Fandom

Wikia Gaming

Timeline of arcade video game history

26,956pages on
this wiki
Add New Page
Talk0 Share

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.

Video game history icon
Part of a series on:
History of video games

This article contains a timeline of notable events in the history of arcade video games, arcade system boards and video game arcade cabinets.

Early history (1971–1977)

1971
1972
1973
1974
1975
1976
1977

Golden age (1978–1984)

1978


1979
1980
1981
1982
1983
1984

Post-golden age (1985–1986)

1985
1986

Recovery (1987–1990)

1987
1988
1989
  • February: Exterminator, the second game with fully digitized graphics, is released.[120] It had some of the highest quality digitized graphics until the release of Mortal Kombat II.
  • February: Hard Drivin' by Atari Games is released as the second arcade driving game to have 3D polygon graphics.
  • September: S.T.U.N. Runner is released by Atari Games and is known for its use of high-speed 3D polygonal graphics.
  • December: Capcom releases beat 'em up game Final Fight, which represents the peak of beat 'em up popularity in the arcades.[121]
1990
  • Air Inferno is released by Taito and is the last game running on the 3D hardware Taito Air System.
  • Galaxian³ is released by Namco as a video game theme park attraction, based on Namco System 21 hardware, and is the first to feature 8 or more players. This game is a sequel to the Galaxian series and is known for combining pre-rendered laserdisc background video with 3D polygonal graphics. It was later released as a scaled-down arcade cabinet for public arcades in 1994.
  • NAM-1975 is released by SNK and is the first game running on a Neo Geo hardware, which became a standardized arcade platform throughout the 90s to the early 2000s. Many 2D fighting games like Fatal Fury, World Heroes, Samurai Showdown and The King of Fighters ran on this hardware, and it was very popular in the arcades for its time.
  • The North American arcade video game industry faces yet another decline, with revenues falling to $2.1 billion by the following year.

Renaissance (1991–1999)

1991
1992
1993
1994
  • By 1994, largely due to the success of fighting games as well as the rise of 3D gaming, North American arcade revenues reach $7 billion, larger than the $6 billion generated by console games as well as the $5 billion generated by Hollywood movies.
  • Sega releases Virtua Fighter 2 for the Sega Model 2 arcade system board. It was considered the best-looking 3D fighting game at the time.
  • Sega releases Virtua Cop, a 3D shooter for the Sega Model 2 that begins a Renaissance for the light gun shooter genre. Many 3D shooters would follow its template over the next few years.
  • Sega releases Virtua Striker, the first football/soccer game to use 3D polygon graphics. Running on the Sega Model 2, it was also the first 3D sports game to use filtered, texture-mapped polygons.
  • Namco releases Tekken, another 3D fighting game.
  • Killer Instinct is released. It used a hard disk, and high-quality graphics pre-rendered by a rendering program, featuring high-quality use of the movie background technique.
1995
1996
1997
1998
  • Konami releases Dance Dance Revolution, an arcade game with four arrow pads that the players used to "dance." This game would create many sequels and spin-offs. It was responsible for popularizing the rhythm game genre and its success renews interest in arcade games in Asia.
  • At the same time, the North American arcade video game industry declines to $1.33 billion.
  • The US arcade game market's revenues decline to $5.7 billion in 1999[147] (equivalent to $8.1 billion in 2016).
1999
  • Konami releases Guitar Freaks, the first guitar-based rhythm game. It would later inspire the Guitar Hero series on consoles.
  • Konami releases Drum Mania, the first drumming-based rhythm game. It could be linked up with Guitar Freaks for co-op gameplay. It would later inspire the Rock Band series on consoles.
  • Rush 2049 is released, the last arcade game to bear the Atari Games logo. Atari Games in Milpitas is renamed Midway Games West, and closes its coin-op product development division.

