What was the first Arcade Video Game?
Computer Space released in 1971 by Nolan Bushnell and Ted Dabney is widely considered the first arcade game. While it wasn’t a massive commercial hit, it proved that money could be made from creating video games and the authors went on to found Atari to take the concept to the next level with Pong 1.
It has a unique fiberglass design that aimed to appear futuristic and still makes it look unique to this day compared to the wooden arcade cabinates that followed it.
Despite its name it is not actually a “computer” as microchips were too expensive in 1971 so it used TTL (Transistor-Transistor Logic) which meant that the “code” was actually the series of wires and switches that connected to each other. So to change the functinality or fix a bug it meant actually physically resoldering the connections.
Development of Arcade Games
Pac-Man’s kill screen
Retro Game Mechanics Explained explains Pac-Man’s kill screen as a game-implementation problem. It is a compact case study for connecting visible arcade behaviour to the code and data behind it.
What programming languages were used to create Arcade games?
Early arcade games didn’t use a programming language at all with all the game logic built at the hardware level. So to change the game it meant literally rewiring the hardware components and modding involved adding new hardware components which bypassed the original behavior.
As for later arcade games that had a microprocessor the programming language used can depend on the power of the system, some less powerful boards used pure assembly to write the game code and others used a higher level language such as C.
For example the 1990 game Klax was written in C according to Greg Omi who was sent the source code for his Atari Lynx port of the game 2.
This is further confirmed in a 1990 interview with original designer of Klax Mark Stephen Pierce3:
“All Atari coin‑ops today are written in C ‑ that’s the most popular language with the programmers here, I guess. The actual programming work is carried out on standard terminals, and then transferred into our VAX machines where it’s compiled and compressed. Finally it’s downloaded from there through an EPROM burner and onto the hardware for the game that the engineer has put together. Every coin‑op’s hardware is different partly because each game is different, and partly as a form of copy protection.
What tools were used to create the art for Arcade games?
In the 1990 interview with Mark Stephen Pierce the following was published (in “The One” magazine) 3:
Mark’s graphics are produced on a PC ‑ but using Atari’s own specially written utility: RAD (Rendering and Animation Design). “It’s basically a standard paint tool with some animation facilities. I design and draw on the PC before uploading everything to the VAX to be compressed.”
What did a Typical Arcade Game Development Team Look Like?
In the early days of arcade gaming, development teams needed to be highly specialized. Unlike today’s streamlined development environments, both hardware and software had to be built from scratch for each new game. This required expertise across a wide range of disciplines, from custom chip design to game logic and audiovisual presentation.
As arcade hardware evolved and became more standardized-often borrowing from or influencing console architectures-the hardware workload decreased slightly. However, the software and design demands increased, calling for larger, more diverse teams to handle game mechanics, visual design, sound, and player experience.
A great example is Taito’s groundbreaking 1987 arcade title, Darius, which employed a team with clearly defined roles:
- Sound Designer – Yasuhiko Tanaka
- Composer – Hisayoshi “OGR” Ogura
- Cabinet Designer – Natsuki Hirosawa
- Game Designer – Junji Yarita
- Planner – Akira Fujita
- Programmer – Toru Sagawara
- Hardware Engineer – Takeki Nakamura
For a deeper look into the development of Darius, check out this excellent translated interview on shmuplations:
Darius I & II – 1986/89 Developer Interviews – shmuplations.com
How long did it take to develop an Arcade game?
In 1990 Atari developer Mark Stephen Pierce had the following to say about the length of time for developing an Arcade game:
An Atari game takes, on average, around a year to produce ‑ but then an average can come from two extremes, which is certainly in Mark’s case - Escape took over two years to put together, whereas Klax was written in just four months!
How were Arcade games tested?
The challenge with Arcade games is they are expensive to produce and need to be visually appealing, easy to grasp, and have a carefully balanced difficulty level. Challenging enough to be engaging but not so hard that it drives players away or so easy that it allows endless play on a single coin.
So prototype Arcade games were placed into various arcades and player behaviour was closely monitored to strike the right balance of difficulty and engagement. The Atari games even had a video recorder built in so that the development team could watch how players played the game, along with a computer that tracked the money made for the game 3.
Arcade Development Hardware
Tempest ROM hacking and EPROMs
Dave’s Garage introduces Tempest video-game hacking and EPROMs. The tutorial connects changes to an arcade program with the physical chips that store it.
Game Development at Taito
Taito put together a 250-page Hardware Manual for new developers who joined the team to learn how to create an Arcade game from scratch using RAM/ROM/CPU chips and a standard TV. This was before the internet and even before there were many books on the topic when the industry was very new and companies didn’t want to share their “trade secrets”.
With the Taito Hardware Manual for reference, new engineers were sent out to Akihabara to get some ROM and RAM chips and a CPU, solder them all together onto a test PCB, then write a brick breaker game.https://t.co/huXblA0rv4https://t.co/CXlnKUPHkH pic.twitter.com/Yip45KbLIE
— Taito Corporation (@TaitoCorp) January 19, 2024
They used an In-Circuit Emulator to debug the programs they were creating as can be seen in this diagram:

Development of RoboTron (1981)
At GDC 2014 Eugene Jarvis gives an excellent presentation about the development of Robotron:
They used the Gimix 6809 as their development system:
As for the software side, they had to write their own text editor and assembler, they didn’t comment or use tabs as every byte that was used in memory was precious:
In Retro Gamer 28 there is an excellent article from Archer Maclean where he went to a presentation by Eugene Jarvis and this is what he had to say 4:
He went on to describe that his code spilled over into multiple files on more than one floppy, and yet there were no multi-floppy code-linkers so he devised the exact same bizarre jump vector solution I had devised to allow non-linked blocks of code to communicate. Then he described how he had to write ‘utilities’ to edit tiny bitmaps drawn on graph paper and entered as hex, and how to get around the one hour compile times by editing memory directly and disassembling in your head, and how to make interesting sounds from 30 bytes of data, and how to write ultra-tight optimised machine code to move small bitmaps around a screen fast, and off course, cram it all into a 32k ROM.
Arcade Game Source Code
Defender (1981 by Williams Electronics)
The source code for the classic arcade game from 1981 Defender has been released on Github: mwenge/defender: Defender(1981) by Eugene Jarvis and Sam Dicker
It is written in a variant of the Assembly language specifically for the Motorola 6809 CPU 5.
The physical board had 11 ROM chips on it that would need to be flashed with the assembled result of that source code 5.
Defender was developed by Eugene Jarvis and Larry DeMar two programmers who utilized algorithms to great effect rather than relying on artists, one such example is the classic explosion particle effect. Defender became one of the highest grossing arcade games in history 6.
The first issue of the Magazine Wireframe contains a python (pygame) code snippet to re-create the classic particle explosion from Defender 6. You can find that code on github too: https://github.com/Wireframe-Magazine/Wireframe-1/blob/master/explosion.py
Acrobat Mission Rank Analysis
Pasky’s Acrobat Mission Ghidra analysis connects the shooter’s difficulty system to specific game-state values rather than relying on perceived difficulty. The thread reports a separate rank from 0 to 7 for each player, with starting values set by the difficulty DIP switches. Rank rises every 1,800 play updates, approximately 30 seconds at 60 Hz 7.
According to the analysis, higher rank reduces some shot damage and changes charged-shot hit-check intervals rather than increasing enemy health.
