Video Game History Museum

Video Game History Museum Contact information, map and directions, contact form, opening hours, services, ratings, photos, videos and announcements from Video Game History Museum, Draškovićeva 10, Zagreb.

Zagreb’s most interactive museum, dedicated to preserving video game history and gaming culture from the 1960s to the early 2000s
Best Interior Design Award by Zagreb Design Week

𝐁𝐞𝐟𝐨𝐫𝐞 𝐜𝐨𝐧𝐬𝐨𝐥𝐞 𝐚𝐝𝐯𝐞𝐧𝐭𝐮𝐫𝐞𝐬 𝐛𝐞𝐜𝐚𝐦𝐞 𝐯𝐚𝐬𝐭, 𝐨𝐧𝐞 𝐤𝐢𝐧𝐠𝐝𝐨𝐦 𝐟𝐢𝐭 𝐢𝐧𝐬𝐢𝐝𝐞 𝐟𝐨𝐮𝐫 𝐤𝐢𝐥𝐨𝐛𝐲𝐭𝐞𝐬.Released for the Atari 2600 in 1980, Warren...
22/10/2026

𝐁𝐞𝐟𝐨𝐫𝐞 𝐜𝐨𝐧𝐬𝐨𝐥𝐞 𝐚𝐝𝐯𝐞𝐧𝐭𝐮𝐫𝐞𝐬 𝐛𝐞𝐜𝐚𝐦𝐞 𝐯𝐚𝐬𝐭, 𝐨𝐧𝐞 𝐤𝐢𝐧𝐠𝐝𝐨𝐦 𝐟𝐢𝐭 𝐢𝐧𝐬𝐢𝐝𝐞 𝐟𝐨𝐮𝐫 𝐤𝐢𝐥𝐨𝐛𝐲𝐭𝐞𝐬.

Released for the Atari 2600 in 1980, Warren Robinett’s Adventure reworked the room-and-object structure of Colossal Cave Adventure into a graphical game controlled with a joystick. The player crossed a connected kingdom in search of the Enchanted Chalice, carrying one object at a time while dragons and a roaming bat complicated the journey.

Its combination of direct movement, exploration and object-based problem solving helped establish an early language for graphical action-adventures. Screens were no longer simply separate arenas or challenges: together they formed a larger space whose layout mattered, while objects became tools for opening routes and overcoming obstacles. That approach became an important part of how later adventure and action-adventure games were designed.

Earlier games had hidden surprises, but Adventure gave them a lasting name. Robinett hid his credit inside a secret room; after players found it, Atari adopted the term “Easter egg” and encouraged designers to hide more secrets of their own.

𝐃𝐢𝐝 𝐲𝐨𝐮 𝐞𝐯𝐞𝐫 𝐟𝐢𝐧𝐝 𝐀𝐝𝐯𝐞𝐧𝐭𝐮𝐫𝐞’𝐬 𝐬𝐞𝐜𝐫𝐞𝐭 𝐫𝐨𝐨𝐦?

𝐀 𝐟𝐢𝐬𝐡 𝐰𝐢𝐭𝐡 𝐚 𝐡𝐮𝐦𝐚𝐧 𝐟𝐚𝐜𝐞 𝐦𝐚𝐝𝐞 𝐩𝐥𝐚𝐲𝐞𝐫𝐬 𝐭𝐚𝐥𝐤 𝐭𝐨 𝐭𝐡𝐞𝐢𝐫 𝐃𝐫𝐞𝐚𝐦𝐜𝐚𝐬𝐭.Released for Dreamcast in Japan in 1999, Vivarium’s Seaman...
21/10/2026

𝐀 𝐟𝐢𝐬𝐡 𝐰𝐢𝐭𝐡 𝐚 𝐡𝐮𝐦𝐚𝐧 𝐟𝐚𝐜𝐞 𝐦𝐚𝐝𝐞 𝐩𝐥𝐚𝐲𝐞𝐫𝐬 𝐭𝐚𝐥𝐤 𝐭𝐨 𝐭𝐡𝐞𝐢𝐫 𝐃𝐫𝐞𝐚𝐦𝐜𝐚𝐬𝐭.

Released for Dreamcast in Japan in 1999, Vivarium’s Seaman was a virtual pet built around a microphone. Players returned each day to keep its habitat livable, feed the creature and watch it pass through bizarre stages of life. Progress followed real time, so looking after it became a small daily ritual rather than something to finish in one sitting.