Modern era (2000–present)

2000
  • Konami releases Police 911, the first video game to use accurate, full-body motion controls, which allowed the player to take cover by physically ducking for cover rather than pressing a button or foot pedal (as was the case with Time Crisis).
2002
  • The first commercially successful touch screen game is introduced by Sega, World Club Champion Football. It is a sports strategy game where card placement on a touch surface corresponds to the actions of units on screen; the surface is able to identify each card separately.
  • Worldwide arcade game revenues reach $3.2 billion, roughly the same as the amount generated by PC game sales that same year.
2004
  • The North American arcade video game industry declines to $866 million, the industry's lowest revenues since the 1970s. In contrast, arcade video games remain popular in Asia.
2005
  • Arcade game revenues in Japan reach ¥649.2 billion, equivalent to $7.7 billion, the largest share of the Japanese video game industry.[148]
  • Arcade video game revenues account for a majority of Namco's revenues, largely due to the success of arcades in Asia.[149]
  • Sega releases Sangokushi Taisen, a real-time strategy where card placement on a touch surface corresponds to the actions of units on screen. Like World Club Champion Football, the surface is able to identify each card separately.
2007
  • Japanese arcade game industry revenues reach a peak of $702.9 billion, equivalent to $8.3 billion.[148]
  • The light gun shooter 2 Spicy introduces a unique cover system, where players use foot pedals to move from one destructible cover to the next. It also allows to players to face-off against each other using such a cover system.
2008
2009
  • Due to the economic recession, Japanese arcade game industry begins a slow decline, dropping to $573.1 billion ($6.76 billion).[148] However, this still remains the largest share of the Japanese video game industry, followed by home console games and mobile games at $3.5 billion and $2 billion, respectively.[150]
2011
  • The Japanese arcade game industry reaches a low of $495.8 billion, equivalent to $5.85 billion.[148]
2012