For the World version, Pasky identifies player rank at 0x80270 and 0x80292, with timers at 0x80272 and 0x80294. These are author-reported findings for that version, not addresses established for every release 7.
Speed Up Kits
Speed-up kits, also known as enhancement kits, were aftermarket hardware modifications designed to alter the behavior of arcade games. These kits typically increased game speed, introduced new features, or adjusted difficulty levels. By modifying the original game code or hardware, speed-up kits aimed to rejuvenate player interest and extend the commercial lifespan of arcade cabinets.
Purpose and Impact of Speed Up Kits
The primary motivations for implementing speed-up kits included:
- Increased Revenue: Faster gameplay reduced session times, allowing more players per hour and increasing coin drop rates.
- Extended Cabinet Life: By refreshing game mechanics, operators could delay purchasing new machines.
- Enhanced Player Engagement: New challenges and features kept experienced players interested.
For example, the original Asteroids game allowed skilled players to play indefinitely on a single credit. A speed-up kit made the game more challenging, thereby reducing playtime per credit and increasing revenue .
Notable Examples
Some of the most famous examples of speed up kits are:
- Super Missile Attack: Developed by General Computer Corporation (GCC), this kit modified Atari’s Missile Command, adding new enemies and increasing difficulty. Its success led to legal action from Atari, which was eventually settled when Atari hired GCC to develop games .
- Ms Pac Man: Another GCC project, this kit transformed Namco’s Pac-Man into Crazy Otto, introducing new mazes and improved AI. Midway licensed and released it as an official sequel called Ms Pac Man 8.
How were Speed Up Kits implemented?
Speed-up kits were typically implemented through reverse engineering the original game and modifying it using:
- Daughterboards: Additional circuit boards that modified signals or data paths.
- ROM Replacements: Swapping out original ROM chips with modified versions containing new code.
- Clock Modifications: Altering the system clock to increase CPU speed, thus speeding up gameplay .
Legal and Ethical Considerations
While speed-up kits offered benefits to arcade operators, they raised legal and ethical questions:
- Intellectual Property: Modifying and distributing altered versions of games without permission infringed on the original developers’ rights.
- Quality Control: Unauthorized modifications could lead to inconsistent gameplay experiences and potential hardware issues.
The legal dispute between Atari and GCC over Super Missile Attack highlighted these concerns. The settlement resulted in GCC ceasing unauthorized modifications and instead developing licensed content resulting in Ms Pac Man 8.
Legacy of Speed Up Kits
Speed-up kits played a significant role in the arcade industry’s evolution:
- Innovation Catalyst: They demonstrated the demand for game enhancements, influencing official sequels and updates.
- Technical Advancement: The reverse engineering skills developed during kit creation contributed to advancements in game development and hardware understanding.
- Preservation Challenges: Today, original speed-up kits are valuable to collectors and historians but pose challenges for preservation due to their unofficial nature.
MAME: The Multiple Arcade Machine Emulator
MAME (Multiple Arcade Machine Emulator) is a free and open-source project that emulates the hardware of arcade systems, allowing classic games to run on modern platforms. Its primary goal is to preserve decades of software history by accurately documenting and replicating the behavior of original arcade hardware.
History of MAME
MAME version 0.1 was released on February 5, 1997, by Italian programmer Nicola Salmoria. This first version was a command-line application for MS-DOS and supported five games:  
- Pac-Man
- Pengo
- Phoenix
- Pleiads
- Frogger
To run a game, you would use the DOS prompt like so:
mame pacman
All of the first games used a Z80 CPU, the first non-z80 game was Centipede which was released in version 0.10 on the 13th March 1997 9.
For a full release history of MAME check out: MAME Release Dates - Retro Arcade Guides
1997 July - MAME32 first release
The first release of MAME32 occurred on July 18, 1997, with version 0.26.1 9. This marked the debut of a Windows-based version of MAME, featuring a graphical user interface (GUI) that simplified the process of loading and managing arcade ROMs.
Developed by Chris Kirmse, MAME32 made arcade emulation more accessible to a broader audience by eliminating the need for command-line operations required in the original MS-DOS version of MAME.
2014 - The Internet Arcade
The Internet Arcade was first launched in early November 2014, it enables users to play classic arcade games directly in their web browser by leveraging JSMESS, a JavaScript port of the MAME emulator 10.
JSMESS was created by cross-compiling the original C/C++ codebase into JavaScript using Emscripten, a toolchain that translates C/C++ code into asm.js or WebAssembly for high-performance execution in browsers.
The original source code for JSMESS, is still available on JSMESS original Github. But please note that it has now been integrated into the main MAME repository, so this repository is now archived and no longer actively maintained, but the source remains accessible for historical and reference purposes.
For an up-to-date build of JSMESS you can follow the Emscripten part of the guide here: Compiling MAME - MAME Documentation 0.278 documentation
2015 - MAME merges with MESS
In 2015, MAME merged with MESS (Multi Emulator Super System), expanding its scope to include home consoles, computers, and calculators.
2016 - CppCon The MAME story: From C to Modern C++
At CppCon 2016 Miodrag Milanović gave a fantastic talk about how MAME moved from C to modern C++, which helped with better compatibility, portability, and overall better code, you can watch it on youtube below:
MAME in the Press
MAME was first mentioned in issue 45 of EDGE magazine back in May 1997, only a few months after the first release, ever since then it has been mentioned in hundreds of magazines, books and newspapers.
It wasn’t just western media either, as far back as June 2000 MAME was being advertised in Japanese magazines (Arcadia Issue 1):
MAME was again featured in EDGE magazine in October 2002, where it was described as “by far the greatest and most important piece of video gaming code ever written”11.
Unreleased Arcade Games
Rare’s Razz Board
The RAZZ is a 1988-era custom arcade board from Rare that used a unique Hitachi Z80-based “DMA hijacking” technique to enable high-speed sprite rendering and an extensive color palette, serving as the technical foundation for unreleased projects like the flight simulator ‘Fokker’ and the ‘Playboy’ handheld prototype.
Fokker (Unreleased Arcade Game)
Rare Gamer provides a technical overview of Fokker, a cancelled 1988 arcade flight simulator that was intended to be Rare’s first coin-op release. The link details the game’s development on the proprietary “Razz” arcade board, which enabled 3D bi-plane dogfighting and bombing runs through early hardware-accelerated rendering techniques. Lead programmer Simon Hallam managed a five-month development cycle before the project was cancelled, leaving behind a functional prototype that serves as a significant milestone in Rare’s early technical history.
