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For most of us our first recollection
of classic video games would be of either PONG or SPACE INVADERS.
SPACE INVADERS being found in a dirty dark dank arcade in
some back street well before videogames became “cool
“. Maybe you remember (if you ‘re
old enough !), as I do, sneaking out of school to feed the
nearest arcade with shiny ten pence pieces to while away many
a few hours.

MOONCRESTA, PACMAN, SCRAMBLE, GALAXIANS, GORF &
GALAGA all have fond memories for me. Arcades
were uncool places unlike today - mainly filled with fruit
machines and Pinball tables, and at best a small spattering
of coin -op heaven.
You would be overjoyed as a new machine turned up and your
pockets emptied as your pleasure grew.
SPACE INVADERS cabinets nestled between Pinball machines
with that familiar thud thud thud as wave after wave of alien
scum inevitably beat you into dust. Competing with your mate
for that high score that would beat his.
A domain of male aggression in those days as not
many femme fatales were gamers - unless they fancied one the
blokes and would “hang “ around like a love sick
groupie.
Going in an arcade as it opened to set a new high
score on your favourite machine, leaving your initials to
prove your worth and returning later to find some nerd had
either beaten your score or even worse had “accidentally
on purpose turned the machine off" so resetting the machine
and wiping off your score after all your efforts.
The smell of fags in the air, the din of electronic
heaven. The scrabbling about to find the required dosh to
feed the habit of gaming and keep playing for just a while
longer. Knowing you were in trouble for missing school, or
not being home for mum’s beans on toast at the required
parental guidance set time, so a few more mins out wouldn't
make much difference.
Colour me bad with only monochrome invaders were
replaced with waves of coloured Galaxians or Scramble’s
maze of rockets and missiles, or Robotron’s limited
appeal Square Dance fight effect. All turning into a mish
mash haze of ultra violet flashing lights - no epilepsy warnings
in them days - inserted your coinage it was then upto you
what happened next. Times were a-changing
and more people were getting into games.
Home systems were becoming more prevelant from the
early ATARI V.C.S’s to the miniscule memoried VIC-20
(3.5 k!) to the SPECCY and CBM64 et al. (Arcades today - home
console revolution another day) arcades were
where it was at in my youth.
I can remember 3 scams back in the day - oh what
a devil I was when I was younger and the world was simpler.
1) “Fanny by gas light “
The con of being able to obtain illegal credits for
free by using a gas cooker ignitor to fool the machine
that you had inserted money into its' greedy innards.
As the coin slots were metal originally you could use the
ignitor to send a spark into the slot and it would fool the
electronics into thinking you had put money in - sorted!
Unfortunately they sussed us and replaced the metal coin slots
with plastic ones and then the con did not work anymore. But
it was fun whilst it lasted.
2) “ Wot no puppet on a string or soap on a
rope?” The old coin on a piece of string
trick meant you could get your money back if youu were nimble
enough - a skill in itself. You drilled a hole in a coin and
tied a piece of string through it tightly and as the coin
dropped it was whipped out again at the last second.
3) “ Not the water Margin …………”My
mate even froze water into 50p shapes using an indentation
of a 50p in blue tack - never saw it work but he was always
full of crack pot ideas and stories. Supposedly when the ice
froze it became “real money" and thus meant more
free gaming!Nowadays we are spoilt with what
we have at our fingertips - XBOX & PS2 & CUBE, PC
ONLINE , MULTIPLAYER DEATHMATCH GAMING all at home - only
a dream in my day!
No internet to talk over or XBOX live to lounge around
in - these were the real nitty gritty in your face arcades
- where fights often broke out if you were thought to have
distracted someone and caused them to lose a credit or scupper
their chances at that elusive high score.
To be factual 1979 was when the UK 1st saw TAITO’s
SPACE INVADERS cabinet’s appear - seen in your local
chippy or pub (you can even spot one in early episodes of
Only Fools & Horses if you look in the bar scenes closely
enough).
Monochrome was followed by the lush colour event
that was GALAXIAN - featuring coloured diving
alien hordes. It was a revelation in comparison to the basic
invaders stance and you got COLOUR!!!!For
the player with 4 hands (or more usually - you flew it and
a mate did the firing and smart bombs) was the octopuss lover’s
game DEFENDER from WILLIAMS, created by Eugene Jarvis. Instead
of a static attack from side to side as in SPACE INVADERS
or the swooping attack formation of GALAXIAN you now had to
contend with the whole screen moving left or right dependant
on which direction you took. Not only were there varying hordes
of baddies to dispatch but you had to save the poor sap humanoid
figures and carry them back to 'mother earth' to safety -
complicated at the time and still a challenge today. The
games were innovative and the genres were fresh, as nobody
had seen these wonders before.

