Producers, Mediators, and Users in the History of Video Arcade Games, 1971-1985

Total Page:16

File Type:pdf, Size:1020Kb

Producers, Mediators, and Users in the History of Video Arcade Games, 1971-1985 Defining Play: Producers, Mediators, and Users in the History of Video Arcade Games, 1971-1985 A Dissertation SUBMITTED TO THE FACULTY OF THE UNIVERSITY OF MINNESOTA BY Jonathan Scott Clemens IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF DOCTOR OF PHILOSOPHY Advisor Thomas J. Misa August, 2015 © Jonathan Scott Clemens, 2015 Table of Contents I. List of Figures ................................................................................................iv II. Introduction ....................................................................................................1 1. Categories and Definitions ..............................................1 2. Overview of Sources ........................................................6 3. Methods and Theories ......................................................13 4. Summary of Chapters ......................................................17 III. Chapter One – Video Arcade Games .............................................................21 i. Part One – Precursors...................................................................22 1. Coin-Op Amusement Devices .........................................23 2. Computer Hacks...............................................................33 ii. Part Two – 1971: The First Video Arcade Games .......................39 1. The Galaxy Game ............................................................40 2. Computer Space ...............................................................45 3. Different Philosophies, Different Outcomes....................49 iii. Part Three – 1972-1978: The Pong Boom and Bust ....................52 1. Pong .................................................................................53 2. Boom – 1972-1975 ..........................................................57 3. Bust – 1976-1978 .............................................................62 iv. Part Four – 1979-1983: The Golden Age ....................................67 1. Space Invaders .................................................................68 2. “Video Madness” .............................................................71 v. Part Five – The North American Video Game Crash of 1983 .....76 1. Stagnation and Saturation ................................................77 2. Moral Panic ......................................................................81 3. The Crash .........................................................................88 vi. Part Six – A Different Technological Paradigm ..........................91 1. Aftermath .........................................................................91 2. From Coin-op Amusements to Home Electronics ...........93 IV. Chapter Two – Producers...............................................................................95 i. Part One – Distilling the Producer Perspective............................96 ii. Part Two – Envisioning Video Arcade Games ............................101 1. Initial Ideas.......................................................................103 2. Pong and Opportunity ......................................................105 iii. Part Three – A New Technology, an Old Industry ......................107 1. Video Arcade Games and Other Coin-op Amusements ..110 2. Perceptions of Early Video Arcade Games .....................116 iv. Part Four – Business Practices and Models at Atari ....................121 i 1. Manufacturing ..................................................................121 2. Innovation ........................................................................124 v. Part Five – The Video Game Industry .........................................129 1. Imitation as Common Practice .........................................132 2. Who Video Games Were For ...........................................138 3. Video Games under Fire ..................................................150 vi. Part Six – The Decline of Video Arcade Games .........................153 1. Home Consoles as Paradigm ...........................................154 2. Exodus from Atari............................................................155 3. Moving Away from Video Arcade Games ......................162 V. Chapter Three – Mediators ............................................................................164 i. Part One – Distilling the Mediator Perspective ...........................164 ii. Part Two – Distributing and Operating Video Arcade Games ....168 1. Initial Mediator Responses ..............................................169 2. Early Video Arcade Game Spaces ...................................175 iii. Part Three – Mediators and Market Feedback .............................179 1. Making Machines for Mediators ......................................180 2. Controlling Video Arcade Games ....................................189 3. Buying Video Arcade Games ..........................................194 iv. Part Four – The Height of the Market ..........................................197 1. Crafting Video Arcade Game Spaces ..............................200 2. Public Resistance .............................................................205 3. Troubling Signs ................................................................209 v. Part Five – Retrenchment.............................................................212 1. Video Arcade Game Spaces and the Crash......................213 2. Back to Basics ..................................................................215 VI. Chapter Four – Users .....................................................................................219 i. Part One – Distilling the User Perspective ..................................219 ii. Part Two – Users and the Market ................................................223 1. Reasons for Play ..............................................................223 2. The Economy of the Arcade ............................................229 iii. Part Three – Gamer Communities ...............................................233 1. Forming Community ........................................................234 2. In-Group/Out-Group Boundaries .....................................241 iv. Part Four – Users and Non-Users ................................................245 1. Non-Users and Moral Panic .............................................248 2. Defending Play.................................................................251 3. Competing Meanings .......................................................254 v. Part Five – From Arcades to Homes ............................................255 ii 1. Home Video Gaming .......................................................257 2. Different Kinds of Play ....................................................258 VII. Chapter Five – Defining Play ........................................................................261 1. Defining Play ...................................................................261 2. The History of Video Arcade Games in the History of Computing........................................................................265 3. The History of Video Arcade Games in the History of Technology ......................................................................268 VIII. Bibliography ..................................................................................................275 1. Archival Sources ..............................................................275 2. Oral Histories, Interviews, and Autobiographies .............275 3. Online Image Resources ..................................................277 4. Books and Articles ...........................................................278 iii List of Figures I. Fig. 1-1: Interior of Automatic Vaudeville, ca. 1904 ..............................25 II. Fig. 1-2: Shoot the Bear ...........................................................................27 III. Fig. 1-3: “Grim Pay-off for the Pinball Mob” .........................................31 IV. Fig. 1-4: New York City Mayor Fiorello LaGuardia tipping over a pinball machine, ca. 1938 ........................................................................32 V. Fig. 1-5: Tech-Model Railroad Club members Dan Edwards and Peter Samson playing Spacewar!, ca. 1962 .............................................36 VI. Fig. 1-6: Space Wars ................................................................................38 VII. Fig. 1-7: Students playing The Galaxy Game in Stanford’s Student Union, 1977..............................................................................................43 VIII. Fig. 1-8: Refurbished version of the second Galaxy Game machine displayed at the Computer History Museum ...........................................44 IX. Fig. 1-9: Computer Space ........................................................................48 X. Fig. 1-10: Pong play screen .....................................................................56 XI. Fig. 1-11: Pong ........................................................................................59 XII. Fig. 1-12: Pro Tennis ...............................................................................64 XIII. Fig. 1-13: Winner video arcade game ......................................................65 XIV. Fig. 1-14: Cover of Time magazine, Jan. 18, 1982 ..................................69 XV. Fig. 1-15: Space Invaders play screen .....................................................70 XVI. Fig. 1-16: Asteroids ..................................................................................73
Recommended publications
  • Pcbs : 465 in 1 Babystar PCB
    PCBs : 465 in 1 BabyStar PCB 465 in 1 BabyStar PCB 465 in 1 BabyStar PCB 465 Games in 1 BabyStar PCB Rating: Not Rated Yet Price: Sales price: $274.95 Discount: Ask a question about this product Description 465 in 1 BabyStar PCB ***ATX Power Supply with P4 connector required for operation*** JAMMA ready arcade system containing 465 vertical ready to play games. Choose from classics like Ms. Pac man, Donkey Kong, and Frogger to great shooters like 19XX, Strikers 1945 II, and Varth! The game selection menu is easy to understand and navigate. To select a game, scroll through the list and press your button to select. At anytime during the active game aplayer can return back to main game selection menu by holding in the start button for 3 seconds. This sytem runs on a stable flash drive. No hard drive to ever fail! Supports Vertically mounted monitors only. Universal JAMMA Connector. User Friendly Game Selection Screen. P4 Motherboard using genuine Intel Processor and Card Flash memory creates a faster/more stable system! User Adjustable Game Options (Game Dip Switch Settings; Number of Lives, Difficulty, etc). Supports 1-4 Player Games (players 3 & 4 via linking - kit included). Supports two-channel audio (Stereo Sound). Supports CGA Standard Arcade Monitor (15kHz). Supports Upright Cabinets (will not flip screen for cocktails). Enable One Game (for a dedicated machine if desired) or All Games. Enable/Disable Individual Game Categories From Showing. Delete/Undelete Each Game. Set Coin/Credit Ratio of All Games with One Setting. Supports a Coin Counter. System Specifications: JAMMA Controller/Interface PCB.
