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Timothy began the fight before the Zoom meeting was fully loaded. He was defending Time Crisis against Samuel’s extreme dismissal of “gimmicky light gun nonsense.” Joe had his usual Sega bias going strong, claiming OutRun deserved the number one position because “it sold a lifestyle, not just a game.” MARCUS was constantly interrupting everyone to give them details about frame rates and polygon counts that no one asked about. David was quietly supporting Donkey Kong whilst the New Player Ready collective tried to keep the conversation somewhat coherent.
It took us 21 days of back and forth debate, threatening to quit, and Samuel leaving the group chat temporarily due to the Metal Slug controversy to finally settle on our definitive rankings. These aren’t simply the greatest arcade games; these games changed what arcade games could be in terms of gameplay, mechanics, and cultural relevance. Each one implemented innovations in technical aspects, gameplay mechanics, and cultural relevance that were felt throughout the entire industry.
Our focus was on the following three categories: technical innovation that stretched the capabilities of existing hardware, gameplay mechanics that became industry-wide standards, and cultural impact that extended beyond gaming into mainstream pop culture consciousness. Timothy continued to argue that “fun factor” should be the basis for our rankings, and we informed him that was a topic for individual reviews, not a group discussion. Joe threatened to leave the project over OutRun not making the top three. MARCUS gave us extensive technical analysis, which none of us wanted, but he eventually agreed that it was useful.
Quick Rankings
- Pac-Man | Namco — The game that helped make arcade gaming part of mainstream culture
- Space Invaders | Taito — The shooter that created the entire arcade gaming industry
- Street Fighter II | Capcom — The fighter that created competitive gaming
- Donkey Kong | Nintendo — The platformer that introduced Mario and narrative
- OutRun | Sega — The driving game that sold dreams alongside gameplay
- Metal Slug | SNK — The run and gun game that perfected 2D animation
- Daytona USA | Sega — The racer that brought texture mapping to arcades
- Galaga | Namco — The space shooter that refined the shooter formula
- Golden Axe | Sega — The fantasy brawler that defined cooperative gameplay
- Time Crisis | Namco — The light gun game that revolutionised arcade interaction
1. Pac-Man (1980)
| Arcade Revenue (1980-1999) | $3.5 billion worldwide |
| Units Installed | 293,822 arcade machines installed worldwide in 7 years |
| First Year Sales | Over 100,000 arcade units sold |
| Chart Performance | Highest grossing arcade game in Japan in 1980 |
Pac-Man did more than become the most profitable arcade game of all time, it created the first video game that broke away from gaming culture as a whole. Prior to Pac-Man, the primary demographic for arcade games were teenage boys and young men. Toru Iwatani’s maze game specifically targeted a wider demographic including women, children and older adults with its non-violent gameplay, colourful characters and simple to learn mechanics.
What makes it unbeatable: The perfect combination of simple rules with complex strategy to create a sense of tension in every single play session. The seemingly random ghost AI patterns that follow specific algorithmic behaviours, and reward players who study the movement patterns of the ghosts. The power pellet mechanic that reverses the predator/prey relationship and gives players a sense of empowerment. The bonus fruit system that provides players with a reason to continue playing past the normal high score chase. The widespread cultural impact that made Pac-Man recognisable to people who have never stepped foot in an arcade.
Does it still hold up? Yes. The core gameplay loop of Pac-Man has remained the same since 1980. The controls respond perfectly, the difficulty curve is perfectly designed and the strategic depth is revealed gradually. Modern players may find the graphics outdated, but the gameplay mechanics are timeless. Every maze cleared is a sense of accomplishment, every ghost encounter has tension and every calculation of risk/reward is exciting.
Read New Player Ready’s review of how Pac-Man sparked a global obsession
2. Space Invaders (1978)
| Number of Cabinets Sold by 1982 | 360,000 units worldwide |
| Japan Sales (1978) | 100,000+ units by the end of 1978 |
| Global Chart Position | Top Grossing Video Game Worldwide in 1978 |
| Technical Achievement | Programmed entirely in assembly language |
Space Invaders single-handedly created the arcade gaming industry as we know it today. Tomohiro Nishikado’s shooter established the template for every arcade game that would come after it: simple controls, increasing difficulty, score-based competition, and repeatable gameplay loops. Before Space Invaders, video games were novelties. After Space Invaders, they were a mass media form of entertainment.