See also

References

  1. http://allincolorforaquarter.blogspot.co.uk/2014/05/what-were-first-ten-coin-op-video-games.html
  2. http://lmc.gatech.edu/~bogost/courses/spring10/lcc8823/lowood.pdf
  3. Astro Race at Museum of the Game
  4. 4.0 4.1 http://allincolorforaquarter.blogspot.co.uk/2013/11/video-game-firsts.html
  5. Basketball at Museum of the Game
  6. http://www.arcade-history.com/?n=speed-race&page=detail&id=19475
  7. 7.0 7.1 Bill Loguidice & Matt Barton (2009), Vintage games: an insider look at the history of Grand Theft Auto, Super Mario, and the most influential games of all time, p. 197, Focal Press, ISBN 0-240-81146-1
  8. Speed Race at Museum of the Game
  9. Cassidy, William (May 6, 2002). Gun Fight. GameSpy. Retrieved on 14 September 2012.
  10. Shirley R. Steinberg (2010), Shirley R. Steinberg, Michael Kehler, Lindsay Cornish, ed., Boy Culture: An Encyclopedia, 1, ABC-CLIO, p. 451, ISBN 0-313-35080-9, http://books.google.co.uk/books?id=XRGEIqzv5rsC, retrieved 2011-04-02 
  11. Stephen Totilo (August 31, 2010). In Search Of The First Video Game Gun. Kotaku. Retrieved on 2011-03-27.
  12. Western Gun at Museum of the Game
  13. Chris Kohler (2005), Power-up: how Japanese video games gave the world an extra life, BradyGames, p. 19, ISBN 0-7440-0424-1, http://books.google.co.uk/books?id=auMTAQAAIAAJ, retrieved 2011-03-27 
  14. Tomohiro Nishikado's biography at his company's web site. Dreams, Inc.. Archived from the original on 2009-04-01 Retrieved on 2011-03-27.
  15. Interceptor at Museum of the Game
  16. http://www.gamefaqs.com/arcade/567840-heavyweight-champ/data
  17. 17.0 17.1 Spencer, Spanner, The Tao of Beat-'em-ups, EuroGamer, Feb 6 2008, Accessed Feb 23, 2009
  18. Ashcraft, Brian, (2008) Arcade Mania! The Turbo-Charged World of Japan's Game Centers, (Kodansha International), p. 94
  19. Nadia Oxford, 20 Years of Street Fighter, 1UP.com, 12/11/2007
  20. http://www.arcade-history.com/?n=road-race&page=detail&id=14493
  21. 21.0 21.1 Road Race at Museum of the Game
  22. http://www.arcade-history.com/?n=speed-race-twin&page=detail&id=19477
  23. Speed Race Twin at Museum of the Game
  24. http://www.arcade-history.com/?n=man-t.t.&page=detail&id=26084
  25. Moto-Cross at Museum of the Game
  26. Mark J. P. Wolf (2008), The video game explosion: a history from PONG to PlayStation and beyond, p. 39, ABC-CLIO, ISBN 0-313-33868-X
  27. Fonz at Museum of the Game
  28. http://www.arcade-history.com/?n=night-driver-upright-model&page=detail&id=26054
  29. Bomber at Museum of the Game
  30. http://www.arcade-history.com/?n=bomber&page=detail&id=26089
  31. http://www.system16.com/hardware.php?id=685
  32. http://www.arcade-history.com/?n=safari&page=detail&id=2292
  33. https://github.com/mamedev/mame/tree/master/src/mame/drivers/vicdual.c
  34. http://www.arcade-history.com/?n=space-wars&page=detail&id=2564
  35. http://system16.com/hardware.php?id=628&gid=1478
  36. https://github.com/mamedev/mame/tree/master/src/mame/drivers/sspeedr.c
  37. Chris Kohler (2005), Power-up: how Japanese video games gave the world an extra life, BradyGames, p. 18, ISBN 0-7440-0424-1, http://books.google.co.uk/books?id=auMTAQAAIAAJ, retrieved 2011-03-27 
  38. Essential 50: Space Invaders. 1UP.com. Retrieved on 2011-03-26.
  39. Edwards, Benj. Ten Things Everyone Should Know About Space Invaders. 1UP.com. Retrieved on 2008-07-11.
  40. http://www.cracked.com/article_19262_6-glitches-that-accidentally-invented-modern-gaming.html
  41. Kevin Bowen. The Gamespy Hall of Fame: Space Invaders. GameSpy. Retrieved on January 27, 2010.
  42. Craig Glenday, ed (March 11, 2008). "Record Breaking Games: Shooting Games Roundup". Guinness World Records Gamer's Edition 2008. Guinness World Records. Guinness. pp. 106–107. ISBN 978-1-904994-21-3. 
