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Retro Gamer Book of Arcade Classics 2nd Edition PDF

180 Pages·2004·57.39 MB·English
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Preview Retro Gamer Book of Arcade Classics 2nd Edition

BOOK OF ARCADE CLASSICS DISCOVER THE ORIGINS OF ICONIC GAMES HOW ARCADES RULED THE WORLD AMAZING DEVELOPER INTERVIEWS Welcome to ARCADE CLASSICS Back in the Seventies and early Eighties the arcade was king. While videogames were progressing at an astonishing rate in homes throughout the world, it was the arcade in the West and East where most of the biggest technical leaps and bounds were being made. Companies like Atari, Sega and even Nintendo were pushing specifi c hardware boards to create unique gaming experiences, many of which had never been experienced before. It was an exciting time, with all sorts of innovations appearing. While many of these classic games would appear on home systems, they were o(cid:2) en pale shadows of the arcade originals, ensuring gamers in their thousands continued to fl ock to the many arcades that were found all around the world. The following pages celebrate that golden period by collecting some of the greatest content from the last decade of Retro Gamer. From the origins of Space War to the creation of OutRun and Pac-Man, this book will give you fascinating insight in to one of the gaming’s most signifi cant periods. In association with magazine ARCADE CLASSICS Imagine Publishing Ltd Richmond House 33 Richmond Hill Bournemouth Dorset BH2 6EZ (cid:8) +44 (0) 1202 586200 Website: www.imagine-publishing.co.uk Twitter: @Books_Imagine Facebook: www.facebook.com/ImagineBookazines Publishing Director Aaron Asadi Head of Design Ross Andrews Editor in Chief Jon White Production Editor Jasmin Snook Senior Art Editor Greg Whitaker Printed by William Gibbons, 26 Planetary Road, Willenhall, West Midlands, WV13 3XT Distributed in the UK, Eire & the Rest of the World by Marketforce, 5 Churchill Place, Canary Wharf, London, E14 5HU Tel 0203 787 9060 www.marketforce.co.uk Distributed in Australia by Gordon & Gotch Australia Pty Ltd, 26 Rodborough Road, Frenchs Forest, NSW, 2086 Australia Tel +61 2 9972 8800 www.gordongotch.com.au Disclaimer The publisher cannot accept responsibility for any unsolicited material lost or damaged in the post. All text and layout is the copyright of Imagine Publishing Ltd. Nothing in this bookazine may be reproduced in whole or part without the written permission of the publisher. All copyrights are recognised and used specifically for the purpose of criticism and review. Although the bookazine has endeavoured to ensure all information is correct at time of print, prices and availability may change. This bookazine is fully independent and not affiliated in any way with the companies mentioned herein. Retro Gamer Book of Arcade Classics Second Edition © 2016 Imagine Publishing Ltd ISBN 978 1785 464 348 Part of the bookazine series ARCADE CONCLTASESICNS TS 146 140 52 94 FEATURES RETRO REVIVALS 8 WHEN ARCADES 28 PONG RULED THE EARTH Celebrating the game that was instrumental to We chart the story of the arcade, from its creating the arcade scene triumphant beginning to eventual end 52 STAR WARS 60 THE LEGACY OF ROBOTRON Recreate blowing up the Death Star in one of the greatest movie licences of all time Key developers celebrate Eugene Jarvis’s iconic 120 GOLDEN AXE twin-stick shoot-’em-up 94 THE HISTORY OF STREET FIGHTER How a fantastical spin made Sega’s scrolling fighter stand out from the crowd We celebrate one of the most important one-on- 146 ASTEROIDS one fighters of all time 122 THE LEGACY OF DRAGON’S LAIR Ed Logg is one of arcades greatest legends and Asteroids is the proof Discover how Don Bluth created one of the arcade’s most mesmerising laserdisc games THE MAKING OF 148 THE HISTORY OF OPERATION WOLF 30 COMPUTER SPACE Martyn Carroll lobs a grenade and blows the lid off We reveal the origins behind the early arcade the complete series game from Nutting Associates 158 THE STORY OF STRIDER 44 PAC(cid:2)MAN Key Capcom developers explain the origins behind Discover how a pizza was responsible for one of gaming’s greatest arcade ninja gaming’s greatest maze games 122 30 88 168 76 OUTRUN ULTIMATE GUIDE COIN(cid:2)OP CAPERS Yu Suzuki reveals how the Cannonball Run inspired his seminal racing game 52 MR. DO! 68 D ONKEY KONG 114 SPACE INVADERS Discover what everyone’s favourite clown has An exhausting look at Nintendo’s most important to offer arcade game Tomohiro Nishikado explains the origins of his best-known game and classic shoot-’em-up, 88 GHOULS ‘N GHOSTS 106 MISSILE COMMAND Space Invaders It’s all in a knights work thanks to this ultimate Y our must-read guide to David Theurer’s frantic 140 PAPERBOY guide to this ghostly game shoot-’em-up classic 132 BOMB JACK 168 TEENAGE MUTANT NINJA TURTLE Find out how a game about a boy delivering newspapers became a worldwide