Magazine Interviews
The magazine index collects developer interviews tagged for this system across all indexed magazines.
| Magazine | Issue | Pages | Developer | Platforms | Description |
|---|---|---|---|---|---|
| Retro Gamer | 3 | p. 35 | Toshihiro Nishikado | Arcade | Nishikado discusses the design of Space Invaders and its later anniversary edition. |
| Retro Gamer | 6 | p. 33 | Nolan Bushnell | Arcade | Bushnell discusses Atari and his views on the games industry. |
| Retro Gamer | 13 | pp. 26-30 | Jamie Fenton | Arcade, Bally Arcade | The Desert Island Disks profile discusses Fenton’s work on GORF and the Bally Arcade. |
| Retro Gamer | 13 | p. 74 | Jeff Kulczycki | Arcade | Kulczycki discusses disassembling and modifying arcade game ROMs. |
| Retro Gamer | 18 | pp. 16-21 | Tim Skelly | Arcade | The Desert Island Disks profile discusses Skelly’s arcade programming, including Reactor. |
| Retro Gamer | 20 | pp. 69-73 | Greg Rice | Arcade, Nintendo Entertainment System | Former American Technos executive Rice discusses the company’s arcade and home-game releases. |
| Retro Gamer | 21 | pp. 58-61 | Nolan Bushnell | Arcade | Bushnell discusses founding Atari, developing Pong, and his views on early and modern game design. |
| Retro Gamer | 21 | pp. 76-79 | Warren Davis | Arcade | The Desert Island Disks profile covers Davis’s work on Q*bert, digitised graphics, and later arcade games. |
| Retro Gamer | 24 | pp. 54-57 | Gary Goldman | Arcade | Goldman discusses the animation and production of Dragon’s Lair. |
| Retro Gamer | 24 | p. 57 | Jeff Kinder | Arcade | A short Q&A with the Dragon’s Lair Project creator covers his archive and preservation of laserdisc arcade games. |
| Retro Gamer | 24 | pp. 78-81 | Eugene Jarvis | Arcade | The Desert Island Disks profile covers Jarvis’s arcade design work, including Defender and Robotron: 2084. |
| Retro Gamer | 27 | pp. 76-79 | Mike Day | Arcade, ZX Spectrum, Commodore 64, Amstrad CPC | Day discusses converting the Hard Drivin’ arcade game for home computers. |
| Retro Gamer | 28 | pp. 52-55 | Steve Wozniak | Arcade | Wozniak recounts designing Breakout hardware for Atari. |
| Retro Gamer | 29 | pp. 34-39 | Tokuro Fujiwara and Hironobu Takeshita | Arcade | The Capcom developers discuss the Ghosts ‘n Goblins series and its design. |
| Retro Gamer | 29 | pp. 76-80 | Ed Logg | Arcade | The Desert Island Disks profile covers Logg’s work on Asteroids, Centipede, Gauntlet, and other arcade games. |
| Retro Gamer | 32 | pp. 76-81 | Owen Rubin | Arcade | Owen Rubin discusses his Atari and Bally arcade career. |
| Retro Gamer | 33 | pp. 52-57 | Michael Meyers | Arcade | Meyers discusses his work at Data East USA in the company profile. |
| Retro Gamer | 35 | pp. 60-63 | Eugene Jarvis | Arcade | Eugene Jarvis discusses Smash TV. |
| Retro Gamer | 37 | pp. 50-53 | Akira Nishitani | Arcade | Akira Nishitani discusses Final Fight. |
| Retro Gamer | 37 | pp. 74-79 | Tohru Murayama and Richard Leadbetter | Arcade | Tohru Murayama and Richard Leadbetter discuss the history of Virtua Fighter. |
| Retro Gamer | 38 | pp. 34-39 | Eikichi Kawasaki and Keiko Ijo | Arcade | Eikichi Kawasaki and Keiko Ijo discuss SNK’s early history, part one. |
| Retro Gamer | 38 | pp. 72-79 | Jon Waldern and Matt Wilkinson | Arcade | Jon Waldern and Matt Wilkinson discusses the rise and fall of Virtuality. |
| Retro Gamer | 38 | pp. 88-93 | David Foster and other conversion developers | Arcade, Amiga, ZX Spectrum, NES, SNES | David Foster and other conversion developers discusses home conversions of Dragon’s Lair. |
| Retro Gamer | 39 | pp. 28-33 | John Salwitz and Dave Ralston | Arcade | John Salwitz and Dave Ralston discusses Paperboy. |
| Retro Gamer | 39 | pp. 72-77 | Eikichi Kawasaki | Arcade | Eikichi Kawasaki discuss SNK’s Neo Geo era, part two. |
| Retro Gamer | 39 | pp. 84-88 | Ed Rotberg | Arcade | Ed Rotberg discusses his Atari arcade career. |
| Retro Gamer | 40 | pp. 26-33 | Ed Boon | Arcade | Ed Boon discusses the history of Mortal Kombat. |
| Retro Gamer | 40 | pp. 54-58 | Don McIntyre | Arcade | Don McIntyre discusses Virtuality’s unreleased Pac-Man VR. |
| Retro Gamer | 40 | pp. 66-71 | Eikichi Kawasaki | Arcade | Eikichi Kawasaki discuss SNK’s later history, part three. |
| Retro Gamer | 42 | pp. 70-73 | Kenji Kanno | Arcade, Sega Dreamcast | Interview about the making of Crazy Taxi. |
| Retro Gamer | 47 | pp. 48-53 | Alan McNeil | Arcade | Interview about the making of Berzerk. |
| Retro Gamer | 51 | pp. 78-81 | Franz Xaver Lanzinger | Arcade | Interview about the making of Crystal Castles. |
| Retro Gamer | 52 | pp. 40-45 | Billy Mitchell and Walter Day | Arcade | Interview about the events depicted in The King of Kong. |
| Retro Gamer | 52 | pp. 56-63 | Mike Hally | Arcade | Interview about the making of Atari’s Star Wars arcade game. |
| Retro Gamer | 52 | pp. 74-77 | Mark Stephen Pierce | Arcade | Interview about the making of Klax. |
| Retro Gamer | 52 | pp. 82-87 | Fumihiro Tanaka and Yozo Sakagami | Arcade, PlayStation | Interview about the arcade and PlayStation versions of Ridge Racer. |
| Retro Gamer | 53 | pp. 82-87 | Mark Cerny | Arcade | Interview about the making of Marble Madness. |
| Retro Gamer | 54 | pp. 26-31 | Yu Suzuki | Arcade | Interview about the making of OutRun. |
| Retro Gamer | 54 | pp. 70-73 | Warren Davis and Jeff Lee | Arcade | Interview about the making of Qbert*. |
| Retro Gamer | 55 | pp. 34-39 | Eugene Jarvis | Arcade | Interview about the making of Defender. |
| Retro Gamer | 55 | pp. 52-55 | Hiroaki Yotoriyama | Arcade, Sega Dreamcast | Interview about the making of Soulcalibur. |
| Retro Gamer | 55 | pp. 64-65 | Bob Flanagan | Arcade | Interview about the unreleased Marble Madness II: Marble Man. |
| Retro Gamer | 56 | pp. 70-75 | Brian Colin | Arcade | Interview about the making of Rampage. |
| Retro Gamer | 59 | pp. 52-55 | Ed Rotberg | Arcade | Interview about the making of Battlezone. |
| Retro Gamer | 59 | pp. 78-79 | Jon Stoodley | Arcade | Interview about his Pac-Man high-score strategies. |
| Retro Gamer | 60 | pp. 44-47 | Eugene Jarvis | Arcade | Interview about the making of Robotron: 2084. |
| Retro Gamer | 60 | pp. 86-90 | Kazuma Kujo | Arcade | Interview about the making of R-Type. |
