Arcade Games Online
Tetris One Of The Most Popular
Play Tetris Online For FreeTetris is one of the few games that achieves ultimate popularity. It is remarkably simple, yet remarkably difficult. It's been ported to every computer and game console known to man, and has sold millions of cartridges, tapes, and disks across the land.
Besides that, it also led to one of the most interesting legal battles in the history of video games, leading to the famed Tengen version of Tetris and to the downfall of a few companies. It's a pretty cool story, so let's get down to business. Hold on for a second while I set the time machine to cruise control..
June 1985
Inspired by a pentominoes game he had bought earlier, Alexey Pazhitnov creates Tetris on an Electronica 60 at the Moscow Academy of Science's Computer Center. It is ported to the IBM PC by Vadim Gerasimov and starts spreading around Moscow. Pazhitnov gets a small degree of fame for his program.
July 1986
The PC version makes its way to Budapest, Hungary, where it is ported to the Apple II and Commodore 64 by Hungarian programmers. These versions catch the eye of Robert Stein, president of the British software house Andromeda. He plans to get the rights to the PC version from Pazhitnov directly, and to get the other versions from the Hungarian programmers. Even before Stein gets in touch with Pazhitnov or the Academy, he sells all the rights to Tetris (except for arcade and handheld versions) to Mirrorsoft UK and its USA affiliate, Spectrum Holobyte, owned by Robert Maxwell's Pergamon Foundation.
November 1986
Stein wires a contract for the rights to Tetris to the Academy. Although Pazhitnov would later say that he did not mean to give a firm go-ahead to the deal, Stein goes ahead and flies to Moscow to sign the contract. He returns empty-handed; the Russians made up for their lack of knowledge of the video game world with obstinance. Stein makes a plan to essentially steal Tetris, to claim it was invented by the Hungarian programmers.
Mirrorsoft Tetris, Atari ST version
Meanwhile, the IBM PC version of Tetris is released by Spectrum Holobyte and Mirrorsoft, causing an instant sensation not only as an obscenely addictive game, but also as "the first game from behind the iron curtain". The game is filled with graphics of Russian themes (battles, Matthias Rust landing his Cessna on Red Square, Yuri Gagarin's first space mission). Stein still does not legally own any rights to Tetris.
June 1987
Stein presses for and finally gets a license giving him the rights to make Tetris for the IBM PC and compatibles "and any other computer system". Now he owns the copyrights to Tetris, but he still doesn't have a contract with the Russians.
January 1988
Tetris is released for all home computers. It gets glowing reviews and sells quickly in computer stores. Stein's plan to "steal" the rights to Tetris is foiled when the CBS Evening News interviews Pazhitnov as the inventor of the game. A new company, ELORG (Electronorgtechinca), takes over the negotiations with Stein.
ELORG's director, Alexander Alexinko, realizes that Stein is giving out rights he doesn't have and threatens to cut off any deal. Stein, in turn, threatens to start an international situation.
May 1988
After months of bickering, Stein signs a contract with ELORG to make Tetris for computers. The contract expressly forbids rights to arcade and handheld versions, and any other mediums "which we did not dream about yet". Meanwhile, Tetris has become the top-selling computer game in England and the United States.
July 1988
Stein meets with Alexinko in Paris to work out arcade rights to Tetris. Alexinko has quite a different agenda; he hasn't seen any money from Stein at all yet. Meanwhile, Spectrum and Mirrorsoft are sub-licensing their rights. Spectrum gives Bullet-Proof Software the rights to make Tetris video and computer games in Japan; at the same time, Mirrorsoft gives Atari Games the exact same rights in Japan and North America. The two companies start infighting.
Robert Maxwell, owner of both Mirrorsoft and Spectrum, sides with Mirrorsoft on the matter. Atari starts plans to release an arcade and NES game (under the Tengen label). Bullet-Proof Software still has the computer rights in Japan; BPS president Henk Rogers successfully gets the rights to release a video-game version later in the year. Tetris is released for the Famicom in early November 1988; eventually, two million cartridges would be sold.