The real novelty began when Seaman started asking questions. It remembered personal details, reacted to spoken answers and used its abrasive personality to disguise the limitations of speech recognition. Instead of treating voice as a set of simple commands, the game made conversation part of the relationship.

Designer Yoot Saito later said it helped Sega move past the idea that voice-recognition games simply did not work. Seaman was not the first videogame to recognize speech, but its success made it a visible demonstration of what voice interaction could do.

𝐃𝐢𝐝 𝐒𝐞𝐚𝐦𝐚𝐧 𝐞𝐯𝐞𝐫 𝐬𝐚𝐲 𝐬𝐨𝐦𝐞𝐭𝐡𝐢𝐧𝐠 𝐭𝐡𝐚𝐭 𝐠𝐞𝐧𝐮𝐢𝐧𝐞𝐥𝐲 𝐜𝐚𝐮𝐠𝐡𝐭 𝐲𝐨𝐮 𝐨𝐟𝐟 𝐠𝐮𝐚𝐫𝐝?

Planirate obiteljski posjet Muzeju povijesti videoigara? Imamo odlične vijesti! 🥳 👨‍👩‍👦‍👦 Uz Obiteljsku ulaznicu posjet ...
21/10/2026

Planirate obiteljski posjet Muzeju povijesti videoigara? Imamo odlične vijesti! 🥳

👨‍👩‍👦‍👦 Uz Obiteljsku ulaznicu posjet je sada još jednostavniji i povoljniji!

Obiteljska ulaznica:
💶 40 EUR
👤 2 odraslih
👧 do 2 djece

Ne propustite priliku da zajedno s djecom odigrate igre uz koje ste odrastali i stvorite nove uspomene! 🎮

📍Vidimo se u Draškovićevoj 10, Zagreb!

𝐎𝐧𝐞 𝐮𝐧𝐢𝐯𝐞𝐫𝐬𝐢𝐭𝐲 𝐦𝐚𝐢𝐧𝐟𝐫𝐚𝐦𝐞 𝐛𝐞𝐜𝐚𝐦𝐞 𝐚 𝐰𝐨𝐫𝐥𝐝 𝐩𝐞𝐨𝐩𝐥𝐞 𝐜𝐨𝐮𝐥𝐝 𝐢𝐧𝐡𝐚𝐛𝐢𝐭 𝐭𝐨𝐠𝐞𝐭𝐡𝐞𝐫.At Essex University in 1978, Roy Trubshaw began bu...
20/10/2026

𝐎𝐧𝐞 𝐮𝐧𝐢𝐯𝐞𝐫𝐬𝐢𝐭𝐲 𝐦𝐚𝐢𝐧𝐟𝐫𝐚𝐦𝐞 𝐛𝐞𝐜𝐚𝐦𝐞 𝐚 𝐰𝐨𝐫𝐥𝐝 𝐩𝐞𝐨𝐩𝐥𝐞 𝐜𝐨𝐮𝐥𝐝 𝐢𝐧𝐡𝐚𝐛𝐢𝐭 𝐭𝐨𝐠𝐞𝐭𝐡𝐞𝐫.

At Essex University in 1978, Roy Trubshaw began building MUD on a DECsystem-10 mainframe. Richard Bartle soon joined him and later completed much of the game world that became known as MUD1.

Players typed commands to move through The Land and read descriptions of what surrounded them. The crucial difference was that other people were there too. They could talk, cooperate or fight while gathering treasure and climbing through character ranks toward Wizard or Witch, where new powers changed their relationship with the world.

That shared space became a model others followed. MUD players began creating virtual worlds of their own, and the descendants inherited its name: MUDs. Later branches spread across university networks, produced new codebases and carried the basic idea far beyond Essex.

The MUD tradition became one of the foundations of the graphical MMORPG.

𝐃𝐨 𝐲𝐨𝐮 𝐭𝐡𝐢𝐧𝐤 𝐚 𝐰𝐨𝐫𝐥𝐝 𝐦𝐚𝐝𝐞 𝐞𝐧𝐭𝐢𝐫𝐞𝐥𝐲 𝐟𝐫𝐨𝐦 𝐭𝐞𝐱𝐭 𝐜𝐨𝐮𝐥𝐝 𝐬𝐭𝐢𝐥𝐥 𝐤𝐞𝐞𝐩 𝐲𝐨𝐮 𝐞𝐱𝐩𝐥𝐨𝐫𝐢𝐧𝐠 𝐭𝐨𝐝𝐚𝐲?