| Retro Gamer | 61 | pp. 26-31 | Toru Iwatani | Arcade, Xbox 360 | Interview about the making of Pac-Man and Pac-Man Championship Edition. |
| Retro Gamer | 62 | pp. 38-41 | Ed Rotberg and Andrew Burgess | Arcade | Interviews about the making of S.T.U.N. Runner. |
| Retro Gamer | 62 | pp. 52-57 | Tomohiro Nishikado | Arcade | Interview about the making of Space Invaders. |
| Retro Gamer | 63 | pp. 36-41 | John Newcomer | Arcade | Interview about the making of Joust. |
| Retro Gamer | 64 | p. 14 | Eugene Jarvis | Arcade | A Moment With Q&A about his arcade games and Raw Thrills. |
| Retro Gamer | 65 | pp. 44-47 | Dennis Harper | Arcade | Interview about the making of Toobin’. |
| Retro Gamer | 66 | pp. 28-31 | Brian Colin | Arcade | Interview about the making of Spy Hunter. |
| Retro Gamer | 66 | pp. 74-77 | Ed Logg, Greg Rivera and Mike Hally | Arcade | Interviews about the making of Road Runner. |
| Retro Gamer | 67 | pp. 80-85 | Bob Flanagan | Arcade | Desert Island Disks interview about his game development career. |
| Retro Gamer | 68 | pp. 24-29 | Ed Logg | Arcade | Interview about the making of Asteroids. |
| Retro Gamer | 68 | pp. 44-47 | Hajime Nakatani | Arcade | Interview about the making of Starblade. |
| Retro Gamer | 68 | pp. 58-66 | Robert Weatherby and Sam Comstock | Arcade | Interviews about the making of Super Sprint. |
| Retro Gamer | 70 | p. 16 | Mike Hally | Arcade | A Moment With Q&A about his Atari arcade games. |
| Retro Gamer | 70 | pp. 82-83 | Mike Hally and Greg Rivera | Arcade | Interviews about the making of The Empire Strikes Back. |
| Retro Gamer | 72 | pp. 36-39 | Alan McNeil | Arcade | Interview about the making of Frenzy. |
| Retro Gamer | 72 | pp. 50-55 | Alex Jimenez | Arcade | Interview about Capcom’s Dungeons & Dragons arcade games. |
| Retro Gamer | 73 | pp. 78-79 | Dennis Harper | Arcade | Interview about the making of Return of the Jedi. |
| Retro Gamer | 74 | pp. 66-69 | Scott Morrison and Steve Meyer | Arcade | Interviews about the making of Tapper. |
| Retro Gamer | 75 | pp. 44-47 | Mark Stephen Pierce, Bonnie Smithson and Robert Weatherby | Arcade | Interviews about the making of RoadBlasters. |
| Retro Gamer | 75 | pp. 70-75 | Steve Bristow | Arcade | Desert Island Disks interview about early Atari games and hardware. |
| Retro Gamer | 76 | pp. 26-33 | Franz Lanzinger and other arcade developers | Arcade, Xbox 360 | Q&As with original arcade game developers about Microsoft Game Room. |
| Retro Gamer | 76 | pp. 48-53 | Kouichi Yotsui | Arcade | Interview about the making of Strider. |
| Retro Gamer | 78 | pp. 74-75 | Ed Logg | Arcade | Interview about the making of Xybots. |
| Retro Gamer | 79 | pp. 40-45 | Rich Moore and Howard Delman | Arcade | Interviews about the making of Lunar Lander. |
| Retro Gamer | 80 | pp. 86-91 | Larry DeMar | Arcade | Desert Island Disks interview about Defender, Robotron: 2084 and pinball. |
| Retro Gamer | 81 | pp. 42-47 | Doug Macrae, Steve Golson and Mike Horowitz | Arcade | Interviews about the making of Ms. Pac-Man. |
| Retro Gamer | 82 | pp. 64-67 | Jamie Fenton | Arcade | Interview about the making of Gorf. |
| Retro Gamer | 83 | pp. 38-43 | Dennis Harper | Arcade | Interview about the making of Primal Rage. |
| Retro Gamer | 83 | pp. 82-89 | Allan Alcorn | Arcade | In the Chair interview about Pong, Atari and his career. |
| Retro Gamer | 85 | pp. 52-54 | Andy Walker | Arcade | Q&A about the making of The Pit. |
| Retro Gamer | 85 | pp. 66-69 | Tim Hoskins and Doug Macrae | Arcade | Interviews about the making of Jr. Pac-Man. |
| Retro Gamer | 86 | p. 14 | Tim Skelly | Arcade | A Moment With Q&A about early vector arcade games. |
| Retro Gamer | 88 | pp. 26-33 | Rob Fulop and Tony Temple | Arcade, Atari 2600 | Interviews in the Missile Command coin-op feature. |
| Retro Gamer | 88 | pp. 62-65 | Dave Theurer, Rich Adam and Lyle Rains | Arcade | Interviews about the making of Missile Command. |
| Retro Gamer | 88 | pp. 68-73 | Tsuneki Ikeda and Makoto Asada | Arcade, Xbox 360 | Exclusive interview with Cave developers about their shoot-’em-ups. |
| Retro Gamer | 88 | pp. 86-91 | John Newcomer | Arcade | Desert Island Disks interview about his game development career. |
| Retro Gamer | 89 | pp. 38-41 | Lyle Rains and Dennis Koble | Arcade | Q&A about the making of Sprint 2. |
| Retro Gamer | 89 | pp. 42-44 | Andreas Axelsson, Jim Bagley, William Harbison, Simon Butler and Alex Trowers | Arcade, SNES, Sega Mega Drive | Developer memories in the 20th anniversary feature on Street Fighter II. |
| Retro Gamer | 91 | pp. 62-67 | Eugene Jarvis | Arcade | Developer comments on the creation of Smash TV and its bosses. |
| Retro Gamer | 92 | pp. 70-75 | Tim Skelly and Howard Delman | Arcade | Interviews about vector graphics and early arcade games. |
| Retro Gamer | 93 | pp. 26-33 | Nolan Bushnell, Ted Dabney and Steve Bristow | Arcade | Interviews about the creation of Computer Space. |
| Retro Gamer | 93 | pp. 60-65 | Shigeru Yokoyama | Arcade | Interview about the development of Galaga and its sequels. |
| Retro Gamer | 93 | pp. 84-89 | Nolan Bushnell and Ted Dabney | Arcade, Atari 2600 | Interviews in the first part of the history of Atari Inc. |
| Retro Gamer | 98 | pp. 24-29 | Kazuma Kujo | Arcade, Neo Geo | Interview about Metal Slug and the earlier Irem games that inspired it. |
| Retro Gamer | 99 | pp. 48-55 | Hisaharu Tago and Daishi Odashima | Arcade, Sega Dreamcast, PlayStation 3 | Interviews in the history of SoulCalibur. |
| Retro Gamer | 100 | p. 26 | Eugene Jarvis | Arcade | First-person account of creating Robotron: 2084. |
| Retro Gamer | 101 | p. 11 | Seamus Blackley | iOS, Arcade | Blackley discusses Innovative Leisure and its plans to bring arcade-style games to mobile devices with former Atari developers. |
| Retro Gamer | 101 | pp. 36-39 | Yutaka Kounoe | Arcade | The designer describes how Namco developed Lucky & Wild as a cooperative driving and shooting game. |
| Retro Gamer | 103 | pp. 44-49 | Yoshihisa Kishimoto | Arcade | The creator recalls designing Double Dragon and its cooperative combat. |
| Retro Gamer | 104 | pp. 22-29 | Al Alcorn and Nolan Bushnell | Arcade | The Pong anniversary history includes firsthand accounts from Atari’s founders and the game’s engineer. |