    [Show full text]
  • Pr-Dvd-Holdings-As-Of-September-18
    CALL # LOCATION TITLE AUTHOR BINGE BOX COMEDIES prmnd Comedies binge box (includes Airplane! --Ferris Bueller's Day Off --The First Wives Club --Happy Gilmore)[videorecording] / Princeton Public Library. BINGE BOX CONCERTS AND MUSICIANSprmnd Concerts and musicians binge box (Includes Brad Paisley: Life Amplified Live Tour, Live from WV --Close to You: Remembering the Carpenters --John Sebastian Presents Folk Rewind: My Music --Roy Orbison and Friends: Black and White Night)[videorecording] / Princeton Public Library. BINGE BOX MUSICALS prmnd Musicals binge box (includes Mamma Mia! --Moulin Rouge --Rodgers and Hammerstein's Cinderella [DVD] --West Side Story) [videorecording] / Princeton Public Library. BINGE BOX ROMANTIC COMEDIESprmnd Romantic comedies binge box (includes Hitch --P.S. I Love You --The Wedding Date --While You Were Sleeping)[videorecording] / Princeton Public Library. DVD 001.942 ALI DISC 1-3 prmdv Aliens, abductions & extraordinary sightings [videorecording]. DVD 001.942 BES prmdv Best of ancient aliens [videorecording] / A&E Television Networks History executive producer, Kevin Burns. DVD 004.09 CRE prmdv The creation of the computer [videorecording] / executive producer, Bob Jaffe written and produced by Donald Sellers created by Bruce Nash History channel executive producers, Charlie Maday, Gerald W. Abrams Jaffe Productions Hearst Entertainment Television in association with the History Channel. DVD 133.3 UNE DISC 1-2 prmdv The unexplained [videorecording] / produced by Towers Productions, Inc. for A&E Network executive producer, Michael Cascio. DVD 158.2 WEL prmdv We'll meet again [videorecording] / producers, Simon Harries [and three others] director, Ashok Prasad [and five others]. DVD 158.2 WEL prmdv We'll meet again. Season 2 [videorecording] / director, Luc Tremoulet producer, Page Shepherd.
    [Show full text]
  • Video Games: Changing the Way We Think of Home Entertainment
    Rochester Institute of Technology RIT Scholar Works Theses 2005 Video games: Changing the way we think of home entertainment Eri Shulga Follow this and additional works at: https://scholarworks.rit.edu/theses Recommended Citation Shulga, Eri, "Video games: Changing the way we think of home entertainment" (2005). Thesis. Rochester Institute of Technology. Accessed from This Thesis is brought to you for free and open access by RIT Scholar Works. It has been accepted for inclusion in Theses by an authorized administrator of RIT Scholar Works. For more information, please contact [email protected]. Video Games: Changing The Way We Think Of Home Entertainment by Eri Shulga Thesis submitted in partial fulfillment of the requirements for the degree of Master of Science in Information Technology Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Copyright 2005 Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Master of Science in Information Technology Thesis Approval Form Student Name: _ __;E=.;r....;...i S=-h;....;..;u;;;..;..lg;;i..;:a;;...__ _____ Thesis Title: Video Games: Changing the Way We Think of Home Entertainment Thesis Committee Name Signature Date Evelyn Rozanski, Ph.D Evelyn Rozanski /o-/d-os- Chair Prof. Andy Phelps Andrew Phelps Committee Member Anne Haake, Ph.D Anne R. Haake Committee Member Thesis Reproduction Permission Form Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Master of Science in Information Technology Video Games: Changing the Way We Think Of Home Entertainment L Eri Shulga. hereby grant permission to the Wallace Library of the Rochester Institute of Technofogy to reproduce my thesis in whole or in part.
