Tours / three ways round
Guided tours of the museum
Pick a route by how long you have. Each stop says where to go and one thing to notice when you get there. Open the links in order, or in a new tab, and come back here between stops.
Ten minutes
The short way round.
Thirty minutes
Every hall, in order.
For teachers
One lesson, one idea.
Ten minutes
Seven short stops for when the bus is due. One idea from each, and you leave knowing why old games looked and felt the way they did.
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Lobby, 30 seconds
The floor plan
Look at the coloured rail above the hall cards. The bars are different lengths because the eras are: the Early Web gets eight years, the One-Tap years only three.
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Hall 1, 2 minutes
The glass, in the Vector Hall
A vector screen has no grid at all. Read how the beam is dragged from point to point, and why designers counted their lines the way a poet counts syllables.
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Exhibit, 2 minutes
CRT simulator
Turn scanlines and glow all the way up, then all the way down. Watch the moment a square pixel turns into a soft dot: that softness is what the artists drew for.
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Exhibit, 1 minute
Cabinet anatomy
Open the box the screen lived in. Find the coin door, the control panel and the marquee, and notice how much of a cabinet is there to be seen from across a room.
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Hall 2, 2 minutes
The input, in the Golden Arcade
Four small switches sit under a classic joystick. Read why a player could hear a diagonal, and what the flat cross-shaped pad changed about level design.
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Hall 5, 1 minute
The room, in the Flash Hall
The arcade became a browser tab. Notice the line about a link being the whole delivery system, and think about the last game a friend sent you.
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Hall 8, 1 minute
The result is a picture, in the Daily Puzzle Hall
A grid of coloured squares tells your friends how you did without giving away the answer. It is a score table, a story and a spoiler shield in one image.
Thirty minutes
The whole building, oldest first, with one thing to look for in each room and a few toys to try on the way. About two minutes a stop.
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Hall 1, 1977–1982
The Vector Hall
Read the input section. Notice how few controls there were, and how the drift of a ship after you let go is the whole game.
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Hall 2, 1983–1989
The Golden Arcade
Sprites and tiles were ways to cheat the cost of memory. Notice how the same few 8 by 8 pieces, repeated, give these games their rhythm.
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Exhibit
Palette toy
Squeeze the scene into two colours and switch on attribute clash. Watch colour leak across whole blocks, then read the hex values under each swatch.
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Hall
The Home Computers Hall
Look for what changed when the computer moved into the family living room: a keyboard in front of you, a television as the screen, and games typed in from a magazine.
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Exhibit
Controls
Compare the controls side by side. Notice which ones report a direction and which report an amount, and which games each kind made possible.
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Hall 3, 1990–1996
The 16-Bit Hall
Read the train-window paragraph on parallax. Then notice that depth here costs no geometry at all, only layers moving at different speeds.
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Hall
The Handhelds Hall
Small grey-green screens and a pair of batteries. Notice how the games that worked took the tiny, unlit screen as the starting point rather than a problem.
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Exhibit
Chip Synth
Play the same few notes through each generation of sound. Listen for the point where a tune stops being a square wave and starts sounding like an instrument.
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Exhibit
Sound design
Notice how a short sound tells you something happened: a point, a miss, a landing. Try to describe each one in a single word.
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Hall 4, 1997–2004
The Early Web Hall
A game of 200 kilobytes took most of a minute to arrive. Notice how every design choice in this hall comes back to that wait.
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Exhibit
Dial-up sound room
Turn the volume down first, then press Dial with the transcript open. Notice that the part that sounds like static is the most careful part of the conversation.
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Hall 5, 2005–2011
The Flash Hall
Shapes made of curves, not dots. Notice why a drawing could be scaled to any size, and how the glossy button was trying to look like something you could press.
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Exhibit
Loading-bar wing
Eight ways to dress a wait. Pick the one you would have stayed for, and read the sentence beside it on why that idea existed.
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Hall 6, 2012–2014
The One-Tap Hall
One control that means jump, grab or let go depending on the moment. Notice how timing turns a single tap into a whole vocabulary.
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Hall 7, 2015–2019
The Indie Pocket Hall
Read the section on juice. Notice that none of it changes the rules, and all of it changes how the rules feel.
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Exhibit
Pixel Workshop
Draw something in full colour, then switch to an older era. Notice what your picture keeps and what it has to give up.
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Hall 8, 2020–now
The Daily Puzzle Hall
One puzzle a day, the same for everybody. Notice why a limit that a business would never choose is part of why people come back.
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Wing
The Revived Wing
Read why published code is not the same as permission. Notice how one short licence sentence decides whether a game can be kept alive.
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Timeline
The timeline
Find the year you were born, or the year a grown-up you know was. Read what that year made possible.
For teachers
A route for a single lesson of about forty-five minutes, built around one idea: limits shape design. Each stop has a question to ask out loud. The printable worksheets carry the same idea into each hall.
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Lobby, 3 minutes
Start with the floor plan
Ask: what do you think changed between 1977 and now? Write the answers on the board and come back to them at the end.
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Hall 1, 6 minutes
A screen with no pixels
Read the first two paragraphs together. Ask: if every line costs something, what would you leave out of a drawing of a ship? Then compare with the hall.
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Hall 2, 6 minutes
Memory is money
Read about sprites and tile maps. Ask: why would repeating the same small pieces save money, and where do we still repeat pieces today, in tiles, bricks or fonts?
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Exhibit, 6 minutes
Try the limit
Project the palette toy. Drop to four colours, then two, with dithering on and off. Ask: from the back of the room, how many colours can you see? How many are really there?
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Exhibit, 4 minutes
Controls
Ask: which of these controls tells the game how far, not just which way? Match each one to a kind of game.
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Hall 4, 5 minutes
The wait as a design problem
Read the section called small is the style. Ask: what would you put on screen to keep someone waiting for thirty seconds without getting bored?
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Hall 8, 5 minutes
When the hardware stops saying no
Read the opening of the hall. Ask: if a modern phone can draw anything, why did the designers of these years choose to be calm and simple?
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Wing, 5 minutes
Who owns a game?
Read why published code is not permission. Ask: if you made a game and put it online, what would you want other people to be allowed to do with it?
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Colophon, 3 minutes
How do we know?
Show where the museum’s facts come from and how to send a correction. Ask: how would you check one sentence you read today?
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Glossary, 2 minutes
Words to take away
Pick five terms the class met on the tour, such as sprite, dithering, palette, parallax and licence, and read their definitions aloud. Then return to the board from the first stop.
Taking a class round
Every hall has a one-page worksheet with five questions, a look-closely task and a make-your-own task. The glossary explains the words the halls use, and the workshop notes show how ten of the games on the floor were designed. Eracade for classrooms explains what the site stores and how it works on a school network.