| Retro Gamer | 104 | pp. 32-35 | Yutaka Kounoe | Arcade, PlayStation | The Namco developer recalls the production of Tekken. |
| Retro Gamer | 105 | pp. 68-73 | Dave Theurer | Arcade | The creator explains how Atari’s vector shooter Tempest was developed. |
| Retro Gamer | 107 | pp. 24-31 | Eugene Jarvis and twin-stick shooter developers | Arcade | Jarvis and later developers discuss Robotron: 2084 and its influence on twin-stick shooters. |
| Retro Gamer | 107 | pp. 34-37 | Owen Rubin | Arcade | Rubin discusses creating Atari’s vector arcade game Major Havoc. |
| Retro Gamer | 107 | pp. 88-93 | Dennis Koble | Atari 2600, Arcade | The former Atari programmer recalls early coin-op and VCS development in Desert Island Disks. |
| Retro Gamer | 108 | pp. 74-79 | Yoshihisa Kishimoto | Arcade | Kishimoto recalls the development of the Kunio-kun and Renegade games. |
| Retro Gamer | 109 | pp. 38-41 | Yutaka Kounoe | Arcade | The Namco designer recalls creating the light-gun game Point Blank. |
| Retro Gamer | 109 | pp. 86-87 | Lee Actor | Arcade | Actor explains the design of the arcade ice-hockey game Hat Trick. |
| Retro Gamer | 111 | pp. 74-77 | John Salwitz | Arcade | The designer discusses the strategy, multiplayer play, and trackball controls of Rampart. |
| Retro Gamer | 112 | pp. 20-29 | Game developers on power-ups | Arcade, Home computers | Developers explain memorable power-up designs in a feature surveying the mechanic. |
| Retro Gamer | 112 | pp. 84-87 | Tim Skelly and Scott Boden | Arcade | The creators describe developing Cinematronics vector shooter Star Castle. |
| Retro Gamer | 114 | pp. 20-29 | Dragon's Lair contributors | Arcade | People involved with the animated arcade game recall its production and release for the 30th anniversary feature. |
| Retro Gamer | 114 | pp. 66-71 | Platform game developers | Arcade, Home computers | Developers including David Crane discuss the design and evolution of platform games. |
| Retro Gamer | 114 | pp. 90-95 | Mark Turmell | Apple II, Arcade | Turmell discusses his programming career, including Smash TV and NBA Jam. |
| Retro Gamer | 115 | pp. 34-41 | Indiana Jones game developers | Arcade, Super Nintendo, PC | Developers recall adapting the Indiana Jones films into arcade and home games. |
| Retro Gamer | 115 | pp. 84-89 | Chase HQ developers and conversion programmers | Arcade, ZX Spectrum, Amstrad CPC | Developers discuss the arcade game and its home-computer conversions. |
| Retro Gamer | 116 | pp. 38-41 | Mark Turmell | Arcade | Turmell explains the design and commercial success of NBA Jam. |
| Retro Gamer | 117 | pp. 34-41 | Ed Logg and Al Alcorn | Arcade | Atari developers recall Breakout, its hardware, and the later Super Breakout. |
| Retro Gamer | 117 | pp. 56-63 | Toshihiro Nishikado | Arcade | The creator discusses Space Invaders and its impact 35 years after release. |
| Retro Gamer | 118 | pp. 35-41 | Lightgun game developers | Arcade, Home consoles | Developers discuss lightgun hardware and the design of shooting games. |
| Retro Gamer | 119 | pp. 20-27 | Warren Davis and Jeff Lee | Arcade | The designer and artist recall creating Q*bert and its arcade legacy. |
| Retro Gamer | 119 | pp. 38-45 | Puzzle game developers | Arcade, Home computers, PC | Developers including Alexey Pajitnov and Peter Liepa explain influential puzzle games. |
| Retro Gamer | 120 | pp. 76-83 | Beat-em-up developers | Arcade | Japanese developers discuss the design and growth of arcade fighting games. |
| Retro Gamer | 123 | pp. 48-53 | Chris Tilston, Kevin Bayliss, and Mike Willette | Arcade, Super Nintendo, Xbox One | Developers of the original and revived Killer Instinct discuss the series. |
| Retro Gamer | 124 | pp. 18-25 | Steve Lycett and Alex Ward | Arcade, PC, Xbox 360 | Racing game developers discuss the genre; Ward answers a dedicated Burnout Q&A on page 23. |
| Retro Gamer | 124 | pp. 46-49 | Makoto Uchida | Arcade, Mega Drive | Uchida explains the design of Altered Beast. |
| Retro Gamer | 124 | pp. 50-55 | Michishito Ishizuka | Arcade, Master System, Mega Drive | The Westone co-founder discusses the studio and Wonder Boy series. |
| Retro Gamer | 125 | pp. 20-29 | John Salwitz, Al Baker, and Steve Wilcox | Arcade | The Atari developers revisit Paperboy on its 30th anniversary. |
| Retro Gamer | 125 | pp. 70-75 | Noah Falstein and Sinistar developers | Arcade | Williams developers recall the making of Sinistar. |
| Retro Gamer | 125 | pp. 92-97 | Howell Ivy | Arcade | Ivy recounts his arcade development career. |
| Retro Gamer | 126 | pp. 34-41 | Kouichi Yotsui and Strider conversion developers | Arcade, Home computers | Yotsui and home-version developers discuss Strider and its ports. |
| Retro Gamer | 127 | pp. 22-41 | Arcade developers and operators | Arcade | Developers including Eugene Jarvis recall the rise and evolution of video arcades. |
| Retro Gamer | 127 | pp. 92-97 | Ronald Wayne | Arcade | The former Atari engineer discusses his work at Atari and Apple. |
| Retro Gamer | 128 | pp. 20-27 | Makoto Uchida | Arcade, Mega Drive | Uchida looks back at designing Golden Axe. |
| Retro Gamer | 128 | pp. 54-61 | Katsuhiro Harada | Arcade, PlayStation | Harada discusses the origins and growth of Tekken. |
| Retro Gamer | 129 | pp. 24-29 | George Petro and Dave Nutting | Arcade | The developers give firsthand accounts of maze games, including Trog and Wizard of Wor. |
| Retro Gamer | 129 | pp. 88-91 | Dave Akers | Arcade | Akers discusses creating Escape from the Planet of the Robot Monsters. |
| Retro Gamer | 131 | pp. 20-27 | Rampage developers and conversion programmers | Arcade, Home computers, Game Boy Color | Developers discuss the Rampage series, including conversion Q&As with Kenneth Hurley. |
| Retro Gamer | 131 | pp. 56-63 | Interactive movie game developers | Arcade, Mega-CD, PC | Developers describe the rise of laserdisc and full-motion-video games. |
| Retro Gamer | 131 | pp. 76-81 | RoadBlasters developers and conversion programmers | Arcade, Amstrad CPC | Original Atari and home-conversion developers discuss RoadBlasters. |
| Retro Gamer | 133 | pp. 24-31 | Punch-Out developers | Arcade, NES, Super Nintendo | Nintendo developers discuss the series’ arcade origins and console sequels. |