What makes it unbeatable: The happy accident of limiting the hardware and getting the game design right. As aliens disappear, the Intel 8080 processor has less sprites to render and thus the remaining enemies move faster, naturally increasing the difficulty of the game. The ability to destroy barriers in the game creates dynamic tactical situations based on how quickly barriers are destroyed by fire. The mystery UFO that appears at specific time intervals and provides bonus points if the player recognises the pattern. The continuous descent of alien formations creates real urgency in the game without using artificial time limits.
Does it still hold up? Whilst the core mechanics still work, the visuals of the game look very old-fashioned compared to other classic arcade games. The movement speed is slower than most modern games, the graphics are minimal even for retro games, and the sound effects are basic. However, the strategic elements of the game are still appealing. Players who enjoy pure mechanical design will enjoy this game as much as they always have. Players who expect visual excitement will be disappointed.
Read Timothy’s history of the shooter that created the entire arcade gaming industry
3. Street Fighter II (1991)
| Units of Arcades Sold | 200,000+ worldwide |
| Estimated Number of Players in the US (1994) | 25 Million People |
| Market Share of Coin-Operated Games | 60% of Global Coin-Operated Gaming Industry (Early 1990s) |
| Estimated Total Revenue of All Versions | Over $10 Billion |
Street Fighter II changed fighting games from button mashing novelty games into legitimate competitive games. Capcom’s masterpiece set the 6-button control scheme, special move inputs, character balance and frame-by-frame combat timing that define fighting games today. Street Fighter II didn’t just bring back the arcade gaming scene, it created the competitive gaming culture.
What makes it unbeatable: The roster of characters where every character feels uniquely different with their own ways of playing, special moves, and ways of approaching the game. The input system that requires precise joystick and button inputs to execute attacks, blocks, and movements creates a clear skill gap that rewards players for dedication without being unlearnable. The frame data precision that ensures every attack, block and movement feels consistent and responsive. The visual feedback systems that provide clear evidence of hits, damage states, and combos. The cultural impact that made arcade battles into a place where reputation was earned and lost.
Does it still hold up? Street Fighter II remains incredibly playable, although modern fighting games have built upon many of its ideas. The controls are tight, the character balance is surprisingly good, and the strategic depth supports serious competitive play. A few of the mechanics feel outdated compared to modern fighting games, however, the fundamentals of the game are so solid that it is still played competitively today and is often used in tournaments.
Read New Player Ready’s article about the fighter that turned arcades into battle grounds
4. Donkey Kong (1981)
| Revenue of the US Version by Summer of 1982 | $180 Million |
| Revenue of the US Version (1982) | $280 Million |
| Peak Monthly Sales | 4,000 Units Per Month (October 1981) |
| Rankings | Best Selling Arcade Game in Japan in 1981 and Best Selling Arcade Game in the US in 1982 |
Donkey Kong introduced a new type of gameplay to the gaming world: platforming. With its multi-level structure and use of Mario as the main character, Shigeru Miyamoto’s arcade debut changed the way gamers interacted with arcade games. Before Donkey Kong, arcade games were purely abstract challenges. After Donkey Kong, arcade games told stories and featured characters that appealed to audiences.
What makes it unbeatable: The multi-level nature of Donkey Kong that creates a sense of journey and progress in a story line beyond just achieving a high score. The creation of Mario as a character with a personality expressed through animation and movement and not through cut scenes or spoken words. The platforming mechanics of Donkey Kong require precise timing, spatial reasoning and risk assessment as opposed to pure reflexes. The variable behaviour of enemies that make every play session slightly different. The creation of Mario as the first mascot character in gaming that went beyond the confines of the original game.
Does it still hold up? The platforming in Donkey Kong still works, but it feels much more deliberate and plodding compared to modern platformers. The controls still respond perfectly, collision detection is still fair, and level design still creates a sense of challenge without being unfair. The graphics also have a certain charm that goes beyond the technical limitations. However, the difficulty curve is very steep and the limited continues system can be very punishing to modern players who are used to more forgiving continues systems.
