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Arcade & Classic Games · 77

Bonus fruit, ships, bells and other strange objects became score bait because a rare target gives players a reason to break their safe routine. Put that beside this bit of history: Q*bert used an isometric pyramid in 1982, making simple hopping controls look like movement through a strange three-dimensional toy. Arcade difficulty rises gently until the game remembers it was built to eat coins.

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History got weird here

Frogger turned crossing a road into arcade drama in 1981. Cars, logs, turtles and a time limit proved that a daily nuisance could become a perfect videogame premise. One more fact worth keeping: High-score tables turned arcade cabinets into local competitions. Three letters could become a tiny public signature,assuming your initials survived long enough before someone beat the score.