| Retro Gamer | 133 | pp. 56-61 | Rick Moncrief and Hard Drivin' developers | Arcade | The Atari team explains the technology and design of Hard Drivin’. |
| Retro Gamer | 135 | pp. 48-51 | Jonathan Hurd | Arcade | Hurd recalls designing Atari’s Food Fight. |
| Retro Gamer | 135 | pp. 54-61 | Eugene Jarvis and Defender-influenced developers | Arcade, Atari 8-bit | Jarvis and fellow developers discuss Defender and its lasting influence. |
| Retro Gamer | 135 | p. 82 | Jerry Momoda | Arcade, NES | The former Nintendo of America staffer discusses the arcade and NES versions of Duck Hunt. |
| Retro Gamer | 136 | pp. 74-75 | Archer Maclean | Arcade, Commodore 64 | Maclean discusses arcade games that influenced his programming. |
| Retro Gamer | 136 | pp. 84-87 | Jeff Lee and Kan Yabumoto | Arcade | The Gottlieb developers recount creating Mad Planets. |
| Retro Gamer | 136 | pp. 92-97 | David Nutting | Arcade | Nutting recounts his companies’ early arcade games and technology. |
| Retro Gamer | 137 | pp. 72-75 | Gary Stark and Al Baker | Arcade, Atari Lynx | Stark explains digitised graphics in Pit-Fighter; Baker discusses its Lynx conversion. |
| Retro Gamer | 138 | pp. 60-61 | Howard Delman | Arcade | Delman discusses his early Atari driving game Super Bug. |
| Retro Gamer | 141 | pp. 62-65 | Paul Kwinn | Arcade | Kwinn recalls coding Atari’s skateboarding game 720°. |
| Retro Gamer | 141 | pp. 86-89 | Dona Bailey | Arcade | Bailey explains how she created Atari’s Centipede. |
| Retro Gamer | 142 | pp. 18-27 | Shoot-'em-up developers | Arcade, Commodore 64 | Eugene Jarvis, Andrew Braybrook, and other developers discuss the design and influence of shoot-‘em-ups. |
| Retro Gamer | 142 | pp. 30-33 | Bruce Merritt | Arcade | Merritt recounts creating Atari’s vector shooter Black Widow. |
| Retro Gamer | 143 | pp. 30-33 | Brian Colin | Arcade | Colin recalls the design and development of Xenophobe. |
| Retro Gamer | 145 | pp. 22-31 | Yu Suzuki | Arcade | Suzuki discusses the design and lasting appeal of Space Harrier. |
| Retro Gamer | 148 | pp. 68-71 | Makoto Yamamoto | Arcade | Yamamoto explains the design and technology of Gunblade NY. |
| Retro Gamer | 149 | p. 23 | Mike Hally | Arcade | The Atari designer discusses creating the Star Wars arcade game. |
| Retro Gamer | 149 | pp. 92-97 | Mike Hally | Arcade | Hally recalls his Atari arcade games, including Star Wars and Area 51. |
| Retro Gamer | 150 | p. 16 | Tomohiro Nishikado | Arcade | Nishikado recounts developing Space Invaders. |
| Retro Gamer | 150 | p. 39 | Kazuma Kujo | Arcade | Kujo discusses R-Type, including the Force weapon and biomechanical enemies. |
| Retro Gamer | 150 | p. 47 | Steve Lycett | Arcade, PlayStation 3, Xbox 360 | Lycett recalls Out Run and discusses Sumo Digital’s OutRun 2 conversions. |
| Retro Gamer | 150 | p. 52 | Peter Rosas | Arcade | The Street Fighter V producer discusses why Street Fighter II worked as a fighting game. |
| Retro Gamer | 150 | pp. 96-99 | Yu Suzuki | Arcade, Dreamcast | Suzuki looks back at his Sega arcade games and later career. |
| Retro Gamer | 151 | pp. 20-29 | Street Fighter II developers | Arcade | Developers including Michael Latham and Yoshinori Ono discuss Street Fighter II and its influence. |
| Retro Gamer | 151 | pp. 64-69 | Paul Owens and Hunchback developers | Arcade, ZX Spectrum, Commodore 64 | Developers recall the arcade original and home conversions of Hunchback. |
| Retro Gamer | 152 | pp. 76-83 | Patrick Michael, Ant Lewis and Richard Tawn | Arcade, Saturn, Dreamcast | The developers recount the design and evolution of the Sega Rally series. |
| Retro Gamer | 154 | pp. 78-85 | Yohei Shimbori | Arcade, Sony PlayStation, Xbox | The Team Ninja developer discusses the design and evolution of Dead Or Alive. |
| Retro Gamer | 156 | pp. 20-29 | Yu Suzuki, Steve Lycett and Out Run developers | Arcade, Master System, Mega Drive, PlayStation 2 | Developers discuss the creation and evolution of the Out Run series. |
| Retro Gamer | 156 | pp. 50-53 | Mike Hally and Rich Adam | Arcade | The Atari developers recall creating the vector game Gravitar. |
| Retro Gamer | 156 | pp. 80-83 | Steve Ranck and Midway developers | Arcade, Dreamcast | The team recounts the development of Hydro Thunder. |
| Retro Gamer | 162 | pp. 66-69 | Peter Lipson | Arcade | Lipson discusses Atari’s Indiana Jones and the Temple of Doom arcade game. |
| Retro Gamer | 163 | pp. 48-53 | Robert Weatherby and the Area 51 team | Arcade | The developers recall making Atari’s lightgun game Area 51. |
| Retro Gamer | 163 | p. 49 | Mark Pierce | Arcade | The executive producer answers questions about Area 51. |
| Retro Gamer | 164 | pp. 58-61 | Peter Robinson | Arcade | Robinson recounts developing Hunchback for Century Electronics. |
| Retro Gamer | 167 | pp. 40-45 | Dave Theurer, Alan Murphy and Mike Hally | Arcade | The Atari team recalls creating APB. |
| Retro Gamer | 167 | p. 45 | Mike Hally | Arcade | Hally answers questions about creating APB with Dave Theurer. |
| Retro Gamer | 168 | pp. 92-97 | Mark Cerny | Arcade, PlayStation, PlayStation 4 | Cerny discusses his game development career. |
| Retro Gamer | 169 | pp. 20-27 | Yu Suzuki, Tetsuya Kaku and Jeff Buchanan | Arcade, Sega Saturn | The Sega team discusses the creation of Virtua Fighter. |
| Retro Gamer | 169 | pp. 78-83 | Howard Delman, Ed Rotberg and Roger Hector | Arcade | The founders recall Videa and Bally Sente’s arcade games. |
| Retro Gamer | 169 | pp. 86-89 | Gerardo "Enzo" Sprigg and Kevin Klemmick | Arcade, Dreamcast | The Sega team recounts developing Alien Front Online. |
| Retro Gamer | 171 | pp. 50-53 | Brian Colin and Jeff Nauman | Arcade | The Bally/Midway developers explain the making of Arch Rivals. |
| Retro Gamer | 174 | pp. 94-99 | Mark Pierce | Arcade | Pierce discusses his arcade game development career. |
| Retro Gamer | 177 | pp. 62-65 | Howell Ivy | Arcade | Ivy recalls designing Exidy’s Venture. |
| Retro Gamer | 180 | pp. 54-63 | Ed Rotberg, Mike Arkin and Jason Kingsley | Arcade, PC, PlayStation 4 | Developers reflect on the Battlezone series from Atari’s arcade original to later revivals. |