    [Show full text]
  • Pioneering E-Sport: the Experience Economy and the Marketing of Early 1980S Arcade Gaming Contests
    International Journal of Communication 7 (2013), 2254-2274 1932–8036/20130005 Pioneering E-Sport: The Experience Economy and the Marketing of Early 1980s Arcade Gaming Contests MICHAEL BOROWY DAL YONG JIN Simon Fraser University This article sets out to historicize the development of e-sport (organized competitive digital gaming) in the early 1980s using three new conceptual frameworks. We identify e-sport as an accompaniment of the broader embryonic gamer culture, a hallmark of the “experience economy” concept, and as a succession of consumer practices whose development was coterminous with the rise of event marketing as a leading promotional business strategy. By examining the origins of e-sport as both a marketized event and experiential commodity, we see this period as a transitory era bridging different phases in the areas of sports, marketing, and technology, resulting in the expansion of competitive cyberathleticism. Keywords: e-sport, professional gamer, arcade, experience economy, event marketing, video games, public events Introduction In the early 2000s, competitive player-versus-player digital game play (henceforth e-sports) has been a heavily promoted feature of overall gamer culture. Although e-sport—known as an electronic sport and the leagues in which players compete through networked games and related activities (Jin, 2010)— has existed since the early 1980s, the increased attention toward the activity in the 21st century has signaled that the gaming industry is adopting more flexible avenues of public event consumption with the goal of generating higher profit margins. While stand-alone e-sports events are common, their use as adjuncts of other industry events, including major trade shows, press conferences, and even traveling orchestras, demonstrates that competitive gaming continues to play a major role in the machinery of game industry event marketing.
    [Show full text]
  • Terry “Trickman” Minnich and Jeff Lee Home of Terry Minnich – Glendale Heights, IL
    Terry “Trickman” Minnich and Jeff Lee Home of Terry Minnich – Glendale Heights, IL *** Date: October 13, 2015 Location: Home of Terry Minnich (157 Golden Dr.) – Glendale Heights, IL Interviewer(s): Jordan Mynes, Fulgencio Torres Transcription: Jared Wohn, Zhanna Badasyan, Silvia Nunez Length: 2 hours, 30 minutes, 15 seconds Project: History of Coin­Op in Chicago [00:00:00] Jordan Mynes [JM]: Alright I’m Jordan Mynes Fulgencio Torres [FT]: And Fulgencio Torres JM: And we’re interviewing Trickman Terry and I forgot your name, sorry Jeff Lee [JL]: Jeff Lee! 2 JM: Jeff Lee, and this is for our class History of Video Games with Carly Kocurek and the Chicago Coin­Op Archive and just real quick tell us about yourselves, how’d you first get into video games? Terry Trickman [TM]: You first or JL: Well I got into video games back in 1981. I was working as an artist I was working at Triton College in River Grove and I got a call one day from a friend of mine, Richard Tracy, who I’ve known for a number of years socially. We played music together and he knew one of my hobbies was playing games war games, cards, and board games all kinds of stuff like that and he had recently taken a job at D. Gottlieb & Co. which was one of the three, four , five pinball companies in chicago. Chicago being the home of pinball and D. Gottlieb invented the flipper game back in the 30s and JM: It was mostly tilt before that right? JL: Yeah, I guess, I guess so that’s all they did All: [laughs] JL: Supposedly, supposedly, David Gottlieb or even probably one of his engineers invented the flipper then right and anyway the video game boom had commenced and a lot of the companies, Bally Midway, Williams, and Stern, had jumped on that bandwagon.
