ROCHESTER, New York—Which video games will make it into the World Video Game Hall of Fame this May? Can NBA Jam dunk on the competition? Will Guitar Hero play its way into history? Can Frogger cross the road to the finish line? Will Centipede eat up its competitors? Can King’s Quest complete the adventure?
The Strong’s World Video Game Hall of Fame in Rochester, New York, today announced the 12 finalists for induction: Bejeweled, Centipede, Frogger, GoldenEye 007, Guitar Hero, King’s Quest, Minecraft, NBA Jame, Nokia Snake, Super Smash Brothers Melee, Uncharted 2: Among Thieves, and Where in the World is Carmen Sandiego?
“These 12 World Video Game Hall of Fame finalists all significantly influenced the development of video games or popular culture,” says Jon-Paul C. Dyson, director of The Strong’s International Center for the History of Electronic Games. “Together, these games help tell the story of the gaming industry and its influence on society. Nokia Snakeproved that mobile devices could be gaming platforms, and Bejeweled took that idea to new heights. Centipede was a hit in the early arcade, and Frogger jumped out of the arcade to become a pop culture icon. King’s Quest changed the adventure genre of games forever, and a game like Uncharted 2 pushed the boundaries of video game storytelling and art.”
The World Video Game Hall of Fame received thousands of nominations from more than 100 countries for consideration for the 2020 class. Fans may vote for their favorite finalists from March 19 to April 2 as part of a “Player’s Choice” ballot at worldvideogamehalloffame.org. The three games that receive the most public votes will form one ballot and will join the 29 other ballots submitted by members of the International Selection Advisory Committee, which is made up of journalists and scholars familiar with the history of video games and their role in society. (The public, collectively, will have the weight of one judge.) The final inductees will be announced during a special ceremony at The Strong museum at a date to be determined.
The World Video Game Hall of Fame recognizes electronic games that meet the following criteria: icon-status, the game is widely recognized and remembered; longevity, the game is more than a passing fad and has enjoyed popularity over time; geographical reach, the game meets the above criteria across international boundaries; and influence, the game has exerted significant influence on the design and development of other games, on other forms of entertainment, or on popular culture and society in general.
Anyone can nominate a game to the World Video Game Hall of Fame online at worldvideogamehallofame.org. Inductees to the first five classes of the World Video Game Hall of Fame—Colossal Cave Adventure, Donkey Kong, DOOM, Final Fantasy VII, Grand Theft Auto III, Halo: Combat Evolved, John Madden Football, The Legend of Zelda, Microsoft Solitaire, Mortal Kombat, The Oregon Trail, Pac-Man, Pokemon Red and Green, Pong, The Sims, Sonic the Hedgehog, Space Invaders, Spacewar!, Street Fighter II, Super Mario Bros., Super Mario Kart, Tetris, Tomb Raider, and World of Warcraft—are displayed on permanent view at The Strong in Rochester, New York.
About the World Video Game Hall of Fame
The World Video Game Hall of Fame at The Strong recognizes individual electronic games of all types—arcade, console, computer, handheld, and mobile—that have enjoyed popularity over a sustained period and have exerted influence on the video game industry or on popular culture and society in general.
About The Strong
The Strong is a highly interactive, collections-based museum devoted to the history and exploration of play. It is one of the largest history museums in the United States and one of the leading museums serving families. The Strong houses the world’s largest and most comprehensive collection of historical materials related to play and is home to the International Center for the History of Electronic Games, the National Toy Hall of Fame, the World Video Game Hall of Fame, the Brian Sutton-Smith Library and Archives of Play, the Woodbury School, and the American Journal of Play. Together, these enable a multifaceted array of research, exhibition, and other interpretive and educational activities that serve a diverse audience of adults, families, children, students, teachers, scholars, collectors, and others around the globe.