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2,000 Classic
Arcade Games on
3 Massive CD's!
- ARCADE HISTORY -
In
1970, Nolan Bushnell and Ted Dabney, two
employees at the Ampex tape company in Sunnyvale, California began to
work on a new idea to introduce into the pinball arcades. On weekends
and in their spare time, they developed the science fiction video game
Computer Space. Players would be in control of an on-screen spaceship
and fight enemy flying saucers. The black and white screen on the
machine was 13 inches wide. The game featured left and right rotational
buttons as well as fire and thrust buttons.
In 1971, Bushnell sold Computer Space to Nutting Associates, a
coin-operated game manufacturer. Nutting manufactured a modest 1500
units and introduced Computer Space into the pinball-dominated arcades
where it quickly came and went. Bushnell suspected that the concept of
Computer Space might have been too complex to attract an audience that
had grown used to the simple instructions of a pinball machine.
Bushnell and Dabney invested their profits from Computer Space into
their own company. On June 27, 1972, Bushnell hired a young engineering
graduate from the University of California at Berkley, Al Alcorn.
Bushnell gave Alcorn the task of building a simple video game based on
table tennis from his specifications. The game would feature only one
control knob and play would be self-explanatory. The resulting machine
was called Pong and became Atari's first videogame.
One night Bushnell quietly gave Pong its first introduction at a small
bar in Sunnyvale, California. To his surprise, the following day a line
of people were stretched out the front door of the bar. It turned out
that all of them were waiting for a chance to play the strange new
game.
Bushnell shopped Pong around to pinball distributors but could not find
any interest because most viewed the coin-operated video game as a
gimmick at best. In 1973, not having found a distributor, Bushnell
released Pong himself. It turned out to be a major success and Atari
ended up building 10,000 units. That number was not as many as the
company should have made though because a large number of Pong clones
had quickly been released into arcades before Atari had officially
applied for a patent.
Dabney split with Bushnell after the
release of Pong. Bushnell
proceeded to form Kee Games in order to get around the exclusivity
agreements coin-operated machine distributors had with arcades. Titles
for Atari and Kee Games would be developed by the same people but the
two different names would alternately be used with the release of a new
machine.
In 1974, Kee Games released Tank, its first title. Again, the setup was
simple as players controlled a tank and attempted to shoot another tank
amidst a maze of obstructive blocks and mines. The player with the
highest score at the end of the allotted time won. Because Tank was the
first arcade game to employ ROM (Read Only Memory) microchips, its
graphics were significantly more advanced than the basic shapes of
Pong. Tank became successful and distributors who had signed
exclusivity deals for Atari machines soon wanted Tank. The demand for
the game became so great that these agreements were torn up and Kee
Games was no more.
In 1976, Gun Fight became the first arcade game to use a
microprocessor. It was also the first release of Midway, the video game
division of pinball manufacturer Bally. Gun Fight was set in the old
west and two cowboys moved across the screen trying to dodge each
other's bullets by hiding behind a cactus. The same year a young Atari
employee, Steve Jobs, who later co-founded Apple Computer, designed
Breakout. The concept of the game was simple as players accumulated
points from bouncing a ball at a wall of tiles. The tiles disappeared
every time the ball hit one and, as the number of tiles grew fewer, the
ball moved progressively faster.
In 1978, video game history changed forever when the Japanese company
Taito introduced Space Invaders to an unsuspecting public. The concept
of the game concerned 48 aliens who were descending towards earth.
After a line of aliens shifted from one side of the screen to the
other, they would drop another row closer to earth. The speed of the
aliens' descent increased as their numbers lessened. Players hid behind
four shields and fired up at the approaching enemy. The aliens were
capable of firing missiles down at the player's gun turret or landing
and ending the game. Players could also shoot a flying saucer that flew
across the top of the screen for bonus points.
One special innovation that Space
Invaders featured, as have nearly all
subsequent arcade releases, was the High Score. When a player
accumulated more points than anyone previously, their score would be
shown at the top of the Space Invaders screen until it was beaten. The
game was so overwhelmingly popular in Japan that a coin shortage
developed in that country. Midway licensed the rights to Space Invaders
from Taito for distribution in America where it also became a national
phenomenon.
Atari released their own successful title in 1978. Football was a
tabletop game where players were represented by X's or O's. There were
four offensive and defensive plays to choose from and the game had a
time limit of 90 seconds. When time expired players would have the
option to continue the game for another quarter. Football was the first
arcade title to utilize a track-ball controller.
