Arcade history is packed with milestones, although round-number anniversaries usually attract the most attention. Looking ahead from late 2022, 2023 brings together several important markers: Taito’s 70th year, 50 years since the first wave of Pong-inspired arcade games, 40 years since the 1983 video-game crash, and 25 years since a strong group of 1998 releases and Sega’s NAOMI hardware.
This is a selective overview rather than a detailed entry for every game. Readers exploring home setups can also browse RETROCADE’s arcade-machine buying guide or compare arcade machines for practical ideas.
Taito reaches 70 years
Taito will celebrate seven decades in business during 2023. They have a special site for it, with new anniversary material planned throughout the year.
Space Invaders is likely to be central to the programme, while series such as Darius may also receive attention. ZUNTATA gives Taito an additional way to explore its history through game music as well as software. The company has previously marked major milestones connected with Space Invaders and its 60th anniversary.
The early Pong imitators turn 50
Several companies entered the video-arcade business in 1973, and many early releases closely followed Atari’s Pong formula. The examples include Taito’s Elepong, Sega’s Pong-Tron, Williams’ Paddle Ball and Pro Tennis, Midway’s Winner II, and Allied Leisure’s Paddle Battle.
Atari responded with Pong Doubles, described as the first four-player video game, though imitators followed that release too. The company also introduced Gotcha, an early maze-and-chase title that also had a colour version and is identified as the first colour video game. Decades later, Konami launched its own Japanese maze-chase game, Chase Chase Jokers.

Remembering the 1983 crash
2023 marks 40 years since the video-game crash that reshaped the American market. The downturn technically began in December 1982, but the poor Christmas sales season and the consequences of earlier business decisions became increasingly clear during 1983. The industry’s focus shifted from an American-led market towards Japan, with lasting effects on gaming.
E.T. is only one part of the explanation. The United States faced difficult economic conditions and high inflation, while arcade and home-game companies had expanded aggressively. That combination created an artificial bubble. Atari’s expensive E.T. licence, expectations of an Asteroids-sized hit, management disputes and marketing decisions led by toy specialists rather than gamers all added pressure.
Atari also experienced friction between its arcade teams and Atari 2600 staff. Home programmers could receive bonuses of up to $1 million for conversions such as Pac-Man, while arcade developers did not receive comparable rewards. These tensions contributed to an employee exodus in 1983, after talented people had already left to establish companies including Activision and Imagic.
The wider market was difficult to navigate. There were around 10 incompatible consoles and countless incompatible computers, many using cartridges. Cross-platform development tools were primitive, and the third-party developer model was barely two years old. The rush for quick profits produced poor-quality games that damaged consumer confidence; Nintendo later introduced its “Seal of Quality” partly to signal stronger standards.
It was an American gold rush that ran out of momentum by December 1982. The following year became the market’s correction.
Arcade games from 1983
Despite the crash, 1983 delivered an impressive collection of games turning 40 in 2023:
- 10-Yard Fight (Irem), Congo Bongo (Sega), Crossbow (Exidy), Crystal Castles (Atari), and Discs of TRON (Midway).
- Dragon’s Lair (Cinematronics), Elevator Action (Taito), Firepower II (Williams), Food Fight (Atari), Gyruss (Konami), and Journey (Midway).
- Krull (Gottlieb), Major Havoc (Atari), Mappy (Namco), Mario Bros (Nintendo), and Mr. Do’s Castle (Universal).
- Pole Position II (Namco/Atari), Royal Flush Deluxe (Gottlieb), Spy Hunter (Midway), Star Wars (Atari), Tapper (Midway), Time Machine (Zaccaria), Track & Field (Konami), and Up ‘N Down (Sega).
Discs of TRON remains a standout cabinet, while Major Havoc is admired for its design despite being difficult and expensive to find. Spy Hunter received plenty of play through its Atari 2600 conversion and later collections, helped by its theme music and driving-combat concept. Tapper, Congo Bongo, Crystal Castles and Crossbow also remain worthwhile revisits. Crossbow’s gameplay helped keep Exidy operating for roughly five more years, while Crystal Castles is particularly notable for its striking 1980s cabinet.
Journey is chiefly interesting for its digitised-sprite technology; the game itself is less highly regarded.
At AMOA 1983, Atari showed games including Pole Position II and TX-1. This was the last year in which the company held a truly dominant industry position. Atari was divided and sold in June 1984, with Atari Games assuming the arcade identity. Reduced resources and a damaged brand prevented a return to its earlier success, although Star Wars was the final Atari-branded release to sell more than 10,000 units.

Laserdisc enters the arcade
Sega’s Astron Belt introduced laserdisc technology to arcade games in 1983. It reached the market only a few weeks before Dragon’s Lair, but most players encountered the format through the latter because it became far more widespread. By 1984, the novelty had already begun to fade.
Williams also experimented with CED videodiscs in NFL Football. Unlike laserdisc, CED used a needle, and Williams soon regretted choosing that technology.
The 1998 arcade class turns 25
A more recent anniversary comes from 1998, which produced a broad mix of arcade releases:
- Area 51 – Site 4, Battle Tryst, Breakers Revenge, Cactus Canyon, California Speed, and CarnEvil.
- Cyber Troopers Virtual On, Dance Dance Revolution, Daytona USA 2: Battle on the Edge, Dynamite Deka II, and ESP Ra.De..
- Gauntlet Legends, L.A. Machineguns, Marvel Vs. Capcom, Metal Slug 2, and Monster Bash.
- pop’n music, Raiden Fighters Jet, Radiant Silvergun, Ray Crisis, Sega Rally 2, and Soul Calibur.
- Star Wars Trilogy Arcade, The House of the Dead 2, The King of Fighters ’98, and Time Crisis II.
From an operator’s viewpoint, CarnEvil could earn extremely well when functioning, while Time Crisis II and The King of Fighters ’98 were reliable performers. Dance Dance Revolution became an arcade staple with consistent drawing power, despite occasional maintenance demands. Area 51 – Site 4 performed less strongly in one venue because its mini-game emphasis and shorter campaign reduced its appeal.
Gauntlet Legends stood out for multiplayer sessions, while Star Wars Trilogy Arcade could attract a crowd around a skilled player. Soul Calibur remains a personal favourite fighter, ahead of Tekken. Breakers Revenge is an overlooked but excellent fighter, and Dynamite Deka II remains an enjoyable beat-’em-up. Daytona USA 2 looked impressive, although San Francisco Rush 2049 became the preferred racer at one arcade, alongside California Speed.
NAOMI reaches 25
Sega introduced NAOMI in 1998. It became one of the company’s most influential arcade platforms, with its base specification extended into NAOMI II, Atomiswave and System SP.
For readers planning a dedicated setup, RETROCADE’s upright arcade range offers another way to bring classic arcade play into an Australian home. Which 1983 or 1998 release deserves more attention?




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