Astron Belt (1983) by Sega was the first game to use this technology, followed by Dragon's Lair by Cinematronics, which became very popular. Bega's Battle (1983) by Data East used short movie clips between game parts to tell a story, a method later used in many games. By the mid-1980s, laserdisc games lost popularity as VHS became more common and the novelty of the technology faded.

During this time, 16-bit computer chips began appearing in arcade games. Universal's Get A Way (1978) was a racing game that used a 16-bit chip, which it advertised as the first game to use a 16-bit microcomputer. Namco's Pole Position (1982) used the 16-bit Zilog Z8000 processor. Atari's Food Fight (1983) was one of the first games to use the Motorola 68000 processor.

As the golden age of arcades ended, 3D computer graphics started appearing in games. Interstellar by Funai, a laserdisc game shown in Tokyo in 1983, used pre-made 3D images. Cube Quest by Simutrek, also shown in Tokyo in 1983, combined laserdisc animation with real-time 3D graphics. Star Rider by Williams Electronics, shown in 1983, also used pre-made 3D images. Atari's I, Robot (1984) was the first arcade game to use real-time 3D computer graphics for its entire design.

Gameplay

Space Invaders (1978) introduced the idea of having multiple lives and increasing difficulty levels, a feature used in many classic arcade games. Created by Tomohiro Nishikado at Taito, the game was inspired by Atari's Breakout (1976) and science fiction stories. Nishikado added features that earlier games lacked, such as enemies reacting to the player's movement and firing back. The game ends when enemies kill the player or reach the bottom of the screen, not because of a timer. Unlike earlier games that used timers, Space Invaders introduced the idea of playing multiple rounds. It also gave players multiple lives before the game ended, saved high scores, and included a simple story with animated characters and a clear sequence of action and ending, according to Eugene Jarvis.

The success of Space Invaders led many developers to create arcade games. Some copied the "invading alien hordes" concept, producing games like Namco's Galaxian and Galaga. These games improved on Space Invaders with new mechanics, more complex enemy patterns, and better graphics. Galaxian introduced a "risk-reward" system, while Galaga was one of the first games with a bonus stage. Sega's 1980 game Space Tactics was an early first-person space combat game with multi-directional scrolling as players moved a crosshair on the screen.

Other developers created new game ideas and genres. As technology improved, new types of games emerged, leading to the term "action games" being used in the early 1980s. This term described character-driven games from Japanese developers, influenced by manga and anime. These games focused on character development, hand-drawn animation, and scripted, pattern-based gameplay. The term "action games" helped distinguish these games from earlier space shooters. This focus on character-driven gameplay led to more subgenres. In 1980, Namco released Pac-Man, which popularized the maze chase genre, and Rally-X, which used a radar to show the player's position on the map. Games like Donkey Kong (1981) and Qix introduced gameplay where skill and timing were more important than fast shooting, with Donkey Kong setting the standard for platform games.

During the golden age of arcade games, the two most popular genres were space shooters and character action games. While Japanese developers focused on character-driven action games in the early 1980s, American developers mostly created space shooters during the late 1970s and early 1980s. These games were influenced by Japanese space shooters but used different approaches, such as algorithmic background generation, random events, and physics effects, as seen in games like Defender (1981) and Robotron: 2084 (1982), as well as Atari's Asteroids (1979).

In 1981, Namco's Bosconian introduced a free-roaming gameplay style where the player's ship moves freely across open space, with a radar showing player and enemy positions. In 1983, Bega's Battle used brief full-motion video cutscenes to tell a story between shooting stages. Other innovative games include Atari Games' Paperboy (1984), where the goal is to deliver newspapers, and Namco's Phozon, where players must copy a shape shown on the screen. Exidy's Venture focused on exploring dungeons and collecting treasure, while Q*bert used depth perception to create a unique experience.

Popular culture

Some games from this time became very popular and entered everyday life. The first was Space Invaders, released in 1978. A story that many people believed but was not true said that the game’s popularity caused a shortage of 100 yen coins in Japan. When the game came to North America, newspapers, magazines, and TV showed many positive stories about video games. In 1980, Atari held the first video game competition called the Space Invaders Tournament, which had more than 10,000 players and helped make video gaming a common hobby. By 1980, 86% of teenagers and young adults in the United States had played arcade video games, and by 1981, over 35 million people visited video game arcades in the United States.

The game that had the biggest impact on North American culture was Pac-Man, released in 1980. It became so popular that it started a trend called "Pac-Mania," which later became the name of the last game in the series, released in 1987. Created by Namco, Pac-Man features a yellow, round character trying to eat dots in a maze while avoiding enemies. People could not agree on what the enemies represented, but they were often called ghosts, goblins, or monsters. The game became extremely popular and led to an animated TV show, many similar games, Pac-Man-themed foods and toys, and a popular song called "Pac-Man Fever." Its popularity was so great that President Ronald Reagan congratulated a player who set a high score. Pac-Man also helped bring more women of all ages into arcade gaming. While many games from this time became well-known, most are no longer recognized today. Pac-Man, along with Space Invaders, Donkey Kong, Mario, and Qbert, remains a familiar name in popular culture.

Arcade games were seen as a way to make money, so they appeared in places other than arcades, such as bars, restaurants, movie theaters, bowling alleys, convenience stores, laundromats, gas stations, supermarkets, airports, and even doctor and dentist offices. Restaurants like Showbiz Pizza and Chuck E. Cheese were created to focus on featuring the latest arcade games.

In 1982, a game show called Starcade began. The show had players compete to get high scores on arcade games, with a chance to win their own arcade machine if they met a target score within a time limit. The show ran until 1984 on TBS and other networks.

In 1983, an animated TV show called Saturday Supercade aired on Saturday mornings. It featured characters from popular games like Frogger, Donkey Kong, Qbert, and Pitfall Harry*.