Prior to 1978 video game systems had utilized "raster" graphics. In
1978, Cinematronics released Space Wars which used "vector" graphics
that utilized cathode-ray tubes to display the on-screen characters and
environments. Inside the tubes an electrode scanned the screen from 30
to 60 times per second, creating an image composed of two-dimensional
pixels. An electrode moved to two preprogrammed points on-screen and
connected a phosphorescent line between them. The vector graphics were
more simplistic than raster but its crisp bright look made it stand
apart from other games of the time.
In 1979, Atari first utilized vector graphics with its release of Lunar
Lander. The object of the game was to successfully land a spacecraft on
the surface of the moon. Various on-screen gauges displayed such
necessary data as fuel consumption and altitude. Lunar Lander was
abruptly pulled from the production line in November 1979 so that Atari
could devote all of its resources to a new game it felt could be
potentially explosive.
Atari combined vivid vector graphics with an imaginative concept in the
design of Asteroids. Players navigated a spaceship around an asteroid
field, breaking apart the flying rocks with a laser cannon to avoid
collisions. Atari decided to push Taito's High Score idea another step
further with Asteroids. Players who accumulated the highest number of
points on the machine were allowed to enter any three letters of the
alphabet on-screen. Countless quarters were spent by people striving to
record their initials on Asteroids machines. As Atari had suspected,
Asteroids touched off a national craze in America and sold 70,000 total
units.
Competition between companies heated up
in 1980. Atari released
Battlezone which again utilized vector graphics, this time in a
realistic tank simulation. The objective of the game is similar to Tank
but Battlezone's field of view is from the scope inside of an armored
vehicle. Atari also incorporated the use of radar at the top of the
Battlezone screen and players were introduced to another dimension
outside their immediate field of view.
Williams, a pinball manufacturer, used a more detailed radar detector
in their new game Defender. Players of the game assumed the roles of
space pilots defending civilization from an alien invasion. As aliens
descended to kidnap residents of the home planet, players were required
to use their radar screens to thwart the abductions and collect points.
Defender built Williams' reputation as a videogame manufacturer.
The raging cold war helped bring about the concept for Atari's Missile
Command in 1980. In fact,
the game was called Armageddon in its developmental stages. Players
used three bases to launch nuclear missiles in an effort to intercept
incoming missiles. Stern had its first major success in videogames with
Berzerk in 1980. The machine immediately captured players' attention
because it actually spoke to them. Players ran through rooms of mazes
shooting at robots while a voice from inside the cabinet said things
like "Intruder Alert!".
The biggest game released in 1980 was
not initially available in the
United States. Namco, a Japanese arcade game company, introduced the
simple concept of a big mouth eating rows of yellow dots in a maze
while at the same time evading four ghosts. With the aid of four power
pills positioned strategically throughout the maze, players would gain
the temporary ability to eat the ghosts and collect bonus points.
Pac-Man soon became the most popular arcade game of all time. Over
300,000 machines were sold worldwide. Midway, the American distributor
for Pac-Man, sold more than 100,000 units alone in the United States.
Songs were composed for it, books were written on how to beat it and
Pac-Man even inspired a Saturday morning cartoon.
In 1981, Atari released Tempest, the first game to use a color vector
display. Players needed to shoot at elusive oncoming shapes from the
rim of a three-dimensional tunnel. They could advance to a differently
shaped tunnel after destroying all threats from below. The game offered
supercharged action and featured 96 different levels.
Donna Bailey became the first woman to develop a videogame when she
co-designed Centipede, released by Atari in 1981. It featured a giant
centipede that scurried down the screen while players shot away
segments of it. Centipede utilized a trackball controller and had a
strong female following.
The Japanese game manufacturer Nintendo released Donkey Kong in 1982.
Players controlled a character, originally named Jumpman but later
changed to Mario, who had to climb ladders, jump over barrels, dodge
fireballs and beat the clock to rescue a girl at the top of the screen.
A novel plot line and exciting gameplay helped to make Donkey Kong a
major arcade success. Suddenly, Nintendo was a recognizable
manufacturer among videogamers.
In 1982, Midway, the American
distributor of Namco's Pac-Man, developed
its own follow-up named Ms Pac-Man. The design of the game was similar
to the original except there were four different maze screens
(depending on the level) as opposed to Pac-Man's one and the bonus
fruit prizes bounced around the maze. Ms Pac-Man sold more than 115,000
units and became the biggest arcade game in American history.
In 1982, Midway also unveiled the phenomenal Tron. It was released
simultaneously with the Walt Disney movie of the same name. Tron
featured game levels inspired from scenes in the movie including a
dazzling Light Cycle chase and a three-dimensional tank battle. Sales
for the videogame Tron actually out-grossed the film.
