Discover
Coin Detected
Coin Detected
Author: Retro Rob
Subscribed: 0Played: 0Subscribe
Share
© 2025
Description
A deep dive into the golden age of video arcade games. Each episode unpacks the history, development, and cultural legacy of a single arcade classic from the 1980s. Whether it was a blockbuster or a hidden gem, if it had a cabinet and took quarters, it's fair game. With a focus on real arcade releases, not home ports or prototypes, Coin Detected delivers detailed storytelling, behind-the-scenes developer insights, and smart analysis for the generation that grew up with CRT screens and joystick blisters. No fluff. Just pure arcade history, told like you were back in line at the mall food court waiting for your turn.
30 Episodes
Reverse
Tron, Bally Midway's multi-game sci-fi shooter from 1982, was built on MCR II hardware, a glowing joystick, and a set of four distinct gameplay challenges inspired by the Disney film. This episode covers how it was developed, the hardware behind it, the strategies expert players used, and how it became one of the most visually striking and culturally iconic arcade games of its era.
Pole Position, Namco's Formula One racing simulation from 1982, was built on groundbreaking dual 16-bit processors, a real-world Fuji Speedway track, and immersive cockpit controls. This episode covers how it was developed, the custom hardware behind it, the strategies expert players used, and how it became one of the most influential arcade games of all time.
BurgerTime, Data East's quirky maze action game from 1982, was built on fast-paced ladder-and-platform gameplay, oversized burger ingredients, and a chef armed with nothing but pepper. This episode covers how it was developed, the hardware behind it, the strategies expert players used, and how it became one of the most beloved and distinctive arcade hits of the golden age.
Zaxxon, Sega's pioneering isometric space shooter from 1982, was built on innovative angled perspective graphics, altitude-based gameplay, and fuel management mechanics. This episode covers how it was developed, the hardware behind it, the strategies expert players used, and how it became one of the most visually groundbreaking and influential arcade games of the early 1980s.
Joust, Williams' groundbreaking action game from 1982, was built on innovative physics, two-player simultaneous gameplay, and a quirky medieval theme of knights riding flying ostriches. This episode covers how it was developed, the hardware behind it, the strategies expert players used, and how it became one of the most enduring and influential arcade games of the golden era.
Robotron, Williams' groundbreaking twin-stick shooter from 1982, was built on dual joystick controls, overwhelming swarms of enemies, and relentless single-screen action. This episode covers how it was developed, the hardware behind it, the strategies expert players used, and how it became one of the most influential and enduring arcade games of the eighties.
Dig Dug, Namco's underground action game from 1982, was built on dynamic digging mechanics, unique enemy designs, and clever risk-reward scoring. This episode covers how it was developed, the hardware behind it, the strategies expert players used, and how it became one of the most iconic and enduring titles of the golden age of arcade gaming.
Centipede, Atari's vibrant insect-blasting shooter from 1981, was built on colorful raster graphics, a distinctive trackball controller, and an unpredictable swarm of enemies that kept players on their toes. This episode covers how it was developed by Ed Logg and Dona Bailey, the clever programming and hardware behind it, the strategies expert players used to chase high scores, and how it became a cultural icon of the golden age of arcades.
Qix, Taito's abstract strategy-action game from 1981, was built on dual-processor hardware, innovative area-claiming mechanics, and a completely original concept that stood apart from traditional arcade genres. This episode covers how it was developed, the hardware behind it, the strategies expert players used, and how it became a cult favorite that helped launch a new subgenre in arcade gaming.
Gorf, Bally Midway's genre-blending space shooter from 1981, was built on a multi-mission design, synthesized speech, and a talking villain that mocked players in real time. This episode covers how it was developed, the hardware behind it, the strategies expert players used, and how it became a cult favorite of the golden age of arcades.
Tempest, Atari's groundbreaking vector shooter from 1981, was built on color vector graphics, a rotary spinner controller, and wildly original tunnel-based gameplay. This episode covers how it was developed, the hardware behind it, the strategies expert players used, and how it became one of the most unique and influential arcade games of its era.
Scramble, Konami's side-scrolling shooter from 1981, was built on forced scrolling, fuel management, and multi-stage progression that gave players a real mission to complete. This episode covers how it was developed, the hardware behind it, the strategies expert players used, and how it became a foundational title in arcade history and a launching point for Konami's future classics.
Galaga, Namco's fixed space shooter from 1981, was built on multi-CPU hardware, dual-fighter mechanics, and precise bullet logic that redefined the genre. This episode covers how it was developed, the hardware behind it, the strategies expert players used, and how it became one of the most iconic and widely collected arcade games of all time.
Frogger, Sega/Gremlin's traffic-dodging arcade hit from 1981, was built on deceptively simple joystick controls, grid-based gameplay, and one determined frog. This episode covers how it was developed by Konami, the hardware behind it, the strategies expert players used, and how it became a massive cultural and commercial success in arcades around the world.
Donkey Kong, Nintendo's genre-defining platformer from 1981, was built on character-driven storytelling, multi-screen level design, and clever hardware limitations. This episode covers how it was developed, the hardware behind it, the strategies expert players used, and how it became one of the most influential and successful arcade games of all time.
Rally-X, Namco's innovative maze chase game from 1980, was built on dynamic scrolling, a tactical radar, and fuel management. This episode covers how it was developed, the hardware behind it, the strategies expert players used, and how it became a foundational influence on future arcade titles.
Battlezone, Atari's immersive 3D tank combat game from 1980, was built on vector graphics, dual joystick controls, and a pioneering first-person perspective. This episode covers how it was developed, the hardware behind it, the strategies expert players used, and how it became one of the most innovative and influential arcade games of the golden age.
Phoenix, Amstar Electronics' ambitious fixed shooter from 1980, was built on multi-stage gameplay, colorful alien birds, and one of the first arcade boss fights. This episode covers how it was developed, the hardware behind it, the strategies expert players used, and how it became a defining moment in early arcade innovation and one of the most cloned games of its time.
Berzerk, Stern Electronics' talking maze shooter from 1980, was built on randomized level design, relentless enemy pressure, and the unforgettable menace of Evil Otto. This episode covers how it was developed by Alan McNeil, the hardware behind its speech synthesis and fast-paced gameplay, the strategies expert players used to outlast its robotic hordes, and how it became one of the most iconic and memorable arcade games of the golden age.
Missile Command, Atari's iconic base defense arcade game from 1980, was built on raster graphics, a trackball controller, and a relentless doomsday theme that mirrored Cold War fears. This episode covers how it was developed, the hardware behind it, the strategies expert players used, and how it became one of the most emotionally resonant and unforgettable games of the golden age.























