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  • Yet another legendary, genre-defining game – in an era replete with genre-defining classics - in which a single player takes control of a ship trapped in the middle of an asteroid field. A number of large, slow-moving asteroids drift randomly around the play area and must be shot by the player. When shot, the asteroids will break into a number of smaller pieces, which must also be shot until, eventually, all of the asteroids and fragments will be destroyed and the next wave begins. Asteroids introduced real-world physics to video games for the first time, with speed and inertia all adding to the player’s problems. As well as the inertia of the player’s ship – forcing the player to allow for the ship slowing down and speeding up whenever the thrust button was utilized – shot asteroids would often send fragments flying in seemingly random directions, and at varying and unpredictable speeds. As well as the ever-present asteroids, alien saucers also make a regular appearance. These move diagonally around the screen, firing at the player’s ship and must be quickly destroyed.
  • Centipede is a vertically oriented shoot ‘em up arcade game produced by Atari, Inc. in 1981. The game was designed by Ed Logg along with Dona Bailey, one of the few female game programmers in the industry at this time. It was also one of the first arcade coin-operated games to have a significant female player base, after Pac-Man. The player defends against centipedes, spiders, scorpions and fleas, completing a round after eliminating the centipede that winds down the playing field. The player is represented by a small, “somewhat humanoid head” at the bottom of the screen. The player moves the character about the bottom area of the screen with a trackball and fires laser shots at a centipede advancing from the top of the screen down through a field of mushrooms. Shooting any section of the centipede creates a mushroom; shooting one of the middle segments splits the centipede into two pieces at that point. Each piece then continues independently on its way down the board, with the first section of the rear piece becoming a new head. If the head is destroyed, the section behind it becomes the next head. The centipede starts at the top of the screen, traveling either left or right. When it hits a mushroom or the edge of the screen, it drops one level and switches direction. Thus, more mushrooms on the screen cause the centipede to descend more rapidly. The player can destroy mushrooms by shooting them, but each takes four hits to destroy. If the centipede reaches the bottom of the screen, it moves back and forth within the player area and one-segment “head” centipedes are periodically added. This continues until the player has eliminated both the original centipede and all heads. When all the centipede’s segments are destroyed, a new centipede forms at the top of the screen. Every time a centipede is eliminated, however, the next one is one segment shorter and is accompanied by one additional, fast-moving “head” centipede. A player loses a life when hit by a centipede or another enemy, such as a spider or a flea. The flea leaves mushrooms behind when fewer than five are in the player area, though the number required increases with level of difficulty. Spiders move across the player area in a zig-zag fashion and occasionally eat some of the mushrooms. Scorpions poison every mushroom they touch, but these never appear in the player’s movement region. A centipede touching a poisoned mushroom hurtles straight toward the player’s area. Upon reaching the player’s area, the centipede returns to normal behavior.
  • Defender is an arcade video game developed and released by Williams Electronics in 1980. A shooting game featuring two-dimensional (2D) graphics, the game is set on a fictional planet where the player must defeat waves of invading aliens while protecting astronauts. Development was led by Eugene Jarvis, a pinball programmer at Williams; Defender was Jarvis’ first video game project, and drew inspiration from Space Invaders and Asteroids. Defender is a two-dimensional side-scrolling shooting game set on the surface of an unnamed planet. The player controls a space ship as it navigates the terrain, flying either to the left or right. A joystick controls the ship’s elevation, and five buttons control its horizontal direction and weapons. The object is to destroy alien invaders, while protecting astronauts on the landscape from abduction. Humans that are successfully abducted return as mutants that attack the ship. Defeating the aliens allows the player to progress to the next level. Failing to protect the astronauts, however, causes the planet to explode and the level to become populated with mutants. Surviving the waves of mutants results in the restoration of the planet. Players are allotted three chances (lives) to progress through the game and are able to earn more by reaching certain scoring benchmarks. A life is lost if the ship comes into contact with an enemy or its projectiles. After exhausting all lives, the game ends. Defender is an arcade video game developed and released by Williams Electronics in 1980. A shooting game featuring two-dimensional (2D) graphics, the game is set on a fictional planet where the player must defeat waves of invading aliens while protecting astronauts. Development was led by Eugene Jarvis, a pinball programmer at Williams; Defender was Jarvis’ first video game project and drew inspiration from Space Invaders and Asteroids. Defender was one of the most important titles of the Golden Age of Arcade Games, selling over 55,000 units to become the company’s best selling game and one of the highest-grossing arcade games ever. Praise among critics focused on the game’s audio-visuals and gameplay. It is frequently listed as one of Jarvis’ best contributions to the video game industry as well as one of the most difficult video games. Defender was ported to numerous platforms, inspired the development of other games, and was followed by sequels and many imitations. Defender is a two-dimensional side-scrolling shooting game set on the surface of an unnamed planet. The player controls a space ship as it navigates the terrain, flying either to the left or right. A joystick controls the ship’s elevation, and five buttons control its horizontal direction and weapons. The object is to destroy alien invaders while protecting astronauts on the landscape from abduction. Humans who are successfully abducted return as mutants that attack the ship. Defeating the aliens allows the player to progress to the next level. Failing to protect the astronauts, however, causes the planet to explode and the level to become populated with mutants. Surviving the waves of mutants results in the restoration of the planet. Players are allotted three chances (lives) to progress through the game and are able to earn more by reaching certain scoring benchmarks. A life is lost if the ship comes into contact with an enemy or its projectiles. After exhausting all lives, the game end.