BPS Tetris for Famicom
November 1988
The Game Boy is undergoing development. Nintendo of America head Minoru Arakawa wants to make Tetris the pack-in game; he enlists Henk Rogers to get the handheld rights to Tetris for him. Rogers contacts Stein but basically gets stonewalled by him, so Rogers decides to fly to Moscow to get the rights himself. Stein, sensing why Rogers asked for the rights, flies to Moscow as well. Robert Maxwell's son, Kevin, also decides to fly to Moscow to straighten out what is by now a large-scale licensing mess. The three men fly into Moscow at the exact same time.
February 21, 1989
Rogers gets to ELORG representative Evgeni Belikov first. He impresses Alexey Pazhitnov and the Russians, and signs a contract for the handheld rights to Tetris. Afterward, Rogers shows off the Famicom version of Tetris to the Russians. Belikov is shocked. He didn't give Rogers the rights to make a console version! Rogers explains that he got the rights from Tengen; Belikov has never heard of Tengen! Rogers, trying to appease the Russians, tells Belikov the part of the story Stein did not tell him, and writes him a check for royalties on the Tetris cartridges he has already sold, with promises of more checks. He sees that he has a chance to get all the console rights to Tetris, but knows that the much larger Atari will fight him. Fortunately, he has Nintendo on his side!
A reminder: Robert Stein's original agreement was only for computer versions of Tetris. Any other rights he gave out weren't his to sell.
Later, Stein makes it to ELORG. Belikov makes him sign an alteration to the original contract defining computers as "PC computers which consist of a processor, monitor, disk drive(s), keyboard and operation system". Stein misses this line defining computers; he later realizes that it was all a big orchestration on Rogers' part to get his rights from Stein. The next day, he is told that, although he can't get the handheld rights at the moment, he can get the arcade-game rights. He signs the contract for them three days later.
February 22, 1989
Kevin Maxwell visits ELORG. Belikov takes out Rogers' Famicom Tetris cart and asks him about it. Maxwell was unaware that his own company gave some rights to Atari Games until he reads Mirrorsoft's name on the cartridge. Maxwell asserts that the cart is a pirated copy, and returns to his agenda of getting the arcade and handheld Tetris rights. He leaves with only the right to bid on any rights remaining on Tetris.
The final scorecard: Kevin Maxwell walks off with a piece of paper, Robert Stein with the arcade rights, and ELORG with conclusive evidence, thanks to Maxwell's assertion that any Famicom carts are pirates, that it never sold the video game rights. If Maxwell wanted those rights it would have to outbid Nintendo. Henk Rogers has the handheld rights and tells Arakawa at NOA that the console rights are up for grabs. BPS makes a deal to let Nintendo make Tetris for Game Boy; a deal that was ultimately worth between $5 and 10 million to BPS.
March 15, 1989
Henk Rogers returns to Moscow and makes a gigantic offer for the console rights to Tetris on behalf of Nintendo - an offer that, although undisclosed, was high enough that Mirrorsoft did not try to match it. Arakawa and NOA chief executive officer Howard Lincoln fly to the USSR.
March 22, 1989
A contract for the home videogame rights is finalized with Nintendo, which insists on a clause that the Russians would come to America to testify in the legal battle that would undoubtedly ensue after word of the contract comes out. The advance cash for ELORG is reported to be around $3 to 5 million. Belikov wires Mirrorsoft saying that neither it, Andromeda, or Tengen were authorized to distribute Tetris on video game systems, and that those rights are now given to Nintendo. The Nintendo and BPS executives have a party that night in their Moscow hotel room.
March 31, 1989
Howard Lincoln gleefully faxes Atari Games a cease-and-desist order to stop manufacturing any version of Tetris for the NES. Both Atari and Robert Maxwell become furious. Tengen responds to Nintendo on April 7th that they completely own the rights to home versions of Tetris.
April 13, 1989
Tengen files an application for a copyright of the "audiovisual work, the underlying computer code and the soundtrack" of Tetris for the NES. The application does not mention Alexey Pazhitnov or Nintendo's rights to the game.