Read David’s tribute to the platformer that introduced Mario to the world
5. OutRun (1986)
| World-Wide Cabinet Sales | 30,000 Units By 1994 |
| Performance In the Charts | Best-Selling Arcade Game in 1986 |
| First-Year Sales | 20,000+ Units in First 12 Months |
| Innovative Cultural Impact | First Arcade Game with Selectable In-Game Music |
Joe fought hard for OutRun to be ranked higher than any other game on the list, and to be honest, he wasn’t far off. Yu Suzuki’s driving masterpiece didn’t just create a racing game, it created a lifestyle experience. OutRun sold the dream of driving a Ferrari Testarossa down the coast, listening to your favourite songs, and choosing your own route, every time.
What makes it unbeatable: The pseudo-3D sprite scaling that allowed for believable-looking roads and scenery depth, without the need for actual 3-D hardware. The branching paths system that allows the player to choose their route at every cheque-point, providing replay value from exploring rather than just beating the clock. The selectable soundtrack that includes iconic tracks such as “Magical Sound Shower” and “Passing Breeze”, that are now considered gaming classics. The cabinet design with the sit-down Ferrari replica seat, gear shift, and steering wheel that makes players feel like they are actually driving a sports car. The time limit that creates tension without punishing the player for exploring.
Does it still hold up? The driving mechanics of OutRun still feel good, with responsive steering and a great sense of speed. The visual style has aged better than many other games released around the same time, with sprite-work that still looks impressive. However, the handling model feels looser than modern racing games, and the difficulty can be frustrating for players who prefer more forgiving checkpoint systems. The music still sounds amazing and the variety of routes still encourages multiple play-throughs.
Read Joe’s impassioned defence of the driving game that sold a lifestyle not just a race
6. Metal Slug (1996)
| Chart Performance | 7th most popular arcade game (June 1996) |
| US Market Position | Top 10 highest grossing arcade games of 1996 |
| Collector Value | North American AES copies fetch over $20,000 |
| Critical Recognition | Included in “1001 Video Games You Must Play Before You Die” |
Samuel and Joe both wrote about Metal Slug, which tells you everything about how much we love this game. We argued for weeks about whether SNK’s run-and-gun masterpiece belonged in the top 10, with Samuel insisting it represented the pinnacle of 2D sprite animation whilst others questioned whether it innovated enough to deserve inclusion. The animation quality won the argument.
What makes it unbeatable: The hand-drawn sprite animation that achieved a level of detail and fluidity that remains unmatched in 2D gaming. Every character movement, weapon effect, and environmental detail was crafted with obsessive attention to visual storytelling. The weapon variety system that completely changes gameplay strategies depending on what armament you’re carrying. The tank mechanics that transform standard run-and-gun action into vehicle combat sequences. The cooperative gameplay that encourages teamwork without requiring it. The difficulty balance that challenges experienced players whilst remaining accessible to newcomers.
Does it still hold up? Metal Slug has aged exceptionally well because the fundamental gameplay loop is so satisfying and the visual presentation remains stunning. The controls are tight, the weapon feedback is excellent, and the level design creates perfect pacing between intense action and brief respites. Modern players might find the continue system punishing, but the core experience is timelessly engaging. The animation work still impresses today.
Read Samuel’s analysis of the run and gun that proved 2D could never die or Joe’s complementary perspective on Metal Slug’s lasting appeal
7. Daytona USA (1994)
| Technical Innovation | First game on Sega Model 2 arcade system |
| Hardware Partnership | Sega partnered with GE Aerospace for Model 2 development |
| Graphics Achievement | Introduced texture mapped polygons to arcade racing |
| Cultural Impact | Capitalised on NASCAR popularity in United States |
MARCUS was going on and on about texture mapping and polygon count when we talked about Daytona USA, and I am correct in saying he was correct about the technical aspects of it. The NASCAR racing game by Sega AM2 introduced true 3-D polygon graphics with texture mapping to arcade racing, which gave previous sprite-scaling racers a level of visual fidelity that would be hard to compare them to.
