Arcade Hall 1980
IT'S 1980. THE ARCADE IS OPEN.
Walk the aisle, watch the attract screens flicker, pick a cabinet and play. Original arcade games under one glowing marquee — just the way you remember it.
STAGE 1
THE HALL
Remember pushing through the door on a Saturday afternoon with a pocket full of change? That room is back. A pink and cyan marquee hums over the doorway, the carpet glows, and every machine is waiting for a coin.
STAGE 2
SELECT GAME
Every game in the hall is an original, built from scratch in the spirit of the classics — pixel art, chip sound and all. Eight cabinets are on the floor today, and new machines keep arriving.
ON THE FLOOR NOW
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NEON HORIZON
Coast to CoastNOW PLAYING
A sunset racer. Pick your car and chase the clock from checkpoint to checkpoint through nine landscapes. Every stage ends at a fork in the road — and the harder line always scores higher.
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ALIEN BLASTER
Eight Hostile SectorsNOW PLAYING
Freeze the aliens in stasis blasts and finish them before they shake loose. Take too long and they turn savage. Take longer still and the Void Warden arrives. It cannot be killed.
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BLOCK BREAKER
Smash the Omega CoreNOW PLAYING
Six walls of neon blocks. Keep the ball alive, catch the power capsules as they fall, and chew through every last brick before your paddle runs out of lives.
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BOMBERMAN
Blast CircuitNOW PLAYING
A maze of crates and hunters. Lay bombs, blast open new routes, grow your blast radius and corner your pursuers — then get clear before your own flames catch you.
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SIEGE RUN
Banners of the GatehouseNOW PLAYING
A squire, five banners and a castle gate. Dodge charging knights and rolling boulders, ride logs across the moat, and duck behind a shield cart when the arrows fly.
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DIG IT
The Underground ArcadeNOW PLAYING
Six levels deep in the earth. Dig your own tunnels, pump up the cave creatures until they pop, and undermine boulders to drop them on whatever is chasing you.
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CUE THUNDER
Pool Hall HustleNOW PLAYING
Eight-ball from straight above the baize, with real cloth physics. Choose exactly where the tip strikes the cue ball and put draw, follow and side to work against the house hustler.
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RAD RIDGE
BMX Freestyle RallyNOW PLAYING
A side-scrolling BMX run over hills, ramps, water gaps and wrecked cars. Throw back flips and front flips for points and extra seconds, and reach each checkpoint before the clock runs out.
COMING SOON TO THE FLOOR
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MUD TITANS
Monster Truck CircuitCOMING SOON
The whole track on one screen and four trucks fighting over it. Stomp the hydraulics to hop rock gardens and swamp, then spend the prize money in the pit shop.
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BOGSTORM CIRCUIT
Monster Truck RallyCOMING SOON
Monster trucks on closed circuits, shot from a high chase camera. Slide through the mud, wipe the dirt off the lens and fight the pack for every checkpoint.
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IRON TREADS
Tank BattalionCOMING SOON
A top-down tank battle across roads, rivers and brick walls. Clear every enemy tank and turret from the battlefield — alone, or with a friend fighting at your side.
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SKY ACE
Wings over the Coral SeaCOMING SOON
A propeller-plane shooter over three missions and twelve stages, each ending in a multi-part boss. Collect power-ups and wingmen, and pull the evasive loop when it gets tight.
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ASTRO CLIMBER
Rescue BeepCOMING SOON
Gigabot has carried little Beep to the top of an orbital station. Climb the girders, jump the rolling fuel canisters, ride the hover lifts and bring the big robot down.
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COSMIC TILT
Space PinballCOMING SOON
A tall scrolling pinball table with an amber dot-matrix display. Shoot the ramps, start missions, lock balls for multiball and chase the jackpot all the way to wizard mode.
STAGE 3
THE GOLDEN AGE
For a few years around 1980 the arcade was the most exciting room in town. The machines were loud, the screens glowed in the dark, and one coin bought you three lives and a shot at the high score.
ONE STICK, ONE BUTTON
Arcade games had to explain themselves in seconds, with no manual and no tutorial. Easy to learn and hard to master was the whole design brief — and it is why a game from 1980 still plays well today.
THE GLOW OF THE TUBE
Those games were drawn for CRT screens: chunky pixels, bright phosphor colours on a black background, and faint scanlines across the picture. Artists worked with a handful of colours and made every pixel count.
THREE LETTERS OF FAME
There were no save files and no end credits to reach. You played for the high score, and if you were good enough your three initials stayed on the machine for everyone to see — until somebody beat you.
HISTORY HIGH SCORES
| YEAR | GAME | WHY IT MATTERED |
|---|---|---|
| 1971 | COMPUTER SPACE | The first commercially sold coin-operated video game. Too complicated for most bars, but it proved the idea. |
| 1972 | PONG | Two paddles and a square ball. Atari's first hit put video games into bars and cafes everywhere. |
| 1978 | SPACE INVADERS | The game that started the golden age. Rows of aliens marched down the screen and sped up as you thinned them out. |
| 1979 | ASTEROIDS | Razor-sharp vector graphics and a high score table where you entered your own initials. |
| 1980 | PAC-MAN | A maze, four ghosts and a character everybody recognised. Arcade games became part of pop culture. |
| 1981 | DONKEY KONG | Running and jumping up the girders: the platform game was born, along with a carpenter who would later be called Mario. |
| 1982 | DIG DUG & POLE POSITION | A year full of new ideas, from tunnelling under the earth to racing on a real Grand Prix circuit. |
| 1983 | THE CRASH | The North American home console market collapsed under a flood of poor games, and the boom years ended. |
| 1985 | SUPER MARIO BROS. | The Nintendo Entertainment System arrived in North America and brought video games back into the living room. |
| 1986 | OUT RUN | A red convertible, a branching road and a radio to choose your music. The arcade still had the best hardware in town. |
ARCADE DICTIONARY
- ATTRACT MODE
- The demo loop a machine plays while nobody is on it, there to pull you across the room.
- 1UP
- Player one's score on the screen — and, in many games, an extra life.
- INSERT COIN
- Two words flashing on every idle screen. The whole business model in one line.
- CONTINUE?
- A ten-second countdown and one question: do you have another coin?
- HIGH SCORE
- The number at the top of the screen. The only reason anyone needed to keep playing.
- KILL SCREEN
- A level so far in that the game itself breaks, because the programmers never expected anyone to get there.
- CABINET
- The wooden box around the game: screen, marquee, control panel, speaker and coin door.
- MARQUEE
- The backlit sign on top of the cabinet with the game's name. You could read it from the door.
CONTINUE?
The hall is open and the machines are warmed up. Your initials belong on that high score table.