| Retro Gamer | 181 | pp. 22-23 | Yoshinori Ono and Takayuki Nakayama | Arcade, PC, PlayStation 4 | Capcom developers discuss designing Street Fighter characters. |
| Retro Gamer | 181 | pp. 26-29 | Takayuki Nakayama | Arcade, PC, PlayStation 4 | The Street Fighter V director discusses fighting mechanics and special moves. |
| Retro Gamer | 184 | pp. 20-29 | Toshihiro Nagoshi and Daytona USA developers | Arcade, Saturn | Sega developers revisit the creation and legacy of Daytona USA. |
| Retro Gamer | 184 | pp. 92-97 | Brian Colin | Arcade | Colin discusses his arcade art and game development career. |
| Retro Gamer | 185 | pp. 20-27 | Tomohiro Nishikado and game creators | Arcade, Atari 2600 | The Space Invaders creator and other developers discuss the game’s impact. |
| Retro Gamer | 186 | pp. 44-45 | Owen Rubin | Arcade | Rubin recalls creating Atari’s Skydiver. |
| Retro Gamer | 187 | pp. 20-31 | Yasuyuki Oda, Ben Herman and SNK developers | Arcade, Neo Geo, Neo Geo Pocket Color | Past and present SNK staff reflect on the company’s first 40 years. |
| Retro Gamer | 187 | p. 26 | Hiroko Yokoyama | MSX2, Arcade | Yokoyama discusses the pixel art behind SNK games including Ikari Warriors. |
| Retro Gamer | 187 | pp. 34-37 | Brandon Sheffield and Frank Cifaldi | Arcade, PC, PlayStation 4, Nintendo Switch | The developers discuss preserving early SNK games in the 40th Anniversary Collection. |
| Retro Gamer | 193 | pp. 18-27 | Ed Boon | Arcade, PlayStation | Boon recounts the development and evolution of the Mortal Kombat series. |
| Retro Gamer | 195 | pp. 18-27 | Nobuya Nakazato | Arcade, Commodore 64, Mega Drive | The Konami veteran recalls the company’s game development culture and technical ambitions. |
| Retro Gamer | 195 | pp. 56-59 | Warren Davis | Arcade | Davis recalls creating the LaserDisc arcade game Us Vs Them. |
| Retro Gamer | 197 | pp. 38-39 | Jeff Kulczycki | Arcade | Kulczycki explains how he made the unofficial Donkey Kong II: Jumpman Returns. |
| Retro Gamer | 198 | pp. 26-33 | Naoki Horii | Arcade, Mega Drive | M2’s founder discusses the studio’s emulation and conversion work. |
| Retro Gamer | 198 | p. 32 | Mike Mika and Frank Cifaldi | Arcade, PC | Developers discuss their work with M2 and game preservation. |
| Retro Gamer | 200 | pp. 24-29 | Nolan Bushnell and Allan Alcorn | Arcade, Atari 2600 | Atari’s founder and engineer recount the company’s early games and hardware. |
| Retro Gamer | 200 | pp. 60-63 | Ian Andrew and Shinichi Ogasawara | PC, Arcade | Developers recall the transition to 3D videogames in the Nineties. |
| Retro Gamer | 202 | pp. 46-51 | Minoru Kidooka, Toshimichi Mori and Daisuke Ishiwatari | NES, PlayStation, Arcade | Arc System Works staff trace the studio’s path from conversions to fighting games. |
| Retro Gamer | 203 | p. 50 | Bob Flanagan | Arcade | Flanagan discusses programming Marble Madness and its unusual trackball controls. |
| Retro Gamer | 204 | pp. 92-97 | Jeff Lee | Arcade | The Gottlieb artist reflects on his game art career and the creation of Q*bert. |
| Retro Gamer | 205 | p. 9 | Warren Davis | Arcade | The Q*bert creator reflects on programming and documenting his early game development work. |
| Retro Gamer | 205 | pp. 92-97 | Tim Kitzrow | Arcade | The NBA Jam voice actor recalls recording lines for Midway’s arcade games. |
| Retro Gamer | 207 | pp. 18-27 | Toru Iwatani | Arcade | Iwatani revisits the creation and enduring success of Pac-Man. |
| Retro Gamer | 207 | pp. 76-81 | Howie Rubin | Arcade | Rubin recalls his game development and production career. |
| Retro Gamer | 211 | pp. 32-33 | Dennis Koble | Arcade | Koble recalls designing Atari’s arcade game Dominos. |
| Retro Gamer | 213 | pp. 66-69 | Karl Mizen and Matt Precious | Arcade | Numskull staff explain how they recreated arcade cabinets for the Quarter Arcades range. |
| Retro Gamer | 215 | pp. 18-27 | Yasuyuki Oda and Nobuyuki Kuroki | Neo Geo, Arcade | SNK veterans discuss the technical design and legacy of the Neo Geo. |
| Retro Gamer | 216 | pp. 92-97 | Betty Ryan | Arcade, Atari 2600, Atari 5200 | Ryan recalls her game programming and engineering career at GCC and Atari. |
| Retro Gamer | 217 | pp. 18-27 | Capcom staff and arcade developers | Arcade, Nintendo Switch | Capcom staff and fellow developers discuss its arcade legacy and the Capcom Arcade Stadium collection. |
| Retro Gamer | 217 | pp. 44-47 | Eugene Jarvis and Jack Haeger | Arcade | The Williams developers revisit the design and production of Narc. |
| Retro Gamer | 220 | pp. 18-27 | Kazuma Kujo | Arcade, PC Engine, PlayStation | Kujo traces the R-Type series and discusses its forthcoming sequel. |
| Retro Gamer | 220 | pp. 92-97 | David Thiel | Arcade | Thiel discusses creating sound and speech for arcade games and pinball machines. |
| Retro Gamer | 222 | pp. 18-31 | Yasuyuki Oda and Eisuke Ogura | Neo Geo, Arcade, PlayStation 4 | SNK staff trace the design and evolution of The King Of Fighters series. |
| Retro Gamer | 222 | pp. 40-41 | Ed Logg | Arcade | Logg recalls designing Atari’s Video Pinball arcade game. |
| Retro Gamer | 223 | pp. 50-53 | Bob Flanagan, Mike Hally and Bridget Erdmann | Arcade | Atari developers recount creating the pirate-themed arcade game Skull & Crossbones. |
| Retro Gamer | 226 | pp. 92-97 | Steve Golson | Arcade | Golson reflects on programming Ms. Pac-Man, Food Fight and other arcade projects. |
| Retro Gamer | 227 | pp. 38-43 | Doug Carlston and Lode Runner developers | Apple II, Arcade, PC, Nintendo 64 | The creator and later developers trace the design and legacy of Lode Runner. |
| Retro Gamer | 228 | pp. 34-37 | Howell Ivy | Arcade | Ivy recalls creating the controversial arcade game Chiller. |
| Retro Gamer | 229 | pp. 38-43 | Kevin Bayliss, Paul Machacek and AJ Grand-Scrutton | NES, Game Boy, Arcade, PC | Developers trace the design and changing styles of Battletoads. |
| Retro Gamer | 229 | pp. 74-75 | Ryuichi Nishizawa | Arcade, Nintendo Switch | Nishizawa discusses the restoration of the unreleased arcade game Clockwork Aquario. |
| Retro Gamer | 231 | pp. 52-59 | Rick Clucas, Steve Clark and Ryan Kaufman | Arcade, Atari ST, Amiga, Game Boy Advance, PSP | Developers revisit the original After Burner and its home and portable adaptations. |