Atari unleashed a classic - BATTLEZONE
- the 1st 3D vector graphics game where you controlled a wire
framed tank which, in its' day, was a revolution as the graphics
had never been so big or done in this way before.
CENTIPEDE was to see the use of the first trackball
controller (a ball mounted into the cabinet which you rolled
about with the palm of your hand in order to control the direction
of the ship), the aim being for you to destroy the alien centipedes
and spiders. The trackball often broke or got jammed at inappropriate
moments but it was unique compared to the norm of button bashing
(like using a mouse now on QUAKE or COUNTER STRIKE, it was
very intuitive).
This was followed by MISSILE COMMAND which also made
use of the trackball controller. MOON CRESTA
was my fave of this time (great to play on a pc-based emulator
but not the same as being there nearly 25 years ago). It had
a simple theme you had to kill the bad guys - whether they
looked like flying jammy dodgers or moon rocks that resembled
marshmallows or not very scary icicles : all the time trying
to preserve your ships, of which you had 3. This was unique
as the stratergy behind the game was to stay alive long enough
through the first few waves to be reunited with your other
ships via a tricky docking manouevre. This docking needed
skill and you always looked like a real plonker if you crashed
one ship into another after trying so hard to keep them from
destruction by the alien hordes only to crash and burn yourself.
SCRAMBLE was a huge hit also, with you having a ship
flying over mountainous terrain. You had to shoot & bomb
at the right time to kill the enemy spaceships and keep re-fuelling
as you flew from left to right to reach the maze of the enemy
base. A very colourful game that required hand and eye co-ordination
to kill the bad guys and keep hitting enough fuel power-ups
to keep your ship afloat.

GORF from MIDWAY was a take on SPACE INVADERS and
featured the first early digitised speech. I remember playing
PHOENIX, which was a GALAXIAN clone. PHOENIX
was great. The game itself reminds me of visits to the seaside
and summer hols spent at Blackpool or Yarmouth. Young love
and teenage holiday romances. Yesteryear! |

Anyway back to PHOENIX. Made by
CENTURI, it featured hoardes of birds
swooping down on you and spawning out of egg capsules. You
had to reach a mothership at the end and break through its'
defences whilst fighting off the attacking birds; only for
it to start all over again with another wave, only faster.
You had a shield button which you could use for a limited
time when you were in the mire and this added a touch of
skill and finesse to the proceedings - do you use your shields
to save your bacon or finely time the use of the shield
to kill an alien attacker just as they were about to touch
you?
GALAXIAN had itself a lovechild - GALAGA. This
was to be NAMCO’S own follow up game to the successful
GALAXIAN. It pitted the player against
similar waves of coloured alien hordes to defeat, but added
the chance of boosting your fire power if you were adept
enough to get the extra ship bonus. The alien ships would
swirl above your tiny single laser gunship set against a
starry background, very similar to GALAXIAN, but when they
had all formed into a SPACE INVADERS type squadron above
you, a few groups would ream off from each side and bomb
you. If you hit one of the top alien mother-type-ships it
would change colour from green to blue indicating you could
get it to project its' tractor beam at you on its' next
approach. Sometimes they even emitted the beam unaided,
you then waited as it emitted the tractor beam and you guided
your ship into it’s ray and it hoovered you up and
your little white ship became red and was CAPTURED. You
then had to shoot the alien ship holding your ship captive
and, if successful, it would then rejoin you for the fight
giving you double the fire power, all the time avoiding
the hoardes of other invaders. It seemed manic at the time
but was very addictive. You needed the double fire power
for the bonus challenge stages where if you shot all the
aliens in various waves you were rewarded with a PERFECT!
and a bonus of 20,000 points to aid you in your journey.
Scoring points was paramount as you needed to attain
a certain score to get extra ships to continue - 20,000
saw your first and then at 70,000 and then every subsequent
70,000 point mark. So accuracy was very important in the
challenge stages to get the best number of hits to get the
bigger bonus to keep you gaming!
A little FLAG icon in the bottom right of the screen would
indicate how far you had got and the centre screen subtitle
would ask if you were “READY !” for the next
wave, great simple fun and at the end you were rated on
how many shots you had fired and you got a percentage score
so trigger happiness was not the order of the day! Even
the music was jolly and added to the feeling.