Robert Maxwell, meanwhile, is using his vast media empire to try to get Tetris back. He contacts both the Soviet and British governments to intervene on the Tetris matter. Infighting between the Communist party and ELORG begins, and Maxwell gets a promise from no less than Mikhail Gorbachev that he "should no longer worry about the Japanese company".
In late April, Lincoln flies back to Moscow and learns of ELORG's being put upon by the government. In the middle of the night, he receives a call from NOA that Tengen has sued Nintendo.
The next day, he starts interviewing Belikov, Pazhitnov, and many others at ELORG, to make sure that Nintendo's case for the Tetris home rights is airtight. NOA immediately countersues Tengen, and evidence begins to be gathered.
May 17, 1989
Tengen releases their version of Tetris with a full-page ad in USA Today, despite the coming legal battle.
Tetris Battle Ends
Play Tetris Right NowJune 1989
The court case between Tengen and Nintendo begins.
The battle mostly hinged on one matter: Was the Nintendo Entertainment System a computer, under the definition in the contract that Belikov made Stein sign, or a video-game system? Atari argued that the NES was meant to be a computer, due to its expansion port and the existence of a computer network for the Famicom (short for "Family Computer") in Japan. Nintendo's argument was more to the point: the Russians at ELORG had never had the intention of selling the video game rights to Tetris; the definition of "computer" in Stein's contract proved it.
June 15, 1989
A hearing is held about the injunctions Tengen and Nintendo had given each other to cease manufacture and sale of their respective versions of Tetris. Judge Fern Smith decides that neither Mirrorsoft nor Spectrum Holobyte had been granted the video game rights, so therefore it could not have legally given those rights to Tengen. Nintendo's injunction request is granted.
June 21, 1989
Tengen's version of Tetris is taken off the shelves, and manufacture of the Tengen version is ceased. Several hundred thousand copies of Tengen Tetris, sitting in their boxes, lie in a warehouse.
July 1989
Nintendo's version of Tetris for the NES is released. About three million are sold in the US. At the same time, the Game Boy, with Tetris as the pack-in, is being sold. America gets Tetrisized.
This ends the main history of Tetris; the lawsuit between Nintendo and Atari would continue to drag on and on and on (it was finally finished up by 1993).
PacMan Total Arcade Game Legend
Play PacMan Right NowI compiled a list of facts you probably never knew about Pac-Man. Some of these are also included later in this feature, but we thought it would be best if we assembled them into a list of small, bite-sized pieces.
- Pac-Man is the best-selling coin-operated game in history. Forget Street Fighter 2 and Tetris. In the game's debut year alone, over 100,000 Pac-Man machines were made and sold around the world.
- Namco estimates that the original Pac-Man arcade title has been played more than ten billion times in its 20-year history. Namco's total Pac-Man revenues have reached $100 million... one quarter at a time.
- Pac-Man was inspired by a pizza with a slice missing. Namco designer Tohru Iwatani went out for the evening with some friends and then dove for dinner. The rest is history.
- 1982 saw the debut of ABC's animated cartoon, The Pac-Man Show. It ran for two years as Pac-Man tried to save his friends and Pac-Land from the evil Mezmaron.
- Jerry Buckner and Gary Garcia spoofed Ted Nugent's song Cat Scratch Fever and turned it into Pac-Man Fever. The song hit number nine.
- Dozens of hacked versions of Pac-Man and Ms. Pac-Man exist. These games give the Pac character a speed bonus with the push of a button or more challenging mazes with complex series of turns.
- It took eight people 15 months to complete the original Pac-Man arcade title. Four worked on the hardware, four worked on the software.
- Pac-Man and his fellow Pacs travel 20 percent faster through mazes that have been cleared of dots than when they're eating. If you've got a ghost on your tail, head for open ground.
- Pac-Man has been licensed to more than 250 companies for over 400 products. There are Pac-Man air fresheners, cereal boxes, flip phones, costumes, record books, and even a hot rod.
- The business world has co-opted Pac-Man's name as a technique to protect against a hostile takeover. The defending company would instead swallow the larger company in a move known as the Pac-Man defense.