  • Donkey Kong is an arcade game released by Nintendo in 1981. It is an early example of the platform game genre, as the gameplay focuses on maneuvering the main character across a series of platforms while dodging and jumping over obstacles. In the game, Jumpman (since renamed Mario) must rescue a damsel in distress, Lady (now named Pauline), from a giant ape named Donkey Kong. The hero and ape later became two of Nintendo’s most popular characters. Donkey Kong is one of the earliest examples of the platform game genre; it is sometimes said to be the first platform game, although it was preceded by Space Panic. In contrast to Space Panic, however, Donkey Kong was the first platform game to feature jumping, introducing the need to jump between gaps and over obstacles or approaching enemies, setting the template for the platform genre. Competitive video gamers and referees stress the game’s high level of difficulty compared to other classic arcade games. Winning the game requires patience and the ability to accurately time Jumpman’s ascent. In addition to presenting the goal of saving the Lady, the game also gives the player a score. Points are awarded for finishing screens; leaping over obstacles; destroying objects with a hammer power-up; collecting items such as hats, parasols, and purses (apparently belonging to the Lady/Pauline); and completing other tasks. The player typically receives three lives with a bonus awarded for the first 7,000 points, although this can be modified via the game’s built in DIP switches. The game is divided into four different one-screen stages. Each represents 25 meters of the structure Donkey Kong has climbed, one stage being 25 meters higher than the previous. The final screen occurs at 100 m. Later ports of the game omit or change the sequence of the screens. The original arcade version includes: Screen 1 (25 m), Jumpman must scale a seven-story construction site made of crooked girders and ladders while jumping over or hammering barrels and oil barrels tossed by Donkey Kong. The hero must also avoid fireballs which generate when barrels run into the oil drum at the bottom of the site. Players routinely call this screen “Barrels”. Screen 2 (50 m), Jumpman must climb a five-story structure of conveyor belts, each of which transports cement pans. The fireballs also make another appearance. This screen is sometimes referred to as the “Factory” or “Pie Factory” due to the resemblance of the cement pans to pies. Screen 3 (75 m), Jumpman rides up and down elevators while avoiding fireballs and bouncing objects, presumably spring weights. The bouncing weights (the hero’s greatest danger in this screen) emerge on the top level and drop near the rightmost elevator. The screen’s common name is “Elevators”. This screen appears as an unlockable stage in Super Smash Bros. Brawl. Screen 4 (100 m), Jumpman must remove the eight rivets which support Donkey Kong. The fireballs remain the primary obstacle. Removing the final rivet causes Donkey Kong to fall and the hero to be reunited with Lady/Pauline. This is the final screen of each level. Players refer to this screen as “Rivets”. The player loses a life if: Jumpman collides with a barrel, fireball, flaming oil barrel, spring weight, cement pan, or Donkey Kong himself Jumpman falls off the structure or through open rivet holes The bonus timer reaches 0. These screens combine to form levels, which become progressively tougher. For example, Donkey Kong begins to hurl barrels faster and sometimes diagonally, and fireballs get speedier. The victory music alternates between levels 1 and 2. The 22nd level is unofficially known as the kill screen, due to an error in the game’s programming that kills Mario after a few seconds, effectively ending the game. With its four unique levels, Donkey Kong was the most complex arcade game at the time of its release, and only the second game to feature multiple levels (the first was Gorf by Midway Games).