  43. 43.0 43.1 Geddes, Ryan (December 10, 2007). IGN's Top 10 Most Influential Games. IGN. Retrieved on July 11, 2008.
  44. "Players Guide To Electronic Science Fiction Games". Electronic Games 1 (2): 34–45 [44]. March 1982. http://www.archive.org/stream/electronic-games-magazine-1982-03/Electronic_Games_Issue_02_Vol_01_02_1982_Mar#page/n42/mode/1up. Retrieved February 1, 2012. 
  45. Brian Ashcraft & Jean Snow (2008), Arcade Mania: The Turbo-charged World of Japan's Game Centers, Kodansha International, ISBN 4-7700-3078-9, http://books.google.co.uk/books?id=wX8kAQAAIAAJ, retrieved May 1, 2011, "Space Invaders offered a novelty: players had three lives. Those who got good at the game could play for as long as they could keep from being blown to bits." 
  46. Brian Ashcraft (January 20, 2010). How Cover Shaped Gaming's Last Decade. Kotaku. Retrieved on March 26, 2011.
  47. Karen Collins (2008). From Pac-Man to pop music: interactive audio in games and new media. Ashgate. p. 2. ISBN 0-7546-6200-4. http://books.google.co.uk/books?id=lFEYAQAAIAAJ. Retrieved April 8, 2011. 
  48. http://www.arcade-history.com/?n=space-ship&page=detail&id=26097
  49. Space Ship at Museum of the Game
  50. http://www.arcade-history.com/?n=secret-base&page=detail&id=19448
  51. Timeline of arcade video game history at Allgame via the Wayback Machine
  52. Secret Base at Museum of the Game
  53. http://www.digitpress.com/library/magazines/electronic_games/electronic_games_winter81.pdf
  54. 54.0 54.1 http://web.archive.org/web/20071222225649/http://www.replaymag.com/history.htm
  55. Galaxian at Museum of the Game
  56. Galaxian at Museum of the Game
  57. "Arcade Games". Joystick 1 (1): 10. September 1982. 
  58. https://github.com/mamedev/mame/blob/master/src/mame/video/galaxian.c
  59. http://books.google.co.uk/books?id=oK3D4i5ldKgC&pg=PA173
  60. http://www.vasulka.org/archive/Writings/VideogameImpact.pdf#page=25
  61. https://github.com/mamedev/mame/tree/master/src/mame/drivers/galaxian.c
  62. https://web.archive.org/web/20140103070737/http://mamedev.org/source/src/mame/drivers/galdrvr.c.html
  63. 63.0 63.1 Where Were They Then: The First Games of Nintendo, Konami, and More (Nintendo), 1UP
  64. http://www.atari.com/games/atari_classics
  65. http://www.arcade-history.com/?n=radar-scope&page=detail&id=2155
  66. The Essential 50 - Pac-Man, 1UP
  67. Playing With Power: Great Ideas That Have Changed Gaming Forever, 1UP
  68. Gaming's Most Important Evolutions, GamesRadar
  69. Steve L. Kent (2001), The ultimate history of video games: from Pong to Pokémon and beyond, Prima, p. 142, ISBN 0-7615-3643-4, http://books.google.co.uk/books?id=C2MH05ogU9oC, retrieved 2011-04-02 
  70. King & Balloon at Museum of the Game
  71. Gaming's Most Important Evolutions (Page 2), GamesRadar
  72. Gaming's Most Important Evolutions (Page 3), GamesRadar
  73. Rally-X at Museum of the Game
  74. 74.0 74.1 74.2 74.3 74.4 74.5 http://allincolorforaquarter.blogspot.co.uk/2013/12/video-game-myth-buster-did-crash-of.html
  75. Game Genres: Shmups, Professor Jim Whitehead, January 29, 2007, Accessed June 17, 2008
  76. Scramble at Museum of the Game
  77. Frogger at Museum of the Game
  78. [1]
  79. Timeline of arcade video game history at Allgame via the Wayback Machine
  80. Mark J. P. Wolf (2008), The video game explosion: a history from PONG to Playstation and beyond, ABC-CLIO, p. 69, ISBN 0-313-33868-X, http://books.google.co.uk/books?id=XiM0ntMybNwC&pg=PA69&lpg=PA69, retrieved 2011-03-28 
  81. Eliminator at Museum of the Game
  82. [2]
  83. http://www.arcade-history.com/?n=pole-position-cockpit-model&page=detail&id=21234
  84. pole position [cockpit model] [coin-op] arcade video game, namco, ltd. (1982). Arcade-history.com (2012-07-24). Retrieved on 2013-02-28.