𝐋𝐢𝐧𝐞𝐚𝐠𝐞 𝐭𝐮𝐫𝐧𝐞𝐝 𝐌𝐌𝐎 𝐠𝐮𝐢𝐥𝐝𝐬 𝐢𝐧𝐭𝐨 𝐚 𝐩𝐨𝐥𝐢𝐭𝐢𝐜𝐚𝐥 𝐟𝐨𝐫𝐜𝐞.NCSOFT launched Lineage in South Korea in 1998, when online RPGs were s...
19/10/2026

𝐋𝐢𝐧𝐞𝐚𝐠𝐞 𝐭𝐮𝐫𝐧𝐞𝐝 𝐌𝐌𝐎 𝐠𝐮𝐢𝐥𝐝𝐬 𝐢𝐧𝐭𝐨 𝐚 𝐩𝐨𝐥𝐢𝐭𝐢𝐜𝐚𝐥 𝐟𝐨𝐫𝐜𝐞.

NCSOFT launched Lineage in South Korea in 1998, when online RPGs were still a young form. It was not Korea’s first MMORPG – Jake Song had already worked on The Kingdom of the Winds – but Lineage reached a remarkable scale.

Players hunted monsters and strengthened their characters, then joined “blood pledges” that could matter more than solo progress. As the game expanded, those clans fought large castle sieges. Capturing a fortress brought prestige, while its rulers could also collect taxes from the surrounding economy.

That structure made rivalry and cooperation part of everyday play. In Korean PC bangs, clanmates could sit together while coordinating battles in the same persistent world.

Within 15 months, Lineage had reached one million registered members in Korea. It became a model for the country’s MMORPG market and helped turn NCSOFT into a major online-game company, establishing a style of guild-centered online conflict that remained deeply influential.

𝐖𝐡𝐚𝐭 𝐰𝐚𝐬 𝐲𝐨𝐮𝐫 𝐦𝐨𝐬𝐭 𝐦𝐞𝐦𝐨𝐫𝐚𝐛𝐥𝐞 𝐋𝐢𝐧𝐞𝐚𝐠𝐞 𝐫𝐢𝐯𝐚𝐥𝐫𝐲?

𝐀 𝐡𝐢𝐝𝐝𝐞𝐧 𝐦𝐢𝐧𝐢𝐠𝐚𝐦𝐞 𝐛𝐞𝐜𝐚𝐦𝐞 𝐚𝐧 𝐮𝐧𝐥𝐢𝐤𝐞𝐥𝐲 𝐗𝐛𝐨𝐱 𝟑𝟔𝟎 𝐥𝐚𝐮𝐧𝐜𝐡 𝐬𝐭𝐚𝐫.Geometry Wars began as a small bonus game hidden inside Bizarr...
18/10/2026

𝐀 𝐡𝐢𝐝𝐝𝐞𝐧 𝐦𝐢𝐧𝐢𝐠𝐚𝐦𝐞 𝐛𝐞𝐜𝐚𝐦𝐞 𝐚𝐧 𝐮𝐧𝐥𝐢𝐤𝐞𝐥𝐲 𝐗𝐛𝐨𝐱 𝟑𝟔𝟎 𝐥𝐚𝐮𝐧𝐜𝐡 𝐬𝐭𝐚𝐫.

Geometry Wars began as a small bonus game hidden inside Bizarre Creations’ racing game Project Gotham Racing 2. In 2005, the studio expanded it into a standalone Xbox Live Arcade release for the new Xbox 360.

The rules were almost instantly readable. One stick moved the ship, the other fired in any direction, while the arena steadily filled with neon enemies until survival became a frantic search for space. Global leaderboards made the score chase social, giving players a reason to keep returning for one more run.

Robotron: 2084 had pioneered twin-stick shooting decades earlier, but Geometry Wars brought that style back into prominence for a new generation. It quickly became one of Xbox Live Arcade’s defining early successes. Its popularity helped show that small, inexpensive downloads could stand beside full-price console releases and gave Microsoft’s new digital storefront an early proof of concept for the kind of original games it could support.

𝐖𝐚𝐬 𝐆𝐞𝐨𝐦𝐞𝐭𝐫𝐲 𝐖𝐚𝐫𝐬 𝐲𝐨𝐮𝐫 𝐟𝐢𝐫𝐬𝐭 𝐗𝐛𝐨𝐱 𝐋𝐢𝐯𝐞 𝐀𝐫𝐜𝐚𝐝𝐞 𝐝𝐨𝐰𝐧𝐥𝐨𝐚𝐝?