| Retro Gamer | 231 | pp. 69-70 | Shinya Nagatomo and Toshinobu Kondo | Arcade, PC Engine, Nintendo Switch | The developers discuss creating Cotton and revisiting it for modern hardware. |
| Retro Gamer | 232 | pp. 34-39 | Tetsuo Egawa | Arcade | Taito’s producer explains the design and game selection of the Egret II Mini. |
| Retro Gamer | 233 | pp. 34-39 | Owen Rubin and Jess Askey | Arcade | The original creator and a homebrew programmer discuss completing Major Havoc as The Promised End. |
| Retro Gamer | 233 | pp. 56-59 | Matt Householder, Jeff Lee and David Thiel | Arcade | Gottlieb developers recount making the arcade adaptation of Krull. |
| Retro Gamer | 234 | pp. 86-91 | Paul Niemeyer | Arcade | Niemeyer reflects on creating arcade cabinet art for Ms. Pac-Man, Tron and other games. |
| Retro Gamer | 235 | pp. 18-29 | Ryuichi Nishizawa | Arcade, Master System, PC Engine | The series creator traces the design and history of Wonder Boy. |
| Retro Gamer | 236 | pp. 18-27 | Shuhei Matsumoto, Kazuhiro Tsuchiya and Takayuki Nakayama | Arcade, PlayStation 4, PC | Capcom staff discuss Street Fighter’s cultural reach and the series’ continuing development. |
| Retro Gamer | 236 | pp. 86-91 | Franz Lanzinger | Arcade, PC | Lanzinger reflects on creating Crystal Castles and his wider game-development career. |
| Retro Gamer | 237 | pp. 30-31 | Howell Ivy | Arcade | Ivy recalls developing Exidy’s arcade game Circus. |
| Retro Gamer | 238 | pp. 72-75 | Hideo Yoshizawa | Arcade, PlayStation | Yoshizawa discusses the ideas behind Namco’s puzzle game Mr Driller. |
| Retro Gamer | 238 | pp. 86-91 | John Newcomer | Arcade | Newcomer reflects on designing Joust and his later work. |
| Retro Gamer | 240 | pp. 18-33 | Nolan Bushnell, Al Alcorn and Atari veterans | Arcade, Atari 2600, Atari Jaguar | Atari staff past and present recount 50 years of the company’s games and hardware. |
| Retro Gamer | 240 | pp. 36-41 | Stephen Frost, Dave Rees and Drew Scanlon | Atari 2600, Arcade, PC | Digital Eclipse staff explain the games, interviews and historical material in Atari 50. |
| Retro Gamer | 240 | pp. 62-63 | Yuichi Toyama and Naoki Horii | Arcade, Nintendo Switch, PlayStation 4 | Taito and M2 developers explain the technical work behind Ray’Z Arcade Chronology. |
| Retro Gamer | 241 | pp. 6-7 | Karl Mizen | Arcade | Mizen discusses creating Numskull’s miniature Space Invaders and Teenage Mutant Ninja Turtles cabinets. |
| Retro Gamer | 241 | pp. 18-27 | Thomas Church, Chris Kohler, Stephen Frost and Charles Murakami | Arcade, NES, SNES, Mega Drive | Digital Eclipse and Konami staff discuss the history and preservation of Teenage Mutant Ninja Turtles games. |
| Retro Gamer | 241 | p. 61 | Kouichi Yotsui and Kiyoshi Utata | Arcade | The designer and artist discuss creating Cannon Dancer. |
| Retro Gamer | 242 | pp. 12-13 | Matt Sephton | Arcade, PC | Indie developer Sephton discusses documenting Easter Island moai in videogames on Moai.games. |
| Retro Gamer | 242 | pp. 62-63 | Philippe Dessoly | Arcade, SNES, Switch, PlayStation 4, PC | The artist discusses Mr Nutz Studio’s updated Joe & Mac: Caveman Ninja. |
| Retro Gamer | 243 | pp. 16-17 | Jeff Minter | Arcade, PC | Minter discusses his modern take on Atari’s unreleased arcade game Akka Arrh. |
| Retro Gamer | 244 | pp. 78-83 | Hiroyuki Kawano, Yoshiyuki Tanaka and Masaharu Oomori | Arcade, PlayStation 2 | Dimps developers revisit the art, combat system and production of The Rumble Fish games. |
| Retro Gamer | 244 | pp. 86-91 | Roger Hector | Arcade, Mega Drive | Hector discusses his career designing games and hardware at Atari, Sega and other studios. |
| Retro Gamer | 245 | pp. 40-43 | John Newcomer, Kristina Donofrio and Warren Davis | Arcade | The designer and programmers recall creating Joust 2: Survival Of The Fittest. |
| Retro Gamer | 246 | pp. 62-67 | Manabu Kusunoki | Arcade, Mega Drive | The designer discusses the creation and characters of Sega’s Bonanza Bros. |
| Retro Gamer | 246 | pp. 78-83 | Eugene Jarvis | Arcade, Wii, Switch | Jarvis traces the design and technology of the Cruis’n racing series. |
| Retro Gamer | 246 | pp. 86-91 | Alistair Crooks | Arcade | Crooks recalls establishing Atari UK and installing the country’s first official Pong machine. |
| Retro Gamer | 247 | pp. 48-55 | Tatsuya Uemura and Masahiro Yuge | Arcade | Former Toaplan developers share memories of the studio’s arcade games. |
| Retro Gamer | 247 | pp. 86-91 | Matt Householder | Arcade, Commodore 64 | Householder reflects on his game-development career and the games he would take to a desert island. |
| Retro Gamer | 248 | pp. 46-51 | Toshinobu Komazawa | Arcade | Komazawa traces the development of the Raiden shoot-‘em-up series. |
| Retro Gamer | 248 | pp. 54-57 | Carlos Granados | Arcade | Granados recalls developing the rally racer World Rally at Zigurat. |
| Retro Gamer | 250 | pp. 52-57 | Kazutomo Ishida | Arcade | Ishida recalls the origins and development of Taito’s The NewZealand Story. |
| Retro Gamer | 250 | p. 56 | Rin Hamada | Arcade, Switch | Hamster Corporation’s president discusses the Taito Milestones 2 collection. |
| Retro Gamer | 250 | pp. 88-91 | Naoki Suda and Shigeyuki Teruyama | Arcade, Switch | Suda discusses AlfaSystem’s Castle Of Shikigami games and their re-release. |
References
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Before Pong, There Was Computer Space - The MIT Press Reader ↩
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Retro Gamer Issue 97 page 57 ↩
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Inside Atari Games (“The One” Magazine 1990) and on http://www.atari-explorer.com/articles/articles-atari-games.html ↩ ↩2 ↩3
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Retro Gamer Issue 28 ↩
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mwenge/defender: Defender(1981) by Eugene Jarvis and Sam Dicker ↩ ↩2
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Pasky, Acrobat Mission rank-system thread, with rank timing, damage behavior and World-version addresses, 22 October 2026. ↩ ↩2
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Upgrade kits, lawsuits and Lite-Brite: How Ms. Pac-Man was made ↩ ↩2