  85. Bernard Perron & Mark J. P. Wolf (2008), Video game theory reader two, p. 157, Taylor & Francis, ISBN 0-415-96282-X
  86. http://www.vasulka.org/archive/Writings/VideogameImpact.pdf#page=23
  87. https://github.com/mamedev/mame/tree/master/src/mame/drivers/polepos.c
  88. Timeline of arcade video game history at Allgame via the Wayback Machine
  89. Konami Classics Series: Arcade Hits - NDS - Review. GameZone (April 9, 2007). Retrieved on 2011-04-08.
  90. Mark J. P. Wolf (2008), The video game explosion: a history from PONG to Playstation and beyond, p. 70, ABC-CLIO, ISBN 0-313-33868-X
  91. Quantum at the Arcade History database
  92. 9189 at Museum of the Game
  93. libble rabble [coin-op] arcade video game, namco, ltd. (1983). Arcade-history.com (2008-04-04). Retrieved on 2013-02-28.
  94. Data East v. Epyx, 862 F. 2d 204, 9 U.S.P.Q.2d (BNA) 1322 (9th Cir. 1988).
  95. Ryan Geddes & Daemon Hatfield (2007-12-10). IGN's Top 10 Most Influential Games. IGN. Retrieved on 2009-04-14.
  96. Spencer, Spanner, The Tao of Beat-'em-ups, Eurogamer, Feb 6, 2008, Accessed Mar 18, 2009
  97. Kunkel, Bill; Worley, Joyce; Katz, Arnie, "The Furious Fists of Sega!", Computer Gaming World, Oct 1988, pp. 48-49
  98. IGN Presents the History of SEGA: World War, IGN
  99. https://github.com/mamedev/mame/tree/master/src/mame/drivers/segahang.c
  100. http://www.extentofthejam.com/pseudo/
  101. http://web.archive.org/web/20131113174154/http://www.1up.com/features/disappearance-suzuki-part-1?pager.offset=2
  102. http://web.archive.org/web/20131113173854/http://www.1up.com/features/disappearance-suzuki-part-1?pager.offset=1
  103. Sega's 16-bit arcade color palette: 15-bit RGB high color depth (32,768 colors) and 1-bit shadow & highlight that triples up to 98,304 colors. [3] [4] [5]
  104. Space Harrier Retrospective (Page 2), IGN
  105. Tehkan World Cup - Videogame by Tehkan. Arcade-museum.com. Retrieved on 2013-02-28.
  106. https://archive.org/stream/commodore-user-magazine-72/Commodore_User_Issue_72_1989_Sep#page/n89/mode/2up
  107. http://www.arcade-history.com/?n=vs.-super-mario-bros.&page=detail&id=3117
  108. by nathaaan90, May 11, 2010 (2010-05-11). 15 Firsts In Video Game History. Listverse. Retrieved on 2013-02-28.
  109. "Video Games Are an Exercise In Annihilation". The Atlanta Journal-Constitution. May 30, 1989. http://nl.newsbank.com/nl-search/we/Archives?p_product=AT&p_theme=at&p_action=search&p_maxdocs=200&p_topdoc=1&p_text_direct-0=0EB7C3DCADD9B6C0&p_field_direct-0=document_id&p_perpage=10&p_sort=YMD_date:D&s_trackval=GooglePM. Retrieved March 13, 2012. "In 1988, players dropped enough change at video arcades to generate revenues of $6.4 billion, up from $4 billion in 1986. Many of those quarters were powering machine guns and fists of fury. According to the April issue of RePlay magazine, 29 of the 45 most popular video games are action games. Three of the top five games listed by PlayMeter were ones with war or fighting themes." 
  110. http://www.arcade-history.com/?n=contra-model-gx633&page=detail&id=497
  111. 111.0 111.1 111.2 111.3 Spencer, Spanner, The Tao of Beat-'em-ups (part 2), EuroGamer, Feb 12, 2008, Accessed Mar 18, 2009
  112. Cassidy, William, Hall of Fame: Double Dragon, Gamespy, Jan 5, 2003, Accessed, March 24, 2009
  113. http://www.arcade-history.com/?n=after-burner-upright-model&page=detail&id=39
  114. http://www.arcade-history.com/?n=final-lap&page=detail&id=840
  115. http://www.arcade-history.com/?n=reikai-doushi&page=detail&id=2203
  116. http://www.hardcoregaming101.net/fighters/fighters8.htm
  117. http://www.arcade-history.com/?n=top-landing&page=detail&id=2936
  118. http://www.arcade-history.com/?n=splatterhouse&page=detail&id=2591