What makes it untouchable: The Model 2 hardware that enabled smooth framerate with textured polygon graphics that would be impossible to achieve on home consoles at the time. The three-track variety that provides different racing experiences from the technical challenge of Dinosaur Canyon to the high-speed thrills of Seaside Street Galaxy. The linked cabinet multiplayer that created real racing competition amongst players in the same arcade. The soundtrack featuring “Let’s Go Away” and other memorable tracks that became synonymous with arcade racing. The handling model that balances accessibility with depth, allowing casual players to enjoy racing whilst rewarding skilled drivers with advanced techniques.
Is it still relevant? The core racing mechanics remain great; the steering is very responsive and the sensation of speed that many modern racers cannot equal. The track design is still superior, creating memorable racing experiences with varied challenges. However, the graphics look old-fashioned, despite their historical value, and the limited number of tracks appears sparser compared to the number of contemporary racing games. The multiplayer experience, when available, is still excellent.
8. Galaga (1981)
| Highest Grossing Games in Japan 1981 | 6th highest-grossing arcade game |
| 1982 | 3rd highest-grossing arcade game |
| Innovation Achievement | Tractor beam mechanic enables dual-fighter gameplay |
| License Status | Officially licensed by Bandai Namco Entertainment |
Timothy argued Galaga deserved a higher ranking because it perfected the space shooter formula that Space Invaders established, however, we considered whether the innovation of a space shooter was more important than the overall perfection of the formula. Namco’s space shooter improved all aspects of the space shooter genre and introduced the tractor beam mechanic that added unique risk/reward scenarios to gameplay.
What makes it untouchable: The tractor beam system that enables enemy Galaga ships to capture your fighter, providing a rescue scenario that doubles your firepower if successful, but deducts additional lives if unsuccessful. The challenging waves every third wave that provide opportunity bonuses without bullets or threats, providing perfectly paced breaks. The enemy movements that are more complex and varied than Space Invaders, yet also more predictable to allow for strategic planning. The formation flying behaviour of the enemies, breaking off from group formations to attack individual fighters, providing dynamic priority-targeting decisions.
Is it still relevant today? Galaga remains one of the most playable classic arcade games. The controls are perfectly responsive, the difficulty curve is well-designed, and the risk/reward mechanics create meaningful strategic decisions throughout every play session. The graphics have aged slightly better than many other early-80’s games, and the music is memorable, without being overly obtrusive. Players will find it instantly accessible, but difficult to master.
Read Timothy’s appreciation for the space shooter that made Pac-Man look simple
9. Golden Axe (1989)
| Arcade Performance 1989 | 18th highest-grossing arcade game |
| North American Sales | Largest-grossing arcade title of January 1990 |
| Table Arcade Cabinet Rankings | 2nd Most Successful Table Arcade Cabinet (July 1989) |
| Digital Sales | Xbox Live Arcade Version Sold 167,935 Units (as of 2011) |
Joe’s Sega bias shone brightest in his advocacy for Golden Axe, but the game deserved its place on the list due to its pioneering cooperative beat-em-up design. Makoto Uchida’s fantasy brawler created character-class systems, magic-based gameplay, and mounted combat that would inspire countless future games within the genre.
What makes it untouchable: The three-character system where each warrior (Ax Battler, Tyris Flare, Gilius Thunderhead) offers completely separate gameplay experiences through varying distances of attack, types of magic, and strategic approaches. The magic system that utilises consumed potion resources to launch screen-clearing attacks, creating both resource-management decisions and timing-decision in-game challenges. The mounted-combat sequences where players may steal and ride enemy mounts, converting typical side-scrolling action into cavalry battles. The cooperative gameplay that rewards teamwork, but does not require perfect synchronisation.
Is it still relevant? Golden Axe is still fun, especially in co-op mode, but some of the elements are starting to show their age. The combat system is lacking in depth compared to more modern beat-em-ups, with limited combo possibilities and repetitive enemy encounters. The magic system is still enjoyable, and the fantasy environment retains its charm. However, the difficulty curve is unforgivably harsh, and the limited movesets will become repetitive during extended play sessions. It is best enjoyed in shorter intervals.