PACMAN - another NAMCO game was to be the most
popular and successful game in the arcades of that year
when it was released in 1981. It was different to the other
fodder of the time. No aliens or missiles or lasers or bomb
attacks were evident in this pioneering effort from NAMCO.
It featured the now world known little yellow ball man known
as PACMAN. In reality it was just a little yellow mouth
shaped like a ball with no legs that moved around a set
maze, gobbling coloured dots and avoiding 4 deadly ghosts
that lived in the centre of the maze at first and then would
pursue poor PACMAN around the maze trying to catch him.
Contact meant death unless you gobbled up a POWERPILL. One
was located at each of the 4 corners of the maze and if
you ate one the ghosts transformed into blue ghosts you
could then catch and eat. If you manage to catch all 4 of
the ghosts you got the better bonus as the value of each
would increase as you caught them. The POWERPILL did not
last long so you had to be quick and they soon morphed back
to hunt you again. Temporary relief only coming when you
finished the maze by gobbling all the coloured dots on screen
and then you got onto the next maze. Who could mistake the
familiar sound of PACMAN going - “ wakka wakka wakka
“ around his maze prison until he had removed all
his dot to dot spots?

The 4 ghosts even had names and
they were:
SHADOW - NICKNAME : BLINKY (RED
IN COLOUR)
SPEEDY - NICKNAME : PINKY (PINK
IN COLOUR )
BASHFUL - NICKNAME : INKY (CYAN
BLUE IN COLOUR)
POKEY - NICKNAME : CLYDE (ORANGE
IN COLOUR).
PACMAN was an instant success with
all manor of license deals abound for merchandise for the
little yellow ball. There were pillowcases and lunch boxes
made with the little yellow icon on. The little yellow figure
even spawned his own cartoon series and this in turn lifted
NAMCO into stellar riches for the time and the richest ARCADE
game company in the world.

Stories and myth surround the birth
of PACMAN and that NAMCO’S boss at the time (MASAYA
NAKAMURA) gave the creator of PACMAN a mere $3500 bonus
in recognition of his efforts for the company.
Dismayed at the pitiful amount of
his gratuity he left the company and the videogames industry
forever, never to work in gaming again. It
reminds me of how poorly treated the creator of TETRIS (we
will delve into this another time as it is a big story)
was treated and how little he saw of the money it produced
in eventual sales - it’s a crime how they were unappreciated.
While PACMAN was the most successful
arcade game in 1981, nothing could prepare us for the momentous
arrival of the king - DONKEY KONG. DONKEY
KONG was to bring us 3 VERY IMPORTANT NAMES to the industry
which we now take for granted, namely - NINTENDO / SHIGERU
MIYAMOTO (known as GOD in the games world - sorry but he
is great - no ninty fanboy lovey dovey stuff - he’s
an icon) and finally lest we forget the cameo role MARIO
had to play in DONKEY KONG.
KONG was created by NINTENDO a very
large and old firm more known at the time for producing
and making it’s vast fortunes from the manufacture
of Japanese HANAFUDA PLAYING CARDS. The
creator of this game, DONKEY KONG was an industrial design
graduate by the name of : SHIGERU MIYAMOTO (please do not
refer to him as SHIGGY’S as some do - most have never
met him and I kinda think he would’nt be too impressed
with the nickname).
Despite the attempts of the movie
giant UNIVERSAL to stop the use of the name with an injunction
because of their rights with regards the KING KONG property
& movie licence, DONKEY KONG became a smash hit &
the little plumber MARIO would rise from this cameo roll
to where he is today.

NINTENDO, MARIO & SHIGERU MIYAMOTO were now
set to become close to our hearts and a relationship had
begun which now 20 years on is still with us - the dirty
threesome!A brief touch on a few points
most of you have heard about, or a little bit of history
for those that don’t.
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