Touch me challenges the player to remember the sequence of sight and sound, and correctly repeat the pattern. The drop of the quarter in the top-mounted acceptor activates the computer to present a single-tone sound. When the sound occurs, the corresponding button lights to give a visual clue. Then the game pauses long enough for the player to "confirm" the sound to the computer by pressing the same button that lit. Oops! Wrong button? ERROR number one… and a lighted window tells the player he's goofed. Then another chance… the sound and lighted button are repeated by the computer. Another pause … right! You've hit the right button(s) in the right sequence, and the game goes on to another sound sequence. Every correct player response adds an additional sound/note to the sequence. "Beep – beep – bloop – beep – bloop" … Did you correctly repeat those sounds when the buttons lit? Sorry, only three errors per game. You'll have to insert another 25¢ and try again!
A soccer-themed ball-and-paddle game by Atari released in conjuction with the 1974 FIFA World Cup held in West Germany. It was the first Atari arcade game to be produced in a cocktail format.
Released in the arcades in april 1974, Basketball was a landmark title, notable for several firsts in video gaming. It was the first basketball video game, the first video game to use sprites, and the first to represent human characters. It is also the first known Japanese-developed game to be released in North America.
Gran Trak 10 was a single-player racing arcade game released by Atari in 1974. The player raced against the clock, accumulating as many points as possible. Primitive diode-based ROM was used to store the sprites for the car, score and game timer, and the race track. The game's controls — steering wheel, four-position gear shifter, and accelerator and brake foot pedals — were also all firsts for arcade games.
Quadrapong is a four-player version of Pong by Atari Inc. subsidiary Kee Games, and designed by Steve Bristow.
Quadrapong was the first cocktail cabinet arcade video game. The cabinet consists of a woodgrain 35" x 37" cocktail cabinet. Two control paddles are mounted on each side of the cabinet, with a horizontally mounted Zenith television diagonally set in the cabinet.
Two, three, or four players move their paddles to defend their goal area, consisting of openings in the players' walls. Each player starts with four points, and loses one point each time the ball penetrates their goal. If all four points are lost the player's paddle is removed and the goal "closes", creating a solid wall and removing the player from the game. The game continues until only one player is left.
Qwak! is a duck hunting light gun shooter arcade video game developed by Atari and released in 1974.
In the game, ducks fly one at a time across the screen, and the player shoots at them using a light gun attached to the game cabinet. The player gets three shots per duck; ducks change direction away from missed shots and fall to the bottom of the screen when hit. A screen overlay adds images of reeds and a tree branch, and an image of a duck is added to a row at the top of the screen whenever a duck is hit. Games continue until a time limit, set by the machine operator, is reached.
Qwak! is most likely the inspiration for the 1984 Nintendo Entertainment System light gun game Duck Hunt.
Spike is Kee Games' version of Rebound, with an added "Spike" button. Like Rebound it is a ball-and-paddle game reminiscent of volleyball. The "spike" button controls a vertical paddle close to the dividing line (the "net") which symbolizes a player jumping up and blocking the shot.
The Laser Clay Shooting System is a light gun shooting simulation game created by Nintendo in 1973. The game consisted of an overhead projector which displayed moving targets behind a background; players would fire at the targets with a rifle, in which a mechanism of reflections would determine whether or not the "laser shot" from the rifle hit the target.
Taito's fifth game and the second developed in house. The game is another ball-and-paddle variation, like three of Taito's previous four releases, but with the added functionality of four players being able to play doubles. This was an important innovation during the 1973-1974 Pong craze first introduced in Allied Leisure's Tennis Tourney.
Asteroid was originally developed by Atari for Midway in fulfillment of a contract to supply one video game and one pinball machine. Atari had initially offered Pong during its development to fulfill the contract, but had been rejected. After finishing Asteroid Atari developed a near identical version of the game and released it themselves under the title "Space Race".
Soccer is Taito's third ever video game release and the first developed internally. The game was designed by the highly influential Tomohiro Nishikado, who would later go on to create Space Invaders.
Soccer is a ball-and-paddle game like Pong, but with a green background to simulate a playfield, allowing each player to control both a forward and a goalkeeper. The players can adjust the size of the players, who are represented as paddles on screen. It also has a goal on each side.
Soccer is likely to be Japan's first original domestically produced video game, in comparison to Japanese Pong clones released earlier, including Sega's Pong Tron and Taito's Elepong. Since it was exported to Europe in 1973 it may also be the first Japanese video game to be released on the European continent.
Hockey was a PONG-clone by RamTeK featuring a somewhat different gameplay by introducing "forward" paddles which were moved simultaneously with the "goalie" paddles. Just like PONG ot got ported to various 1st generation consoles and was also one of the two build-in games for the Fairchild Channel F - the world's first 2nd generation console.
Gotcha is a two-player maze game where the objective is to catch the other player.
A maze is displayed on the screen. The first player controls the Pursuer which is represented by a square and the second player controls the Pursued which is represented by a plus sign. As the Pursuer moves closer and closer to the Pursued, an electronic beep sound increases in frequency to a feverish pitch until the Pursuer catches the Pursued. Each time, the Pursuer catches the Pursued, a point is scored and the chase starts over again.