  • Donkey Kong Jr. is a 1982 arcade-style platform video game by Nintendo. It first appeared in arcades, and, over the course of the 1980s, was later released for a variety of platforms, most notably the Nintendo Entertainment System. The game’s title is written out as Donkey Kong Junior in the North American arcade version and various ports to non-Nintendo systems. Its eponymous star, Donkey Kong Jr., also called simply Junior[3] or abbreviated as DK Jr.,[4] is trying to rescue his father Donkey Kong, who has been imprisoned. Donkey Kong’s cage is guarded by Mario, in his only appearance as an antagonist in a video game. This game is the sequel to the video game Donkey Kong, which featured Mario as the hero and Junior’s father as the villain. Plot: Mario (known as Jumpman in Donkey Kong) has captured Donkey Kong and placed him in a cage as punishment for kidnapping his girlfriend Pauline.[5] Donkey Kong Jr. must rescue his father from Mario by working his way through a series of stages. Mario attempts to stop DK Jr. by releasing animals and putting obstacles in his way. When DK Jr. succeeds at the final level, Donkey Kong is freed and kicks Mario into the distance, leaving him to an unknown fate. Gameplay Like its predecessor, Donkey Kong, Jr. is an arcade-style platform game. There are a total of four stages, each with a unique theme. DK Jr. can run left and right, jump, and grab vines/chains/ropes to climb higher on the screen. He can slide down faster by holding only one vine, or climb faster by holding two. Enemies include “Snapjaws,” which resemble bear traps with eyes, bird-like creatures called “Nitpickers”, and “Sparks” that roam across the wiring in one of Mario’s hideouts. To pass the first three stages, DK Jr. must reach the key at the top. In the fourth stage, DK Jr. must push six keys into locks near the top of the stage to free Donkey Kong. After a brief cutscene, the player is taken back to the first stage at an increased difficulty. DK Jr. loses a life when he touches any enemy or projectile, falls too great a distance, or falls off the bottom of the screen. Additionally, he loses a life if the timer counts down to zero. The game ends when the player loses all of his or her lives.
  • Frogger is an arcade game introduced in 1981. It was developed by Konami, and licensed for worldwide distribution by Sega/Gremlin. The object of the game is to direct frogs to their homes one by one. To do this, each frog must avoid cars while crossing a busy road and navigate a river full of hazards. Skillful players may obtain some bonuses along the way. The game is regarded as a classic from the golden age of video arcade games and was noted for its novel gameplay and theme. It was also an early example of a game using more than one CPU, as it used two Z80 processors. Frogger is still popular and versions can be found on many Internet game sites. By 2005, Frogger had sold 20 million copies worldwide, including 5 million in the United States. The player starts with three, five, or seven frogs (lives). The player guides a frog which starts at the bottom of the screen. The lower half of the screen contains a road with motor vehicles, which in various versions include cars, trucks, buses, dune buggies, bulldozers, vans, taxis, bicyclists, and/or motorcycles, speeding along it horizontally. The upper half of the screen consists of a river with logs, crocodiles, and turtles, all moving horizontally across the screen. The very top of the screen contains five “frog homes” which are the destinations for each frog. Every level is timed; the player must act quickly to finish each level before the time expires. The only player control is the joystick used to navigate the frog; each push in a direction causes the frog to hop once in that direction. On the bottom half of the screen, the player must successfully guide the frog between opposing lanes of trucks, cars, and other vehicles, to avoid becoming roadkill. The middle of the screen, after the road, contains a median where the player must prepare to navigate the river. By jumping on swiftly moving logs and the backs of turtles, the player can guide his or her frog safely to one of the empty lilypads. The player must avoid crocodiles, snakes, and otters in the river, but may catch bugs or escort a lady frog for bonuses. When all five frogs are directed home, the game progresses to the next, harder level. After five levels, the game gets briefly easier yet again gets progressively harder to the next fifth level. There are many different ways to lose a life in this game (illustrated by a “skull and crossbones” symbol where the frog was), including: 1.Being hit by a road vehicle 2.Jumping into the river’s water 3.Running into snakes, otters or into a crocodile’s jaws in the river 4.Jumping into a home invaded by a crocodile 5.Staying on top of a diving turtle until it has completely submerged 6.Riding a log, crocodile, or turtle off the side of the screen 7.Jumping into a home already occupied by a frog 8.Jumping into the side of a home or the bush 9.Running out of time before getting a frog home Frogger is available as a standard upright or cocktail cabinet. The controls consist solely of a 4-direction joystick used to guide the frog’s jump direction. The number of simultaneous players is one, and the game has a maximum of two players. The game’s opening tune is the first verse of a Japanese children’s song called Inu No Omawarisan (The Dog Policeman). The song remained intact in the US release. Other Japanese tunes that are played during gameplay include the themes to the anime Hana no Ko Lunlun and Araiguma Rascal.