    [Show full text]
  • Arcade-Style Game Design: Postwar Pinball and The
    ARCADE-STYLE GAME DESIGN: POSTWAR PINBALL AND THE GOLDEN AGE OF COIN-OP VIDEOGAMES A Thesis Presented to The Academic Faculty by Christopher Lee DeLeon In Partial Fulfillment of the Requirements for the Degree Master of Science in Digital Media in the School of Literature, Communication and Culture Georgia Institute of Technology May 2012 ARCADE-STYLE GAME DESIGN: POSTWAR PINBALL AND THE GOLDEN AGE OF COIN-OP VIDEOGAMES Approved by: Dr. Ian Bogost, Advisor Dr. John Sharp School of LCC School of LCC Georgia Institute of Technology Georgia Institute of Technology Dr. Brian Magerko Steve Swink School of LCC Creative Director Georgia Institute of Technology Enemy Airship Dr. Celia Pearce School of LCC Georgia Institute of Technology Date Approved: March 27, 2012 In memory of Eric Gary Frazer, 1984–2001. ACKNOWLEDGEMENTS I would like to thank: Danyell Brookbank, for companionship and patience in our transition to Atlanta. Ian Bogost, John Sharp, Brian Magerko, Celia Pearce, and Steve Swink for ongoing advice, feedback, and support as members of my thesis committee. Andrew Quitmeyer, for immediately encouraging my budding pinball obsession. Michael Nitsche and Patrick Coursey, for also getting high scores on Arnie. Steve Riesenberger, Michael Licht, and Tim Ford for encouragement at EALA. Curt Bererton, Mathilde Pignol, Dave Hershberger, and Josh Wagner for support and patience at ZipZapPlay. John Nesky, for his assistance, talent, and inspiration over the years. Lou Fasulo, for his encouragement and friendship at Sonic Boom and Z2Live. Michael Lewis, Harmon Pollock, and Tina Ziemek for help at Stupid Fun Club. Steven L. Kent, for writing the pinball chapter in his book that inspired this thesis.
    [Show full text]
  • Artificial Intelligence in Racing Games
    BSc in Artificial Intelligence and Computer Science ABDAL MOHAMED BSc in Artificial Intelligence and Computer Science Sections 1. History of AI in Racing Games 2. Neural Networks in Games BSc in Artificial Intelligence and Computer Science BSc in Artificial Intelligence and Computer Science History Gran Trak 10 Single-player racing arcade game released by Atari in 1974 Did not have any AI Pole Position Single- player racing game released by Namco in 1982 Considered first racing game with AI BSc in Artificial Intelligence and Computer Science History Super Mario Kart Addition of Power Ups Released in 1992 for the Super Nintendo Entertainment System. Driver Free- form World 1998 video game developed by Reflections Interactive Vehicular Combat: Power Ups + Free Form World BSc in Artificial Intelligence and Computer Science Simple Areas of AI in Racing Games 1. Steering Sort of Basic Used in Formula One-Built to win, GTA3 2001 for background animation purpose. 2. Pathfinding Becomes more free-form world Would need to make decision on where to go. Need to find the best path between two points, avoiding any obstacles. BSc in Artificial Intelligence and Computer Science Steering + Racing Lines Racing Lines methods was used extensively until there was CPU power to do something else. It is just a drawn line in which the cars follow that line or stuck to that line. It uses Spline, where addition information such as velocity is included. Advantage It is very easy to create cheap spine creation tool Disadvantage Very limited- and gets very difficult Not very realistic- as car follows line, no response to deflection BSc in Artificial Intelligence and Computer Science Pathfinding + Tactical AI Racing line does not really work with free-form world so one of the solutions is having set path to where the car/ character is fleeing.
