Video Madness

Memoirs from the Golden Age of Video Gaming
by Tony Bueno

Some of my fondest memories come from my enjoyment of the wonderfully original coin-operated arcade games of the 80’s. The era from approximately 1980 to 1985 was truly a player’s paradise, a magical time when playability and fun factors took precedence over audiovisual fluff. The arcade craze of this period stood in sharp contrast with the overall atmosphere of self-indulgence, greed, avarice, and the general nihilistic attitude epitomized under Reaganomics. As game designers and arcade operators scrambled to capitalize on what would eventually become the most important entertainment innovation of the last quarter of the 20th century, the rest of us simply had the time of our lives merrily surrendering quarter after quarter for a few brief moments of innocuous electronic bliss.

Controls and play mechanics, like the times themselves, were much simpler. These games were easy to learn, difficult to master, and you didn’t have to be an expert player or longtime gaming veteran to get into them. A joystick, maybe one or two buttons, and readily understandable gameplay made classic coin-ops far more approachable and enjoyable than their modern counterparts.

Perhaps the most popular category from the Golden Age were the platform titles. The physics of classic platform games were based on two-dimensional playfields where gamers must outwit, outsmart, or vanquish opponents to accomplish specific level objectives. Future Nintendo icon Mario’s first appearance in Donkey Kong had our portly protagonist traverse construction-type settings to rescue his girlfriend Pauline from the clutches of the evil title character. As in other titles such as Burgertime, and Kangaroo, ladders and scaffolds provided the player with a means of avoiding enemies. Individual goals and gameplay elements are different with each game (sometimes for each level within a game), but the basic physics generally remain the same.

Unfortunately, the 2-D platform genre (and, indeed, about 99% of all other 2-D games) is, for all practical purposes, dead and buried. Gone are the games that utilized this simple yet amiable and readily accessible format. It was only a matter of time before the current influx of polygonal graphics and 3-D rendering would allow players to immerse themselves in computer-generated virtual worlds. These types of environments have long since replaced the uncomplicated yet undeniably clever and charming 2-D platform games from the past. Poor camera angles, inscrutable control schemes, polygonal break up and graphical disappearances amongst other annoying glitches are the price we now pay for a more wholly interactive gaming experience.

Traditional maze games, once another main staple of 80’s game rooms, are another now-obsolete novelty from those bygone days, although one could argue that those games have evolved or been otherwise usurped into the aforementioned category of 3-D exploration adventures. For a brief time during the very early 80’s, maze games were all the rage. Lock ‘N Chase, Hangly Man, Ladybug, Mousetrap, Piranha, and Amidar are but a few notables that attempted to cash in on this trend. In spite of (or perhaps because of) this sudden saturation, the market for overhead Pac-Man-inspired maze titles vanished almost as quickly as it appeared. This was truly a shame considering the clean, wholesome fun they once provided, and the fact that these games are ideal for both young children and newcomers just learning the ropes of electronic gaming. However, finding Ms. Pac-Man machines in bars, restaurants, or hotels is not terribly uncommon to this very day. Additionally, every now and again a company like Namco treats us to a new homage/update maze game for a current console, so I guess calling maze games completely outmoded would be something of a misnomer.

There are some classes of games, such as shooters, which will always be around despite having undergone dramatic changes as well. Sophisticated light gun shooting galleries and stunning aerial dogfight and sci-fi space simulators have replaced the Galaxian, Space Invaders, Zaxxon, and Duck Hunt machines of years gone by. Whether or not this is for the best is, of course dependent upon one’s individual taste and preference. Still, for many who grew up on the first and second generations of coin-ops, nothing will compare to the simple joy of beating one’s high score on Centipede, achieving perfection in a challenging stage of Galaga, or making it all the way to the invisible stages of Tempest.

Regretfully, the originality and innovation that made playing the classics such a pleasure are practically foreign concepts to designers of modern coin-ops. Sure, there were plenty of rip-offs back in the day, but at least the majority of companies producing arcade titles made an attempt to either create something which hadn’t been done before, or add their own unique spin on a pre-established formula. Joust, Dig Dug, Tetris, Q*Bert, and Paperboy were all shining examples of the freshness and imagination of 80’s programmers. Virtually none of that spirit has carried over into the 90’s and today, as companies (and, perhaps, alas, the majority of gamers as well) are seemingly interested only in the superficial gratification derived from trite, repetitive, and clichéd money makers such as racecar match ups or yet another depiction of a fighting competition.

Another element that is sadly missing from modern gaming is the art of arcade game mastery. Truly skilled players of the classics could play for extended periods of time on one quarter. A skilled Robotron:2084, Pac-Man, or Crystal Castles player could play for hours at a time without spending a fortune. But even the most skilled players today would be hard-pressed to find a modern coin-op that could be played indefinitely. This is due to the fact that all modern games are either finite and end upon completion of a last level, end after the time allotted has expired, or worse, are designed specifically to require players to continue playing game after game (and thereby requiring more and more credits) against an onslaught of foes who would otherwise be invincible. Even the poorest of players could potentially beat a game if he or she continued enough times. The fact that completion of most modern games is dependent upon ad-nauseum continuing ruins the very essence of what made video games so challenging and engaging in the first place. It also means that any high score obtained is absolutely meaningless in games when infinite continues are allowed and scoring is cumulative. This insidious trend grossly undermines the spirit of competitive gaming and severely undercuts the efforts of players who attempt to maximize their point values based on skill.

Images and recollections of classic arcade games are as embedded in our collective national psyche as radio, television, movies, or the internet. Nearly everyone has either played or enjoyed watching others play them at one time or another. At least modern designers have acknowledged this and have released numerous classic compilations for modern consoles. Still, as wonderful as those packages are and as sophisticated and realistic as many modern games have become (I may be contradicting what I said earlier, but even I must admit that many new titles are downright awesome) nothing will ever quite replicate the wonderful experience of visiting an arcade, pizza parlor, tavern, bowling alley, skating rink, or hotel game room to enjoy our favorite classics. Hell, how many of us haven’t reveled in trying our luck at Pac-Man, Donkey Kong, or Frogger at one time in our lives? So significant was this phenomenon that an image of a child playing a video game is even featured on one of the United States Postal Service’s commemorative stamps from the 1980’s. The mere mention of some of these titles brings a nostalgic smile to the face of most of us, and their impact on American culture is simply too important to be ignored or glossed over.

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Last updated: Saturday, April 23, 2005 07:48 AM

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