  119. https://github.com/mamedev/mame/tree/master/src/mame/drivers/namcos21.c
  120. http://www.arcade-history.com/?n=exterminator-model-v-101&page=detail&id=780
  121. http://www.arcade-history.com/?n=final-fight-b-board-88622b-3&page=detail&id=838
  122. http://pqasb.pqarchiver.com/boston/doc/294674142.html
  123. 123.0 123.1 123.2 123.3 Street Fighter II. The Essential 50. 1UP.com. Retrieved on 17 April 2012.
  124. 124.0 124.1 Patterson, Eric L. (November 3, 2011). EGM Feature: The 5 Most Influential Japanese Games Day Four: Street Fighter II. Electronic Gaming Monthly. Retrieved on 17 April 2012.
  125. Matt Barton; Bill Loguidice (2009). Vintage games: an insider look at the history of Grand Theft Auto, Super Mario, and the most influential games of all time. Boston: Focal Press/Elsevier. pp. 239–255. ISBN 0-240-81146-1. http://books.google.co.uk/books?id=M_bFdsP9L7oC. Retrieved 17 April 2012. 
  126. Looking At Taito’s History As They Turn 60. Arcade Heroes (August 2013). Retrieved on 2014-01-09.
  127. The Brief Life of Arcade First Person Shooting Games. Arcade Heroes (June 2013). Retrieved on 2014-01-10.
  128. Electronic Gaming Monthly, issue 40, November 1992, pages 78 & 80
  129. http://www.arcade-history.com/?n=sim-drive&page=detail&id=4659
  130. http://mamedev.emulab.it/undumped/index.php?title=SimDrive
  131. 131.0 131.1 131.2 Virtua Racing – Arcade (1992). 15 Most Influential Games of All Time. GameSpot (14 March 2001). Retrieved on 19 January 2014.
  132. http://www.arcade-history.com/?n=sim-drive&page=detail&id=4659
  133. http://mamedev.emulab.it/undumped/index.php?title=SimDrive
  134. http://news.google.com/newspapers?id=49wvAAAAIBAJ&sjid=dfwDAAAAIBAJ&pg=4448,1185138
  135. Jay Carter (July 1993), "Insert Coin Here: Getting a Fighting Chance", Electronic Games (10), https://archive.org/stream/Electronic-Games-1993-07/Electronic%20Games%201993-07#page/n15/mode/2up, retrieved 2014-12-16 
  136. 35. Virtua Fighter. The Essential 50: The Most Important Games Ever Made. 1UP. Archived from the original on 2005-01-22 Retrieved on 2014-12-26.
  137. http://www.wired.com/2012/09/how-virtua-fighter-saved-playstations-bacon/
  138. IGN Presents the History of SEGA: Reap What You Sow, IGN
  139. http://www.system16.com/hardware.php?id=715
  140. http://web.archive.org/web/20130104200822/http://mamedev.org/source/src/mame/video/model2.c.html
  141. http://www.system16.com/hardware.php?id=832
  142. 142.0 142.1 "News: Virtua Fighter 3". Computer and Video Games (174): 10–1. May 1996. 
  143. Model 3 Step 1.0 at system16.com..
  144. http://web.archive.org/web/20130104200833/http://mamedev.org/source/src/mame/video/model3.c.html
  145. https://github.com/mamedev/mame/tree/master/src/mame/drivers/model3.c
  146. http://www.themoscowtimes.com/news/article/spielbergs-arcade-of-the-future/310469.html
  147. http://www.themoscowtimes.com/news/article/spielbergs-arcade-of-the-future/310469.html
  148. 148.0 148.1 148.2 148.3 Market Data. Capcom (14 October 2011). Retrieved on 14 April 2012.
  149. Carless, Simon (2 May 2005). Namco, Bandai To Merge. Gamasutra. Retrieved on 13 March 2012.
  150. Sambe, Yukiharu (NaN undefined NaN). "Japan’s Arcade Games and Their Technology". Lecture Notes in Computer Science. Entertainment Computing– ICEC 2009 5709: 338. doi:10.1007/978-3-642-04052-8_62. http://www.springerlink.com/content/tkv51714762l3645/. Retrieved 25 January 2012. 
  151. Spencer (January 10, 2012). Gunslinger Stratos: 60" Screens, Double Guns, And Online Play. Siliconera. Retrieved on 15 June 2012.
  152. Toyad, Jonathan Leo (January 11, 2012). Square Enix announces Gunslinger Stratos for arcades in Japan. GameSpot. Retrieved on 15 June 2012.

External links

Also on Fandom

Random Wiki