    [Show full text]
  • New Highlights 2021
    New Highlights 2021 Liquid Handling, Sample Handling, Cell Handling - Supplement to the catalog with price list 2021 USA USA Dear Readers, This past year has been a unique year, for you and for us at Eppendorf. Much has changed, and all over the world, people have had to adapt to new situations. For all employees at Eppendorf, it was an incentive to pull together at this difficult time, to focus on the vision of the founders of our company and to do our part to fight this pandemic. It was with the flexibility of each and every one that we were able to conquer these challenges and approach the ensuing new tasks successfully. We felt, and we feel, particularly strongly about providing you, our customer, with all the products you need to enable you to contribute your part to your success story. To this end, our colleagues at our manufacturing sites, the logistics department and many other departments have given their utmost. Our company has evolved despite, or because of, these difficult times, and we continue to invest in innovations, quality and service. This is how we will continue to be a strong team, you and Eppendorf! Your Eppendorf-Team Eppendorf Online Shop Further information on our product Discover the Eppendorf portfolio, service offerings and current sales promotions can be found on our website. Visit and order at world easily online! www.eppendorf.com/eshop How does it work? Upload the Eppendorf App and discover all the functions in and around our products. Eppendorf Catalog 2020/2021 > Register your Eppendorf product in the lab And there is even more to explore in our Eppendorf App.
    [Show full text]
  • Finding Aid to the Atari Coin-Op Division Corporate Records, 1969-2002
    Brian Sutton-Smith Library and Archives of Play Atari Coin-Op Division Corporate Records Finding Aid to the Atari Coin-Op Division Corporate Records, 1969-2002 Summary Information Title: Atari Coin-Op Division corporate records Creator: Atari, Inc. coin-operated games division (primary) ID: 114.6238 Date: 1969-2002 (inclusive); 1974-1998 (bulk) Extent: 600 linear feet (physical); 18.8 GB (digital) Language: The materials in this collection are primarily in English, although there a few instances of Japanese. Abstract: The Atari Coin-Op records comprise 600 linear feet of game design documents, memos, focus group reports, market research reports, marketing materials, arcade cabinet drawings, schematics, artwork, photographs, videos, and publication material. Much of the material is oversized. Repository: Brian Sutton-Smith Library and Archives of Play at The Strong One Manhattan Square Rochester, New York 14607 585.263.2700 [email protected] Administrative Information Conditions Governing Use: This collection is open for research use by staff of The Strong and by users of its library and archives. Though intellectual property rights (including, but not limited to any copyright, trademark, and associated rights therein) have not been transferred, The Strong has permission to make copies in all media for museum, educational, and research purposes. Conditions Governing Access: At this time, audiovisual and digital files in this collection are limited to on-site researchers only. It is possible that certain formats may be inaccessible or restricted. Custodial History: The Atari Coin-Op Division corporate records were acquired by The Strong in June 2014 from Scott Evans. The records were accessioned by The Strong under Object ID 114.6238.
    [Show full text]
  • Jay Simon 3/18/2002 STS 145 Case Study Zork: a Study of Early
    Jay Simon 3/18/2002 STS 145 Case Study Zork: A Study of Early Interactive Fiction I: Introduction If you are a fan of interactive fiction, or have any interest in text-based games from the early 1980’s, then you are no doubt familiar with a fascinating series known as Zork. For the other 97 percent of the population, the original Zork games are text-based adventures in which the player is given a setting, and types in a command in standard English. The command is processed, and sometimes changes the state of the game. This results in a new situation that is then communicated to the user, restarting the cycle. This type of adventure game is classified as belonging to a genre called “interactive fiction”. Zork is exceptional in that the early Zork games are by far the most popular early interactive fiction titles ever released. It is interesting to examine why these games sold so well, while most other interactive fiction games could not sell for free in the 1980’s. As we will see, this is a result of many different technological and stylistic aspects of Zork that separate it from the rest of the genre. Zork is a unique artifact in gaming history. II: MIT and Infocom – The Prehistory of Zork Zork was not a modern project developed under a strict timeline by a designated team of programmers, but credit is given to two MIT phenoms named Marc Blank and Dave Lebling. Its history can be traced all the way back to the invention of a medium-sized machine called the PDP-10, in the 1960’s.
