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HomeErasThe home cartridge
1977–1985

The home cartridge

Mechanics originating here 26 Games 39 Studios founded 36

Twenty-six mechanics originate in these eight years, the densest concentration in the dataset relative to the number of games shipping. Space Invaders introduces Lives and Continues alongside the Coin-Op Difficulty Economy, which is the first time monetization directly authored a difficulty curve. Asteroids adds Wraparound Topology and the Persistent High-Score Table. Defender decouples the camera from the playfield with the Continuous Scrolling Playfield, arguably the most consequential spatial idea before 3D, while Battlezone puts the camera inside the world at eye level and Adventure turns the world into a graph of rooms. Rogue alone accounts for five entries in 1980: procedural levels, experience points, permadeath, hit points, and the food clock. Everything the arcade cannot do, the home computer does — Wizardry adds Character Classes, Castle Wolfenstein gives enemies the capacity to fail to see you, Lode Runner ships a level editor in the box, Ultima III starts a clock the player does not control, and Elite computes eight galaxies from a seed. Fiction arrives late and sideways, through Pac-Man's interludes and Dragon's Lair's timed prompts.

Mechanics introduced in this era

Economy & Business Model · 1978
Coin-Op Difficulty Economy
Coin-op difficulty economies tune a game's challenge curve to the length of a paid session, ending most attempts withi…
Origin: Space Invaders
Progression & Persistence · 1978
Lives and Continues
Lives and continues turn failure into a budget: a player is given a fixed number of attempts, and running out ends the…
Origin: Space Invaders
Progression & Persistence · 1979
Persistent High-Score Table
A persistent high-score table stores the best results and the initials of whoever set them, creating the first player …
Origin: Asteroids
Space & Locomotion · 1979
Wraparound Topology
Wraparound topology joins opposite edges of the playfield so that leaving one side returns you at the other, turning a…
Origin: Asteroids
Narrative · 1980
Attract-Mode Premise
Attract-mode premise uses short non-interactive vignettes between rounds to establish character and situation, the fir…
Origin: Pac-Man
Space & Locomotion · 1980
Continuous Scrolling Playfield
A continuous scrolling playfield lets the camera move independently of the world, so a level extends past the edges of…
Origin: Defender
Progression & Persistence · 1980
Experience Points and Levels
Experience points and levels convert repeated actions into permanent capability, giving a character a number that rise…
Origin: Rogue
Space & Locomotion · 1980
First-Person Vector Space
First-person vector space places the camera at eye level inside the world and draws that world as wireframe lines, giv…
Origin: Battlezone
Space & Locomotion · 1980
Flip-Screen Room Graph
Flip-screen room graphs build a world from discrete single-screen rooms joined by exits, so moving between spaces is a…
Origin: Adventure
Combat & Conflict · 1980
Hit Points
Hit points express a character's remaining capacity to absorb damage as a depleting number, so a blow reduces a pool i…
Origin: Rogue
Progression & Persistence · 1980
Permadeath Run Structure
Permadeath means a run ends for good when the character dies, with the save file erased, so every decision carries con…
Origin: Rogue
Procedural Generation · 1980
Procedurally Generated Levels
Procedurally generated levels build their layout at runtime from rules and a random seed, so the arrangement of rooms,…
Origin: Rogue
World Systems · 1980
Survival Needs Clock
A survival needs clock drains hunger, thirst or warmth over time, so standing still is itself a losing move and the pl…
Origin: Rogue
Progression & Persistence · 1981
Character Classes
Character classes bundle abilities, restrictions and a role into a single early choice, trading a character's breadth …
Origin: Wizardry: Proving Grounds of the Mad Overlord
Stealth & Perception · 1981
Line-of-Sight Detection
Line-of-sight detection gives enemies a limited field of view, so they can fail to notice a player, and the game start…
Origin: Castle Wolfenstein
Physics & Simulation · 1982
Flight Simulation
Flight simulation models aerodynamics, instruments and navigation for their own sake, offering no score and no enemy, …
Origin: Microsoft Flight Simulator 1.0
Space & Locomotion · 1982
Isometric Projection
Isometric projection draws a world at a fixed oblique angle so that height, width and depth are all visible at once, w…
Origin: Zaxxon
Space & Locomotion · 1982
Parallax Depth Layers
Parallax depth layers scroll background planes more slowly than the foreground, producing a convincing impression of d…
Origin: Moon Patrol
Space & Locomotion · 1982
Sprite-Scaling Pseudo-3D
Sprite-scaling pseudo-3D enlarges and repositions flat images as they approach the viewer, producing convincing forwar…
Origin: Pole Position
Creation & Modding · 1983
Bundled Level Editor
A bundled level editor ships the authoring tool inside the game itself, letting players build, save and share their ow…
Origin: Lode Runner
World Systems · 1983
Day/Night Cycle
A day and night cycle advances a world clock independently of the player, changing light, behaviour and available acti…
Origin: Ultima III: Exodus
Narrative · 1983
Quick-Time Event
A quick-time event asks for a specific input at a specific moment during an otherwise non-interactive sequence, reduci…
Origin: Dragon's Lair
Progression & Persistence · 1984
Checkpoint Respawn
Checkpoint respawn returns a failed player to a marked point inside the level rather than to the beginning, making fai…
Origin: Pitfall II: Lost Caverns
Narrative · 1984
In-Engine Cutscene
An in-engine cutscene takes control away and uses the game's own graphics to stage a scene, so story and play share on…
Origin: Karateka
Procedural Generation · 1984
Seeded Procedural Universe
A seeded procedural universe stores no world at all, deriving planets, names, economies and positions from one startin…
Origin: Elite
Multiplayer & Social · 1984
Split-Screen Simultaneous
Split-screen play divides one display into separate viewports, so players sharing a room can occupy different parts of…
Origin: Spy vs Spy

Games of the period (39)

Studios founded (36)

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