- In July of 1999, Florida resident and die-hard Pac-Man fan Billy Mitchell achieved the first perfect score in Pac-Man (3,333,360) after playing for six hours straight. He beat all 256 screens eating every dot, fruit, and ghost (all four ghosts were eaten with each power pellet) - using only one Pac-Man!
- The author of this article has a huge Pac-Man pillow on his sofa. He also inexplicably gained 50 pounds over the course of writing this feature.
Space Invaders Another Classic
Play Space Invaders Right NowNot many people know that Mr Nishikado, who wrote the original Space Invaders, actually based it on a real occurrence in 1977. It was Christmas Eve and what happened was a load of Japanese schoolkids, sitting waiting for Santa to appear in the sky above Hokkaido, saw row upon row of aliens advancing slowly from Venus. The clever kids realised the threat to Earth and quickly cobbled together a laser blaster from the hubcap, spark-plugs and battery of a parked car. They moved left and right, blasting aliens out of the sky. After about four waves, the aliens gave up and the Earth was saved.
The next morning (Xmas Day) the kids were rewarded with extra presents and figgy pudding. (This story was a joke bit in some game mazine years ago. Interesting none the less)
Backed by a thudding bass beat, dozens of invaders from another world descended on our planet in 1978. Within months, Space Invaders was one of the hottest fads on the globe, helping propel the video arcade into a multi-billion dollar industry.
The invasion began in Japan. Programmer Toshihiro Nishikado took the classic sci-fi riff of alien invasion and transported it to the video screen. The otherworlders, arranged in a tight row and column formation, marched left and right across the screen, dropping down one level each time they hit the side. You controlled a lone laser base, defending the planet by firing back at the hostile armies. You could also move left and right, using four convenient shields to play a dangerous game of fire and retreat as the aliens unleashed their own laser assault.
As the invaders were knocked out one by one, their march grew faster and faster, until a lone invader sped across the screen. If you managed to hit them all, a new wave of invaders would take to the sky. But if the baddies hit ground zero, it was game over for you and for the Earth.
When Taito released Space Invaders in Nishikado's homeland, the game caused a national furor. Hundreds of thousands of Space Invaders machines were produced, and the game's popularity caused a shortage of 100-Yen coins. When restaurants complained that customers were playing instead of eating, Taito simply supplied them with sit-down cocktail cabinets, further fueling the Space Invaders hysteria.
That same year, Bally Midway released the game in the United States. The mania wasn't quite as intense, but Space Invaders was still a phenomenal success. The game almost single-handedly brought video games into the mainstream, and Space Invaders clones began popping up at an amazing rate. Some, like Galaxian and Gorf, went on to successes of their own, but none could match the popularity of the original.
As if the game's arcade legacy weren't enough, Space Invaders also helped popularize home gaming, turning the Atari 2600 from a little-known novelty into the must-have toy of the late 70's. Atari won an exclusive license to market a home version of the Taito game, and 2600 sales skyrocketed.
Taito released a handful of sequels over the years, starting with Space Invaders II (a.k.a. Deluxe Space Invaders) in 1980. The new game added a bit to the aliens' arsenal, having the invaders occasionally split in two when hit by your blasts. The "mystery" ships floating across the top of the screen in the original now played a more dangerous part as well, dropping in new invaders every once in a while.
Return of the Invaders, a 1985 release, presented new, more powerful invaders, along with the occasional challenge stage. 1991's Super Space Invaders (a.k.a. Majestic Twelve) gave your laser base a few handy power-ups, along with boss aliens and a bizarre new challenge stage that involved protecting cattle from alien abduction. The series' last installment to date was Space Invaders '95, a graphically-enhanced take on the now-legendary original.
Space Invaders eventually lost its arcade supremacy to later hits like Asteroids, Centipede and Pac-Man, but these games might never have made the big time without Space Invaders' breakout success. The energy and fan mania that Space Invaders brought to the arcade were instrumental in creating the video game business as we know it today, and its legacy lives on in every space shooter that has arrived in its cosmic wake.