  • Similar to Centipede, the object of the game is to destroy a millipede that advances downward from the top of the screen. The millipede travels horizontally until it either hits an obstacle or reaches the edge of the screen, after which it drops one row and reverses direction. Once it enters the player’s gray maneuvering area, it stays there and extra heads appear at intervals until both they and the millipede are destroyed. Shooting a body segment splits the millipede in two, with the rear portion sprouting its own head. A collision with any enemy costs the player one life. New enemies and gameplay elements are introduced in Millipede: Earwig: same as the scorpion in Centipede, making mushrooms poisonous so that the millipede will charge straight to the bottom of the screen after touching them. Bee: same as the flea in Centipede, dropping mushrooms in a vertical line and requiring two shots to kill. Spider: same behavior as in Centipede, bouncing irregularly across the player area and eating mushrooms. Multiple spiders can appear at the same time on higher levels. Inchworm: when hit, slows all enemies for a short period of time. Beetle: crawls around the player area for a while, then climbs up and leaves the screen, turning any mushrooms it touches into indestructible flowers. When hit, everything on the screen scrolls down one row. Dragonfly: drops mushrooms while zigzagging down, and can be destroyed with a single shot. Mosquito: bounces off the sides of the screen as it descends diagonally. When hit, everything on the screen scrolls up one row. DDT bomb (stationary): can be blown up with one shot, destroying all enemies and mushrooms within the blast radius. Whenever the mushrooms scroll down, a new bomb is added at the top of the screen. Up to four bombs can be in play at one time. The player scores points for shooting the bomb itself, as well as increased values for any enemies destroyed in the blast. All flowers and poisoned/partially destroyed mushrooms revert to normal, whole mushrooms and score points during the process when the player loses a life. At regular intervals during the game, the player will face a swarm of enemies (bees, dragonflies, etc.) instead of the usual millipede. Each enemy destroyed awards increasing points, up to a maximum of 1,000 points per enemy; this attack ends when either the entire swarm has passed or the player loses a life. Also, at intervals new mushrooms will grow on the field while others die off, in a pattern similar to Conway’s Game of Life. Players can also choose at the start of the game whether to play at an advanced level, starting with a score that is a multiple of the number of points needed to earn an extra life (by default, 15,000). The gameplay is generally much more advanced than it would be had the player started with a score of 0 and worked their way up to that point level. The maximum advanced level allowed is a function of the preceding player’s score, and games started at an advanced level where the player did not earn at least one extra life are not eligible for the high scoreboard.
  • Missile Command is a 1980 arcade game by Atari, Inc. that was also licensed to Sega for European release. It is considered one of the most notable games from the Golden Age of Video Arcade Games. The plot of Missile Command is simple: the player’s six cities are being attacked by an endless hail of ballistic missiles, some of them even splitting like multiple independently targetable reentry vehicles (MIRVs), and in later levels smart bombs which can evade a less than perfectly targeted missile. As a regional commander of three anti-missile batteries, the player must defend six cities in their zone from being destroyed. The game is played by moving a crosshair across the sky background via a trackball and pressing one of three buttons to launch a counter-missile from the appropriate battery. Counter-missiles explode upon reaching the crosshair, leaving a fireball that persists for several seconds and destroys any enemy missiles that enter it. There are three batteries, each with ten missiles; a missile battery becomes useless when all its missiles are fired, or if the battery is destroyed by enemy fire. The missiles of the central battery fly to their targets at much greater speed; only these missiles can effectively kill a smart bomb at a distance. The game is staged as a series of levels of increasing difficulty; each level contains a set number of incoming enemy weapons. The weapons attack the six cities, as well as the missile batteries; being struck by an enemy weapon results in destruction of the city or missile battery. Enemy weapons are only able to destroy 3 cities during one level. A level ends if all the cities are destroyed, or when all enemy weaponry is destroyed or reaches its target. A player who runs out of missiles no longer has control over the remainder of the level. At the conclusion of a level, the player receives bonus points for any remaining cities or unused missiles. Between levels missile batteries are rebuilt and replenished; destroyed cities are rebuilt only at set point levels (usually 10 or 12K). The game inevitably ends when all six cities have been wiped out. Like most early arcade games, there is no way to “win” the game; the game just keeps going with ever faster and more prolific incoming missiles. The game, then, is just a contest in seeing how long the player can survive. On conclusion of the game, the screen displays “The End”, perhaps a poke at oncoming Nuclear Holocaust rather than the standard “Game Over” text (however, if the player is able to make the high score list, the game then prompts the player to enter his/her initials, with the “The End” sequence skipped). The game features an