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80s Arcade Games: The Classics That Defined the Decade

The 1980s opened with arcades already full. Space Invaders had arrived from Taito in 1978, and by the start of the decade every bar, mall and cinema lobby seemed to have a row of cabinets. What followed was the busiest stretch the arcade has ever had, and many of its games are still the reference point for what "arcade" means.

This is a tour of the ones that shaped the decade, in the order they appeared.

1980 to 1981: the boom

Pac-Man (Namco, 1980)
Toru Iwatani designed it to appeal to people who were not interested in shooting games. Instead of aliens, you get a maze, dots and four ghosts that each chase you in their own way. It became the face of the whole era.
Missile Command (Atari, 1980)
Designed by Dave Theurer. A trackball moves the cursor and you defend six cities from falling missiles. There is no way to win: the game always ends, and that was the point.
Defender (Williams, 1981)
Eugene Jarvis built a fast side-scrolling shooter with a radar, a smart bomb and more buttons than most players had seen. It had a reputation for being hard, and players loved it for that.
Donkey Kong (Nintendo, 1981)
Shigeru Miyamoto's first big game. A carpenter called Jumpman climbs girders and jumps barrels to reach the top. Jumpman was later renamed Mario.
Galaga (Namco, 1981)
The follow-up to Galaxian. Enemies swoop down in formation, and one of them can capture your ship with a beam. Rescue it and you fly two ships side by side.
Frogger (Konami, 1981)
Get a frog across a busy road and a river full of logs and turtles. Sega and Gremlin brought it to North American arcades. Its lanes of traffic are still copied today.
Centipede (Atari, 1981)
Designed by Dona Bailey and Ed Logg, one of the few arcade hits of the time with a woman on the design team. A trackball, a garden of mushrooms and a centipede that splits when you hit it.

1982 to 1984: new ideas

Ms. Pac-Man (Midway, 1982)
Started as an unofficial upgrade by General Computer Corporation and was released by Midway. New mazes and less predictable ghosts. Many players think it is better than the original.
Dig Dug (Namco, 1982)
You dig tunnels through the earth and deal with monsters by pumping them up or dropping rocks on them.
Joust (Williams, 1982)
Knights riding flying ostriches. Whoever is higher at the moment of contact wins. Two players can work together or turn on each other.
Robotron: 2084 (Williams, 1982)
Eugene Jarvis and Larry DeMar used two joysticks, one to move and one to shoot in any direction. Modern twin-stick shooters owe a lot to it.
Q*bert (Gottlieb, 1982)
Hop down a pyramid of cubes and change the colour of each one while avoiding everything that bounces after you.
Dragon's Lair (Cinematronics, 1983)
A laserdisc game with animation by Don Bluth. It looked like a cartoon, and you played by pressing the right direction at the right moment.

1985 to 1989: bigger cabinets

By the second half of the decade, home consoles could run convincing versions of many arcade games. Arcades answered with things a living room could not offer yet.

Gauntlet (Atari Games, 1985)
Four players at once, each with a different hero, in a top-down dungeon. Strangers ended up playing together.
Out Run (Sega, 1986)
Yu Suzuki's driving game let you choose your route at each fork and your music on the car radio. The deluxe cabinet was a seat that moved with the road.
Double Dragon (Technos Japan, 1987)
Two players walk down the street and fight their way through gangs. It helped set the pattern for the side-scrolling beat 'em up.

Why they still work

Most of these games teach themselves in a few seconds and then take years to master. There was no tutorial, because a player who did not understand the game in the first ten seconds would walk away and put the coin in another machine. That pressure produced simple rules, clear screens and a difficulty curve that always felt fair enough to try again.

Play something in the same spirit

The games on Wings & Horns are our own, with our own names, art and levels, but they borrow the rules that made this decade work: short rounds, one idea per game and no tutorial. If you like maze chases, try Soul Chase. If you prefer shooting, there is Brimstone. And if Frogger was your game, Pilgrim's Crossing will feel familiar.

Play our games

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