Release History
1978 - Space Invaders
1980 - Space Invaders II (Deluxe Space Invaders)
1985 - Return of the Invaders
1991 - Super Space Invaders (Majestic Twelve)
1995 - Space Invaders '95
Pinball Oldest Classic
Play Pinball Right NowA few people in the 1929-1931 time period start to make games with coin slots on them. Prior to this time, there existed various forms of bagatelle tables (dating back to Europe in the 1700s I believe).
Amongst the earliest games to make waves was Automatic Industries Whiffle game from Youngstown Ohio.
By late 1931 Chicago manufacturers are making table top games with coin slides taking in a penny a play.
By early 1932, Raymond T. Moloney's Lion Manufacturing Company releases Ballyhoo with great sales. The brand name on this game is Bally. David Gottlieb soon releases Baffle Ball and the pinball industry is booming.
By late 1933/early 1934, electricity is introduced to the games. Pacific Amusement's Contact game designed by Harry Williams features a door or telephone buzzer for shooting a hole. It also features a solenoid kicker for propelling the ball from one hole to the next. Bally's Rocket introduces the electrified payout genre of gambling games.
Playfield lights and light-up backboards appear and are common by 1935. Payout and gambling games rake in lots of money for operators and the manufacturers can charge a premium for them.
By 1937/1938, games have evolved to their mature form with full-sized backboards. Bally introduces the playfield bumper in late 1936.
The first pop bumper appears in 1938 but it won't be until 1948 that it really catches on.
Game production is shut down for World War 2 (WW2) but this spawns a new cottage industry - game conversions. Existing pinballs are retrofitted with new artwork and cosmetic decorations. See Pinball and World War 2.
Production resumes after WW2 with full production by 1946.
Harry Mabs of Gottlieb invents the flipper and it is introduced on Humpty Dumpty in late 1947. The modern era of pinball is born and the flipper becomes the saviour of the game.
Pinball remains much the same for 30 years. Many new scoring techniques and playfield gizmos adorn the games but the basic format is the same. Score reels replace light-scoring in the late 1950s, and multi-player games become possible.
Solid state (SS) pinball games hit the scene in the 1976-1977 time frame. The games are now controlled by microprocessors instead of electromechanical logic.
Early SS games do not take full advantage of the computer capabilitites but by 1980 there are lots of new innovations and the game starts to take off.
The late 70s/early 80s video game invasion nearly kills pinball once more. Pinball doesn't find it's legs again until the mid 80s.
Pinball becomes wildly popular again, with Bally's The Addams Family making record sales in the early 1990s. The dot matrix display (DMD) appears in 1990 and adds a new level of interaction with the player.
cont.....
Pinball Oldest Classic II
Play Pinball Right NowBally is taken over by Williams in 1988. D. Gottlieb closes it doors after 69 years in 1996. Williams quits pinball manufacturing in November of 1999 after debuting their somewhat revolutionary Pinball 2000 platform. This leaves Stern as the sole commercial manufacturer of pinball machines.
New manufacturers are appearing on the horizon at time of writing, and people are beginning to make their own games at home. See Solar Ride 2004 as an example of home technology being applied.
I hava a fair bit of information and images from the 1930s and 1940s. Much of that has gone into Pinball Ad Catalog Volume 1, 1931-33, Pinball Ad Catalog Volume 2, 1934-35 and Pinball and World War 2. Visit the For Sale page for information on these books and hundreds of related ads, etc. Please also visit CoinOpImages.com which has a lot of old photos of operators, distributors and coin-op people, plus photos of old machines.
If you have content applicable to the history of the game, let me know and perhaps it can be added here.
Please visit the Historians page and looks at the links on the main pinball page for much more information on the history of this great game.
I'm a lucky One I have to classic bally's coin pinball machines in my home and love to play them
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Game Feedback
What Games Do You Like?
papawu wrote...
I'd have to say that Galaga and Street Fighter II were my favorite games ever, but it's been a very long time since I actually played any games. Wonderfully nostalgic lens.
papawu wrote...
I'd have to say that Galaga and Street Fighter II were my favorite games ever, but it's been a very long time since I actually played any games. Wonderfully nostalgic lens.
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