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The Golden Age of Arcade Games — Space Invaders to Street Fighter II

The arcade golden age from Space Invaders in 1978, Pac-Man and Donkey Kong's character games, the post-1983 decline, and Street Fighter II's revival.

#arcade games #video arcades #Space Invaders #Pac-Man #Street Fighter II

The arcade, where you dropped in a coin and stood in front of the screen chasing a high score, was the symbol of an era. The late 1970s through the early 1980s in particular saw so many new games and genres pour out in such a short time that the period is called the "golden age of arcade video games."

In this post, we walk through how the golden age that began with Space Invaders in 1978 unfolded, what changes Pac-Man and Donkey Kong brought to games, why the excitement cooled around 1983, and how Street Fighter II revived the arcade in 1991. We also point out that many game rules and genres still in use today were created in this period.

Before the Golden Age: Pong and the Era of Circuit Boards

Arcade video games began in 1971 with Computer Space, made by Nolan Bushnell and Ted Dabney, and Atari's Pong in 1972 became the first big hit. But most games of this period implemented an entire game with discrete logic circuits called TTL, which limited what they could depict. Pinball was still king of the arcade at the time. According to sources compiled on English Wikipedia, the pinball industry peaked in 1979 with 200,000 machines sold and $2.3 billion in revenue.

The key to change was the microprocessor. Using general-purpose CPUs let games contain far more complex rules and movement, and as this technology became cheap, the door to the golden age opened.

1978: The Era Opened by Space Invaders

In July 1978, Taito released Space Invaders in Japan, designed by Tomohiro Nishikado, and brought it overseas the same year through Midway. In it, you move a cannon left and right at the bottom of the screen to shoot aliens lined up in 5 rows and 11 columns. Each time the aliens reach the edge of the screen, they drop down one row, and if they reach the bottom, the game ends regardless of how many lives you have left.

Its influence was huge. Having multiple lives instead of a time limit, getting harder with each stage cleared, and saving high scores became the basic framework for countless arcade games that followed. Enemies reacting to the player's movement and firing back was also new. It was also the first game to use continuous background sound, with four repeating notes that sped up as play progressed to build tension.

It was a massive hit, too. According to Wikipedia, it grossed $3.8 billion by 1982, making it the highest-grossing entertainment product of its time. Incidentally, the widely spread story that "Space Invaders caused a shortage of 100-yen coins in Japan" is classified as an urban legend, not fact. When the Atari 2600 version came out in 1980, console sales quadrupled, and the Space Invaders Tournament that Atari held that same year drew more than 10,000 participants, recorded as the first video game competition.

Color, Sound, and New Display Technology

After Space Invaders, a technology race quickly took off.

  • Color graphics: Namco's Galaxian (1979) introduced a tile-based graphics system that moved multicolored sprites over a scrolling starfield background. This approach later became the foundation for Nintendo's arcade boards and the Famicom hardware.
  • Vector displays: Atari's Asteroids (1979), Battlezone (1980), and Tempest (1981) used line-drawn vector displays for crisp visuals. However, high repair costs meant they didn't last long.
  • Background music and voice: Namco's Rally-X (1980) was the first to include continuously playing background music via a dedicated sound chip, and games using speech synthesis also appeared that same year.
  • A sense of depth: Sega's Turbo (1981) established the behind-the-car racing view, and Namco's Pole Position (1982) established the perspective view still used in racing games today.
  • Laserdisc: Games like Dragon's Lair (1983) played animated video from laserdisc.

The Rise of Characters: Pac-Man and Donkey Kong

If early arcade games mostly featured spaceships and aliens, the early 1980s saw characters with names and personalities take center stage.

Namco's Pac-Man (1980) was first released in Japan under the name "Puck Man." The team led by Toru Iwatani aimed to make a game women could enjoy too, unlike the war- and sports-focused games of the time. On top of the simple rule of eating all the dots in a maze, they added a design in which four ghosts, red, pink, cyan, and orange, chase you in different ways. With a ghost that chases you head-on, one that cuts you off ahead, and one that chases or flees depending on distance, the game demands decisions that are simple yet deep. In the US, it became such a craze that the song "Pac-Man Fever" climbed to No. 9 on the Billboard Hot 100.