In 1983, Cinematronics managed to create a game totally unlike any
other that had come before. Dragon's Lair took six years to produce.
Don Bluth, a former Disney animator who had directed the animated
feature film The Secret of NIMH, produced 22 minutes of theater quality
animation with the help of his Bluth Studio workers. The total cost of
the production was $1.3 million and the animation was incorporated onto
new laser disc technology.
The plot of Dragon's Lair centered on a medieval knight named Dirk and
his attempts to rescue Princess Daphne who had been kidnapped by a
dragon. When players moved the joystick in a particular direction at
certain moments, the laser disc player would skip to a designated
chapter on the disc and show another piece of the movie. The game would
most often end with Dirk's death when a wrong decision was made.
Players used a lot of quarters in exploring more than 200 different
choices the game offered, making Dragon's Lair a success.
By the late 1980s, arcade graphics were
beginning to change.
Sprite-based 3D games were soon replaced by complex polygon-based
games. In 1989, Atari released S.T.U.N. Runner, a racing game that was
composed entirely of polygons. The game boasted quality graphics that
had not previously been seen together with such a dynamic 3D
effect.
In 1991, Sega released Time Traveler, a game that featured simulated
holographic technology. When the screen of a 20-inch television monitor
was reflected into a parabolic mirror, a two dimensional image appeared
to float inside the cabinet. Players needed to guide cowboy Marshall
Gram through various points in time to destroy Bolcor, an evil
scientist, and rescue Princess Kyla of the Galactic Federation. Time
Traveler did not produce a true hologram and incorporated the same
laser disc technology as was used in Dragon's Lair.
In 1992, Midway released the violent Mortal Kombat. The game set highly
detailed graphics against a bloody fighting concept. Players battled
menacing opponents hand-to-hand in a tournament setting. With a certain
sequence of joystick positions, players could perform special fighting
moves to defeat opponents. The game became controversial for the
unabashed amount of gore it showed. Mortal Kombat became so successful
that New Line Cinema produced a live action movie of the videogame in
1995.
In 1994, Sega introduced Daytona USA which was immediately heralded as
a benchmark racing game. Up to eight players could compete against each
other in the same race when four Daytona twin cabinets were linked
together. With its three different, highly detailed racetracks, Daytona
USA presented players with the most realistic physics to date in a
racing game.
In 1996, Namco released a new racing
game with a 50-inch projection
television display. Alpine Racer put players on an incredibly realistic
ski slope by utilizing a 32-bit processor. Namco fitted Alpine Racer
with unique handle controls to provide players with a wholly original
game experience. There was a selection of three different courses and
either gate or speed racing to choose from.
In 1997, Sega released Super GT, a car racing game powered by the
64-Bit Model 3ed microprocessors comparable to those found in the Apple
Macintosh PowerPC computers to create graphics even more detailed than
Sega's Daytona USA.
By the late 1990s, the gap has been closing between arcade and home
video game technology. Home consoles are getting so complex that
players can now drive to the local game store and purchase a CD-ROM or
cartridge that will virtually match the graphics seen on last year's
arcade screens. As the technology for arcade and home platforms
continues to evolve at such a staggering rate, it is important to
remember that the systems that become landmarks are more a product of
the game designer's imagination than the clock speed of the microchip
inside the cabinet. A true classic game will still be enjoyable fifty
years in the future because of the inspiration of its developer.

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Now you can relive the excitement of
thousands of
classic retro
arcade games in the comfort of your own home on your own computer.
Arcade
Classics
X-Treme contains over 2000
original remade versions of retro coin-op games from the 70's, 80's and
90's. Available right now on three
special limited edition Windows CD-ROM's.

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Extreme-Arcade
Classics
is
undeniably the largest and best collection of Classic Arcade Games
available anywhere! This full commercial release comes supplied in a
stylish double DVD box with full colour covers and inserts. Why spend
months downloading addictive retro games when for one low price you'll
get three full CD-ROM's that you can use on your home computer immediately!
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Installation
could not be simpler, the main emulator can either be
run
direct off the first CD or you can easily install it onto your
harddrive. Once running simply choose a game from the list and click
RUN. There really is not much more to it!

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Payments
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Mastercard, Maestro, Amex, Paypal or Nochex
All orders are dispatched via 1st class mail to any location around the
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COMPATABILITY
- ORDERING
- GAMES INDEX
- SCREENSHOTS
- KEYWORDS
- LINKS
- FAQ
- HISTORY
- RETRO

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C64/Commodore
64
are Trademarks
of Tulip Computers. This title is not Associated, Produced or
Officially Endorsed by Tulip. All Trademarks Acknowledged.
Page Updated: 21st August
2005
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