Arcade games influenced the music industry. Music revenue dropped by $400 million between 1978 and 1981, partly because of the popularity of arcade games. Songs based on video games began to appear. The band Yellow Magic Orchestra (YMO) used sounds from Space Invaders in their 1978 album and hit song "Computer Game," which sold over 400,000 copies in the United States. YMO influenced many video game music tracks from the 8-bit and 16-bit eras. Other songs inspired by Space Invaders included "Disco Space Invaders" (1979) by Funny Stuff, "Space Invaders" (1980) by Player One, and "Space Invader" (1980) by The Pretenders and Uncle Vic. A song called "Pac-Man Fever" reached No. 9 on the Billboard Hot 100 and sold over a million copies in 1982. In 1984, YMO member Haruomi Hosono made an album using sounds from Namco games, called Video Game Music, which was one of the first chiptune records. Arcade game sounds also influenced hip hop, synthpop, and electro music in the 1980s. By 1982, Billboard listed the top-selling video games alongside music charts. In 1997, a song called "Space Invaders Are Smoking Grass" was described as a tribute to Space Invaders.

Arcade games also influenced movies. Space Invaders was shown in movie theaters, and films based on video games began to appear. Tron (1982) earned over $33 million and started a movie series. Other films included WarGames (1983), where an actor plays Galaga at an arcade, and The Last Starfighter (1984). Arcade games appeared in many other movies, such as Dawn of the Dead (1978), Rocky III (1982), The Karate Kid (1984), and The Terminator (1984). Arcade games were also central to the plots of Big (1988) and Kung-Fu Master (1988).

In recent years, documentaries about the golden age of arcade games, such as The King of Kong: A Fistful of Quarters (2007) and Chasing Ghosts: Beyond the Arcade (2007), have been made. Films and TV shows inspired by the 1980s include Tron: Legacy (2010), Wreck-It Ralph (2012), Ready Player One (2018), and TV shows like The Goldbergs and Stranger Things, which feature arcade games.

Strategy guides

During this time, gaming media began to appear, including publications focused on video games such as video game journalism and strategy guides. The widespread popularity of video arcade games led to the creation of the first video game strategy guides. These guides, which are now very hard to find, explained how to play each game and beat them, including details about different game variations that few later guides have matched. A technique called "turning the machine over," which involved making the score counter overflow and reset to zero, was often the final challenge in a game for players who had mastered it and the last step needed to achieve the highest score.

Some of these strategy guides sold hundreds of thousands of copies in 1982, with prices ranging from $1.95 to $3.95 (equivalent to about $7 to $13 in 2025). That year, Ken Uston's Mastering Pac-Man sold 750,000 copies and reached No. 5 on B. Dalton's mass-market bestseller list. Bantam's How to Master the Video Games sold 600,000 copies and appeared on The New York Times mass-market paperback list. By 1983, 1.7 million copies of Mastering Pac-Man had been printed.

List of best-selling arcade games

For arcade games, how successful they were was measured by two things: how many machines were sold to operators, or how much money the games made. The money came from players inserting coins like quarters or 100 yen coins into the machines, and also from selling the machines themselves. Arcade machines often cost between $1000 and $4000. This list only includes games that sold more than 10,000 machines.

Decline and aftermath

The golden age of arcades ended around the mid-1980s because many copies of popular games became common in arcades. In the United States, money made from arcade video games dropped from $8 billion in 1981 to $5 billion in 1983, and reached as low as $4 billion in 1984. By 1986, the arcade market had recovered. This happened because 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).

Arcades remained common through the 1990s because new types of games were being created. In 1987, arcades saw a short increase in popularity with the game Double Dragon, which started the golden age of beat 'em up games. This genre became most popular two years later with the game Final Fight. In 1988, arcade game money in the United States rose to $6.4 billion, mainly because violent action games in the beat 'em up and run and gun shooter genres became more popular. However, the growth of home video game systems, like the Nintendo Entertainment System, caused a short decline in arcades toward the end of the 1980s. In the early 1990s, the Genesis (called Mega Drive in most of North America) and Super NES (called Super Famicom in Japan) improved home game play. Some of their technology was even used in a few arcade machines.

In the early 1990s, the release of Capcom’s Street Fighter II created the modern style of fighting games. This led to many similar games and caused a revival for arcades. Another factor was realism, including the shift from 2D and pseudo-3D graphics to true real-time 3D polygon graphics. This change was mainly driven by competition between Sega and Namco to develop better technology.

By the early 2000s, sales of arcade machines in North America had dropped. At that time, selling 4,000 units was considered a success. One reason for the decline was the arrival of new video game consoles and personal computers, which reduced interest in arcades.

Since the 2000s, arcade games have developed differently around the world. In the United States, arcades have become smaller markets because they compete with home consoles. They have also changed their business models, such as offering other entertainment options or adding games where players can win prizes. In Japan, some arcades continue to operate in the early 21st century. Games like Dance Dance Revolution and The House of the Dead provide experiences that are hard to find at home.

Legacy

The Golden Age of Video Arcade Games created many important cultural symbols and helped some companies become well-known. Parts of these games, such as Space Invaders, Pac-Man, Donkey Kong, Frogger, and Centipede, are still known today. Some of these games continued to have new versions released many years after their first appearance.

Pac-Man, Dragon's Lair, and Pong are displayed permanently at the Smithsonian in Washington, D.C., because of their important role in American culture. No other video games have been added to this collection since.

Tools called emulators, like the Internet Archive Virtual Arcade, can run these classic games in a web browser on modern computers. Because today's computers are much faster than the original machines, JavaScript emulators can now operate copies of the original arcade game files. This allows people to play the games exactly as they were first made, instead of in a modified version.

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