interesting bug: once a score of 810,000 is reached, a large number of cities are awarded (176 cities plus the continuing accrual of bonus cities) and it is possible to carry on playing for several hours. At some later stage the speed of missiles increases greatly for a few screens. On the 255th and 256th yellow screens, known as the 0x stages, the scoring increases by 256 times the base value. For good players these two 0x stages could earn over a million points. This enabled them to reach a score of approximately 2,800,000 (although only 6 digit scores were shown, so it would display 800,000) and at this point the accelerated rate would suddenly cease and the game would restart at its original (slow) speed and return to the first stage, but with the score and any saved cities retained. In this way it was possible to play this game for hours on end. Targeting crosshair: Aim your missiles quickly but carefully. Use the trackball to move the targeting crosshair to where you want the next missile to go, then press any Launch Control button to fire the missile. The missile will explode where the crosshair was positioned when the Launch Control button was pressed. Cities: There are six cities in total on the screen at one time, three on either side of the Delta Base. If one enemy missile or Smart Bomb manages to strike a city, that city will be wiped out. When all cities are destroyed, the game is over. Alpha Base: The missile base on the left side of the screen. Press the leftmost Launch Control button to launch an ABM from the Alpha Base. Delta Base: The missile base in the center of the screen. Press the middle Launch Control button to launch an ABM from the Delta Base. Omega Base: The missile base on the right side of the screen. Press the rightmost Launch Control button to launch an ABM from the Omega Base. NOTE: The Alpha and Omega Bases launch ABMs at a slower speed than the Delta Base, so you must plan further ahead when launching missiles from those bases. Defensive Missiles : The ABMs you launch to protect your cities. Each missile base contains 10 ABMs per wave. If any missile base is struck by an attack missile or smart bomb, the remaining stock of missiles for that wave are destroyed, and the missile base is rendered useless until the next wave. You receive bonus points for every ABM you have remaining at the end of each wave. Attack Missiles : Their only aim is to destroy your cities and missile bases. Every missile wave starts off with a hailstorm of attack missiles. They never deviate from their path. They may, however, turn into MIRVs. MIRV : Surprise! There is no warning when an attack missile turns into an MIRV (with multiple warheads). Think fast. Each new missile that the MIRV unleashes is carefully targeted. Killer Satellite: A mean-looking satellite that travels across the sky at a mid-level altitude and fires attack missiles. First appears in Wave 2. Bomber: A big slow-moving target that flies across the sky at a mid-level altitude, but watch out! It fires attack missiles. First appears in Wave 2. WARNING: If you destory a bomber or killer satellite before they deploy their missiles, you may see their missiles added to the downpour. An existing missile may also turn into an MIRV. Smart Bomb: Smart enough to avoid most explosion clouds from your ABMs. Your ABM must explode next to one in order to destroy it. You can also squeen it between two explosions to destroy it. First appears in Wave 5. ‘LOW’ Warning: As soon as there are only three ABMs left in a missile base, the game displays the word “LOW” underneath that base, and a warning signal sounds. Heed the warning.
  • In this, the first proper sequel to Namco’s legendary pill-eating maze game, players must once again run around a number of mazes, eating all of the pills that are scattered throughout. The ever-present ghosts (Blinky, Pinky, Inky and Sue) return to hamper the player’s progress. The infamous “power pills” are also present and correct, with four appearing in each maze. Namco introduced a number of changes and enhancements over the original game. The first difference is in the main character. For the first time in video-game history, the game’s lead character was female. Ms. Pac-man is almost identical to the original character with two main differences: she wears a bow in her “hair” and is also wearing lipstick. Another change from the original is that the bonus fruit items are no longer static but now move randomly around the mazes. Ms. Pac-man features four different maze layouts, which alternate every two to four screens: the first maze is only encountered in rounds 1 and 2 and has 220 dots and four power pills. There are two sets of tunnels in this maze equidistant from the center of the maze. You must clear this maze twice before moving on to the next maze. The second maze is only encountered in rounds 3, 4, and 5, and has 240 dots and four power pills. There are two sets of tunnels in this maze: one set in the lower half, and the other set at the very top. You must clear this maze three times before moving on to the next maze. The third maze is first encountered in round 6 and has 238 dots and four power pills. Unlike all other mazes, there is only one set of tunnels in this maze, slightly above the center of the board. You must clear this maze four times before moving on to the next maze. The fourth and final unique maze is first encountered in round 10 and has 234 dots and four power pills. There are two sets of tunnels in this maze, directly next to one another in the middle of the maze. The turns at the entrance to the tunnels change the usual immediate accessibility of the tunnels and should be taken into account. You must clear this maze four times before moving on to the next maze.