10. Time Crisis (1995)
| Hardware Innovation | Namco Super System 22 Arcade System |
| Control Innovation | Foot Pedal Controlling Cover & Reload Mechanics |
| Release Dates | Japan – Dec 1995, North America – Jan 1996 |
| Cultural Impact | 30-Year Legacy Highlighted in BFI Gaming Feature |
Timothy successfully defended Time Crisis against Samuel’s criticism of light gun games as “novelty arcade gimmicks”, and ultimately we agreed that Namco’s shooter revolutionised arcade interaction in ways that went far beyond the limitations of light-gun titles. The foot-pedal cover system transformed static-shooting into dynamic-tactical gameplay where position and timing became critical survival considerations.
What makes it untouchable: The foot-pedal cover system that turns static-shooting into dynamic-tactical gameplay where the timing and positioning of the player become key survival considerations. The time-pressure of the game that adds urgency, but allows the player to control the pace of the game via cover usage. The on-rail format of the game that maintains the flow of the game whilst providing enough player-agency to make the experience feel interactive rather than passive. The feedback and accuracy of weapons and hits that create a feeling of impact with every shot. The arcade cabinet design that produces physically interactive gaming experiences that are unattainable at home.
Does it still hold up? Time Crisis is extremely effective when played in the proper arcade-cabinet configuration, but ports to home-systems significantly reduce the appeal of the game without the foot-pedal and light-gun configuration. The shooting-mechanics of the game remain strong, the difficulty curve is well-balanced, and the action-scenes of the game remain exciting. However, the graphics appear dated, and the story-elements of the game are cheesy even by late 90’s standards. Time Crisis is largely valuable as a historic curiosity and arcade-specific experience.
Read Timothy’s defence of the light-gun game that made you feel like an action-hero
Just Missed the List
Tekken 3 was the most-defended of Joe’s Sega titles in regards to fighting-games. But we realised that Street Fighter II created the competitive scene that Tekken 3 refined. Samuel advocated for Tekken 3 on the basis of 3-D fighting innovations, but we determined that innovation alone was not enough when we already had Street Fighter II represent the fighting-genre.
Ms. Pac-Man improved on the original Pac-Man formula with better maze-design, smarter ghost-AI, and faster pacing, but Joe argued that sequels shouldn’t replace the games that created the genres. Timothy violently disagreed with this decision and threatened to produce his own list.
Mortal Kombat introduced fatalities, photorealistic digitised graphics, and actual controversy to fighting-games. MARCUS analysed the technical aspects of the digitisation-process in detail, but we decided that Street Fighter II’s mechanical innovations were more significant than Mortal Kombat’s visual advancements.
Asteroids developed the first truly infinite game using procedurally generated difficulty-scales and developed the first dual-stick shooting-controls used in numerous subsequent games. However, we could not justify placing Asteroids ahead of Space Invaders, which created the space-shooter genre entirely.
Centipede improved on fixed-shooter mechanics, and introduced the use of a track-ball to control the direction of the player’s shots and to move left/right on the screen, and the ability to shoot in multiple directions. Again, we could not justify placing refinements above the creation of a new genre, when space was limited.
Double Dragon defined many of the beat-em-up conventions that Golden Axe built upon, but Golden Axe’s fantasy world, variety of characters, and magic systems felt more innovative.
We debated every single exclusion. Joe defended more Sega titles more than anyone else. Timothy advocated for a greater variety of games in different genres. Samuel continued to advocate for technical achievement over cultural impact. MARCUS offered frame-data analysis that nobody asked for, but everybody begrudged appreciating. New Player Ready attempted to remain neutral and objective, but everybody else descended into party-line arguments.
Reality dictates that there are dozens of other arcade games that could have been included in this list. Favourite games were excluded, beloved classics were relegated to honourable mention status, and we probably spent more time debating what didn’t get onto the list than we spent celebrating what did. This is how these conversations should occur when discussing a medium as rich and diverse as the video game industry.
We realise that your favourite games likely aren’t represented on our Top Ten. We realise that some of our selections will seem questionable or incorrect to veteran arcade players. We’re okay with that disagreement because it means that these games still evoke enough passion to be argued about. The fact that we can have heated debates about 30-year-old arcade games demonstrates that their influence continues to extend beyond quarters and high scores.
These ten games didn’t simply define arcade gaming, but also created concepts, mechanics and cultural touchstones that continue to shape our views of interactive entertainment. Regardless of whether you agree with our rankings or not, you can’t dispute their combined influence on everything that has come since.
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