Hosted by Retro Rob · EN

Joust, Williams’ groundbreaking action game from 1982, was built on innovative physics, two-player simultaneous gameplay, and a quirky medieval theme of knights riding flying ostriches. This episode covers how it was developed, the hardware behind it, the strategies expert players used, and how it became one of the most enduring and influential arcade games of the golden era.

Robotron, Williams’ groundbreaking twin-stick shooter from 1982, was built on dual joystick controls, overwhelming swarms of enemies, and relentless single-screen action. This episode covers how it was developed, the hardware behind it, the strategies expert players used, and how it became one of the most influential and enduring arcade games of the eighties.

Dig Dug, Namco’s underground action game from 1982, was built on dynamic digging mechanics, unique enemy designs, and clever risk-reward scoring. This episode covers how it was developed, the hardware behind it, the strategies expert players used, and how it became one of the most iconic and enduring titles of the golden age of arcade gaming.

Centipede, Atari’s vibrant insect-blasting shooter from 1981, was built on colorful raster graphics, a distinctive trackball controller, and an unpredictable swarm of enemies that kept players on their toes. This episode covers how it was developed by Ed Logg and Dona Bailey, the clever programming and hardware behind it, the strategies expert players used to chase high scores, and how it became a cultural icon of the golden age of arcades.

Qix, Taito’s abstract strategy-action game from 1981, was built on dual-processor hardware, innovative area-claiming mechanics, and a completely original concept that stood apart from traditional arcade genres. This episode covers how it was developed, the hardware behind it, the strategies expert players used, and how it became a cult favorite that helped launch a new subgenre in arcade gaming.

Gorf, Bally Midway’s genre-blending space shooter from 1981, was built on a multi-mission design, synthesized speech, and a talking villain that mocked players in real time. This episode covers how it was developed, the hardware behind it, the strategies expert players used, and how it became a cult favorite of the golden age of arcades.

Tempest, Atari’s groundbreaking vector shooter from 1981, was built on color vector graphics, a rotary spinner controller, and wildly original tunnel-based gameplay. This episode covers how it was developed, the hardware behind it, the strategies expert players used, and how it became one of the most unique and influential arcade games of its era.

Scramble, Konami’s side-scrolling shooter from 1981, was built on forced scrolling, fuel management, and multi-stage progression that gave players a real mission to complete. This episode covers how it was developed, the hardware behind it, the strategies expert players used, and how it became a foundational title in arcade history and a launching point for Konami’s future classics.

Galaga, Namco’s fixed space shooter from 1981, was built on multi-CPU hardware, dual-fighter mechanics, and precise bullet logic that redefined the genre. This episode covers how it was developed, the hardware behind it, the strategies expert players used, and how it became one of the most iconic and widely collected arcade games of all time.

Frogger, Sega/Gremlin’s traffic-dodging arcade hit from 1981, was built on deceptively simple joystick controls, grid-based gameplay, and one determined frog. This episode covers how it was developed by Konami, the hardware behind it, the strategies expert players used, and how it became a massive cultural and commercial success in arcades around the world.