phenomenon Your complete guide to Tehkan’s insanely addictive Your complete guide to Konami’s incredible that made Atari a fortune bomb defusing game scrolling beat-’em-up 156 POINT BLANK UNCONVERTED Everything you need to know about Namco’s incredibly quirky lightgun game 58 TINKLE PIT DEVELOPERS Discover why the brightly-coloured maze game never made it into your home 38 NUTTING INDUSTRIES 138 MACH BREAKERS We take a look at one of the earliest arcade Sadly, Namco’s mid-Nineties athletic game manufacturers, formed in 1965 did not make it to home systems 82 ATARI INC 166 ZERO GUNNER Find out how Nolan Bushnell and Ted Dabney The classic shoot-’em-up never made it home, 8 helped create the arcade scene unlike it’s highly enjoyable sequel ARCADE CLASSICS | 7 e d a c ar n Gamer nas s anwdes rtceoh vatirhsti eti ttps rheee svoelnut tidoay Retro s origiventie n ry’ Se oi st e J u h nd m t i o r f 8 | ARCADE CLASSICS WHEN ARCADES RULED THE WORLD 112221648240 S89ET 7000CNHSSSOED AAAR BRRRGEECCC AKSAAAMITLDDDL EAEEEERRCSADE o Pgvmobiwdpnioafeledina aAtmnRccechroaag-sveoiveTdmn e gyasswte l oopatetlwsiiahm oneo,ofise e ,ngnt nne hrei vfiwat edeaaies ini’ nr tss d tStimo t sa atdhehBrctptfhrbuhuao e aloce tkellt esarghbaiycgiatdst ndae d etsrlrhcPwr u m yreuAouuketa e ahciendtmtetwpf rcotaa yt ,eeyithe ia rtgn na’ho of isssaae gaordweu2 s tnctrc-rt u 6 hchecasbndoows0aeedtdeo enftr0sed rs gerruveA.o or e y eoenedengtf. rr atd rtlaF st wiyr hvmioit o’aihesrnner e ges hiagccCatbmptcnhhooardaiauhdooecatiBnsvmsanca unrs aissunkshn-deseinowuentgp -etee clsrtupgiioi ser ntyeftg np s.sk itg gcslga eetHldoo iaw omanvnipmonemfu me ilbcim ttttlaarntdhoihhrle neykiigdne eennsecgikc. n i ’e ghreeto2c acg t y nod1rltnoooya ac so.mavdfupo sast Fl ea tlltuotdlpCdhar irey fvgoeusy eteo,soi hymiet nnRbroaean eregtruen rrns luvet c yhts shdfaresfra iir.yre nopnsurodro,. t el dla meeomGatbspe a ryusa di yr dt tml th yi ootne hef er ARCADE CLASSICS | 9 »u Sseeedn b hye vried eiso t ahrec paadpee gra tmapee a fuotrh sotrosr aing eth oef mcoidd eS etyvpeinctaiellsy such as those at Atari. HE SEVENTIES ACTUALLY REPRESENTS AN INTERESTING PERIOD IN TIME FOR VIDEO ARCADE California. This was a location about as GAMES. ONE OF GROWTH AND far away from Chicago, the established PENDING DESTRUCTION. A DECADE mecca of the coin industry, as you could e THAT WAS SIMULTANEOUSLY A possibly be. Second, they’d have to nti GENERATOR OF CRITICAL MASS convince an established coin company eve e FOR THE NEW MEDIUM WHILE to take a chance on it. The industry at Iyianfor tycuroao uwdd eugey ocrrgeetuaiw o tmohn nuee ha prsaane . i tnd nM tia o tpta r hwrwrroeataily ttiSsinf vGe elerioksa lsedti obthner ogf AOEeoAvaavcSnnoiivftNsmdLNfiaeddm iTYeSonTcn pohoTTanepfOEteoue er HuaRcxh omr dtWdhrs aEafeTc d e adadD ArmaceRLvet e daeagcbeIOd EaNlebsagile d reAtN nmfraMgoaegodyemKuGn da reiuynSE nIdm it N ngntptNh E sohifd genaiGtSrc sTeae.i cp eo bT 1 rreNwuTItntmsaA9NwewrOodtsos6dBapDlesoaruaT9n ulL dr tdUen Aad!wotIw etS. oS iLtB nwicrhahtnH T flunrHeute heEeRusea dnaAaohcneDsYi ttoVnhns nt e. eaw neeeCc Oga a’odliOosilnr Ka ll o gianIe Ngt tr y CttdChtegsbashhh uilaeeaehmedaoacdiccTnincettuchu oa thetbcathgi rdlmpieadvaogemaheet i dode- deigpsmodoee n e aoCanv ep l oimwelplekmso aorgcaeeu rtpiaew nhenaaa ltsuasWm.iardhdn h. rl nda eitylotEGeyihrio l ycl s b dSiea.amapca ee yiusGmllxiL a n ei ns(ntwoavsbEinstueamgisla,d Meebts iaglecGetrlej r e,e smd)ooa sro cc e gngu patbotrbmtdanasesuylraimm edaem eAwgsct bemueosfeospoo,pdnsrs tmiu breBn e o hoalbergpdacfolanar m lia lsiaodsyd n lue o ishisaetds,ien s st,dd s w novel if not naive concept this was, that fi rst exposure to these games: “The ke of two guys could come in and create an fi rst time I played a coin-operated game ta ey entirely new entertainment medium was at the Berkeley Student Union. It n ur let alone to hope that it would gain was a game where you tried to shoot o j any traction in the already established down bombers which appeared over the coin industry. First, they were out in horizon. It wasn’t a videogame because the planes appeared to be on a rotating piece of screen. There was a pattern so I could play the game for as long as I wanted.” There was also the uphill battle of the stigma arcades had in a lot of communities as a hotbed for raucous teenagers or in some cases organised » Atari sought to expand locations for machine placement in the mid Seventies by creating many new cabinet formats. Seen here is a videogame kiosk system it installed at one of the San Francisco Bay Area Rapid Transit terminals. 10 | ARCADE CLASSICS

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gaming's greatest arcade ninja. 52 such as Ninja Masters and Breakers Revenge lost out t id e a lly req u ires play ing on a n original arca d e ca b in e t to fu lly a p p re cia PHILOSOPHER – TO DISCUSS SEGA'S MOST.
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