Nintendo's Donkey Kong (1981) was made to salvage unsold Radar Scope boards. Newcomer designer Shigeru Miyamoto developed it with Gunpei Yokoi, creating the prototype of the platform game, in which you jump over obstacles and climb ladders. It's also the game where the protagonist now known as Mario first appeared, under the name "Jumpman." With cutscenes telling a story and multiple types of stages, it was regarded as the most complex arcade game of its time.

Around this time, Japanese and American developers also differed in their design approaches. Eugene Jarvis, creator of Defender, explained that Japanese companies emphasized characters, hand-drawn animation, and play centered on learning set patterns, while American developers focused on space shooters, generating enemy appearances and backgrounds algorithmically and emphasizing random events, explosion effects, and physics. Pac-Man and Donkey Kong represent the former, Defender and Asteroids the latter. The term "action game" also began to be used in this period to distinguish the character-driven games coming out of Japan from space shooters.

Games like Galaga (1981), Defender (1981), Frogger (1981), Centipede (1981), and Q*bert (1982) also filled this era. According to sales records compiled on Wikipedia, more than 360,000 Space Invaders machines and more than 400,000 Pac-Man machines were sold.

The Golden Age in Numbers

The scale of the golden age can be gauged from US statistics of the time. According to sources cited by English Wikipedia, the number of video arcades in North America doubled between 1980 and 1982, reaching 10,000. Game machines were placed not only in arcades but also in supermarkets, restaurants, gas stations, and laundromats.

In 1982, US arcade coin revenue is estimated at about $8 billion, reportedly more than the combined revenue of pop music ($4 billion) and Hollywood films ($3 billion) that year. Competition was fierce, and the average lifespan of a single game was about four to six months. Japanese companies grew in influence, too: Japanese manufacturers that had initially licensed games to American companies began exporting machines directly and building factories in the US around 1981.

The Decline After 1983

The golden age began cooling around 1983. Arcades filled up with copycat versions of popular games, home consoles became more common, and social concerns grew that arcades were a bad influence on children. The North American home console market also collapsed during the same period, but the causes were different.

According to Wikipedia, US arcade revenue fell from $8 billion in 1981 to $5 billion in 1983 and $4 billion in 1984. Even so, arcades didn't disappear. Conversion kits that swapped new games into existing cabinets, beat 'em ups like Kung-Fu Master, and Sega's motion-simulation games like Hang-On, Out Run, and After Burner propped up the market, and beat 'em ups took off with Double Dragon in 1987 and Final Fight in 1989.

Street Fighter II and the Second Heyday

What brought a big new wave to arcades was Capcom's Street Fighter II: The World Warrior in 1991. A sequel to the first Street Fighter from 1987, it was designed by Yoshiki Okamoto and Akira Yasuda, who had made Final Fight. With special moves performed through command inputs, combos of consecutive attacks, six-button controls, and multiple characters with distinct fighting styles, it established the framework of today's fighting games.

What this game changed was how people competed in arcades. If competition in the golden age meant piling up a high score on your own, Street Fighter II centered on head-to-head battles against the person next to you. This culture carried through local tournaments all the way to today's fighting game tournament, EVO. According to Wikipedia, more than 200,000 arcade cabinets were sold worldwide, and the Super Famicom/Super NES version alone sold over 6.3 million copies.

After Street Fighter II, fighting games like Mortal Kombat and The King of Fighters followed one after another, and games showcasing real-time 3D polygon graphics, like Sega's Virtua Fighter (1993), led the arcade scene. However, as home consoles and PCs grew more powerful in the 2000s, the North American arcade market shrank again, while in Japan arcades carried on, centered on experiential games that are hard to play at home.

The Golden Age's Legacy

The arcade golden age was short, but it left a great deal behind. Lives and increasingly difficult stages, high-score tables, fixed-screen shooters, maze chases, platform jumping, perspective views in racing, and one-on-one fighting games: a large share of today's game genres and rules were tested and refined in arcades during this period. Designs that let you grasp the rules within minutes and make you want to drop in one more coin carry straight through to today's mobile games played in short bursts.

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