    [Show full text]
  • An Opportunity for In-Game Ad Placement.Pdf
    480 Chapter 24 An Opportunity for In- Game Ad Placement: The History of the Video Game Industry Interpreted Through the Meaning Lifecycle Heather M. Schulz The University of Texas at Austin, USA Matthew S. Eastin The University of Texas at Austin, USA AbstrAct It is argued here that the potential connections video game advertisers can build with consumers makes this new medium a strong force in the digital media world. A meaning-based model is introduced to explain the fluctuation of meaning over time, which is caused by the individual and social interpretation and integration of signs and symbols. The history of video games will be comprehensively interpreted through this model to explain the active identification going on between consumers and video games. IntroductIon of room for advertising growth. In the academic realm, in-game ad placement has been subjected In-game ad placement, defined as the process to an increasing amount of research over the last of placing advertisements in video games, is decade (Nelson, 2002; Chaney, Lin, & Chaney, a rapidly growing industry with $295 million 2004; Grigorovici & Constantin, 2004; Nicovich, spent in 2007, $403 million spent in 2008, and 2005; Yang, Roskos-Ewoldsen, Dinu, & Arpan, $443 million spent in 2009 (Verna, 2008; Verna, 2006; Lee & Farber, 2007; Wise, Bolls, Kim, & 2009). However, video game sales for 2008 Venkataraman, 2008). It is argued here that the were $22 billion, with $11.7 billion of that be- potential connections advertisers can build with ing in entertainment software sales, $8.9 billion consumers makes this new medium a strong force in hardware console sales, over $2 billion in in the digital media world.
    [Show full text]
  • New Joysticks Available for Your Atari 2600
    May Your Holiday Season Be a Classic One Classic Gamer Magazine Classic Gamer Magazine December 2000 3 The Xonox List 27 Teach Your Children Well 28 Games of Blame 29 Mit’s Revenge 31 The Odyssey Challenger Series 34 Interview With Bob Rosha 38 Atari Arcade Hits Review 41 Jaguar: Straight From the Cat’s 43 Mouth 6 Homebrew Review 44 24 Dear Santa 46 CGM Online Reset 5 22 So, what’s Happening with CGM Newswire 6 our website? Upcoming Releases 8 In the coming months we’ll Book Review: The First Quarter 9 be expanding our web pres- Classic Ad: “Fonz” from 1976 10 ence with more articles, games and classic gaming merchan- Lost Arcade Classic: Guzzler 11 dise. Right now we’re even The Games We Love to Hate 12 shilling Classic Gamer Maga- zine merchandise such as The X-Games 14 t-shirts and coffee mugs. Are These Games Unplayable? 16 So be sure to check online with us for all the latest and My Favorite Hedgehog 18 greatest in classic gaming news Ode to Arcade Art 20 and fun. Roland’s Rat Race for the C-64 22 www.classicgamer.com Survival Island 24 Head ‘em Off at the Past 48 Classic Ad: “K.C. Munchkin” 1982 49 My .025 50 Make it So, Mr. Borf! Dragon’s Lair 52 and Space Ace DVD Review How I Tapped Out on Tapper 54 Classifieds 55 Poetry Contest Winners 55 CVG 101: What I Learned Over 56 Summer Vacation Atari’s Misplays and Bogey’s 58 46 Deep Thaw 62 38 Classic Gamer Magazine December 2000 4 “Those who cannot remember the past are condemned to Issue 5 repeat it” - George Santayana December 2000 Editor-in-Chief “Unfortunately, those of us who do remember the past are Chris Cavanaugh condemned to repeat it with them." - unaccredited [email protected] Managing Editor -Box, Dreamcast, Play- and the X-Box? Well, much to Sarah Thomas [email protected] Station, PlayStation 2, the chagrin of Microsoft bashers Gamecube, Nintendo 64, everywhere, there is one rule of Contributing Writers Indrema, Nuon, Game business that should never be X Mark Androvich Boy Advance, and the home forgotten: Never bet against Bill.
    [Show full text]