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Arcade & Classic Games · 58

Q*bert used an isometric pyramid in 1982, making simple hopping controls look like movement through a strange three-dimensional toy. Another angle makes it more interesting: Fixed screens force designers to make every object count because there is nowhere else for the action to hide. Nothing makes a joystick feel more important than having exactly one life left.

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Odd but true

Arcade cabinets charged for attempts, so designers had a financial reason to make games easy to understand but difficult to master. Confusion was bad; challenge was profitable. And then there is this little gem: Breakout was designed around the idea of Pong turned sideways and played against a wall of bricks. A tiny mechanical change created a completely different genre of game.