𝐁𝐞𝐟𝐨𝐫𝐞 𝐨𝐧𝐥𝐢𝐧𝐞 𝐰𝐨𝐫𝐥𝐝𝐬 𝐛𝐞𝐜𝐚𝐦𝐞 𝐜𝐨𝐦𝐦𝐨𝐧𝐩𝐥𝐚𝐜𝐞, 𝐍𝐨𝐫𝐫𝐚𝐭𝐡 𝐟𝐞𝐥𝐭 𝐞𝐧𝐨𝐫𝐦𝐨𝐮𝐬.Released in 1999, EverQuest brought players into a 3D fan...
17/10/2026

𝐁𝐞𝐟𝐨𝐫𝐞 𝐨𝐧𝐥𝐢𝐧𝐞 𝐰𝐨𝐫𝐥𝐝𝐬 𝐛𝐞𝐜𝐚𝐦𝐞 𝐜𝐨𝐦𝐦𝐨𝐧𝐩𝐥𝐚𝐜𝐞, 𝐍𝐨𝐫𝐫𝐚𝐭𝐡 𝐟𝐞𝐥𝐭 𝐞𝐧𝐨𝐫𝐦𝐨𝐮𝐬.

Released in 1999, EverQuest brought players into a 3D fantasy world populated by other people. Meridian 59 and Ultima Online had already pushed online RPGs forward, but EverQuest turned this kind of persistent 3D world into a breakthrough hit.

Progress demanded cooperation. Travel was slow and dangerous. Death could strand your equipment on a co**se far from safety, and specialized classes made other players valuable. Finding a group was often part of surviving.

At higher levels, guilds organized large raids against powerful enemies for rare rewards. EverQuest helped make this kind of cooperative persistent progression a defining model for Western MMORPGs.

Its influence reached directly into World of Warcraft, whose developers included dedicated EverQuest players and whose early raids drew from it. For years, Norrath was the world other online RPGs had to measure themselves against.

𝐖𝐡𝐚𝐭 𝐰𝐚𝐬 𝐲𝐨𝐮𝐫 𝐟𝐢𝐫𝐬𝐭 𝐄𝐯𝐞𝐫𝐐𝐮𝐞𝐬𝐭 𝐜𝐡𝐚𝐫𝐚𝐜𝐭𝐞𝐫?

𝐎𝐧𝐞 𝐬𝐤𝐚𝐭𝐞𝐛𝐨𝐚𝐫𝐝𝐢𝐧𝐠 𝐠𝐚𝐦𝐞 𝐡𝐞𝐥𝐩𝐞𝐝 𝐥𝐚𝐮𝐧𝐜𝐡 𝐚𝐧 𝐞𝐧𝐭𝐢𝐫𝐞 𝐰𝐚𝐯𝐞 𝐨𝐟 𝐚𝐜𝐭𝐢𝐨𝐧-𝐬𝐩𝐨𝐫𝐭𝐬 𝐢𝐦𝐢𝐭𝐚𝐭𝐨𝐫𝐬.Released for PlayStation in 1999, Tony Ha...
16/10/2026

𝐎𝐧𝐞 𝐬𝐤𝐚𝐭𝐞𝐛𝐨𝐚𝐫𝐝𝐢𝐧𝐠 𝐠𝐚𝐦𝐞 𝐡𝐞𝐥𝐩𝐞𝐝 𝐥𝐚𝐮𝐧𝐜𝐡 𝐚𝐧 𝐞𝐧𝐭𝐢𝐫𝐞 𝐰𝐚𝐯𝐞 𝐨𝐟 𝐚𝐜𝐭𝐢𝐨𝐧-𝐬𝐩𝐨𝐫𝐭𝐬 𝐢𝐦𝐢𝐭𝐚𝐭𝐨𝐫𝐬.

Released for PlayStation in 1999, Tony Hawk's Pro Skater arrived as skateboarding was gaining mainstream exposure. Skateboarding games already existed, but Neversoft made the sport immediately readable as an arcade game.

Tricks fed the score, while each level invited players to find lines through ramps and rails. Career mode mixed score targets with exploration. S-K-A-T-E letters and secret tapes made every course something to learn rather than simply cross once.

That structure became a template for the action-sports boom that followed. For years, publishers chased the same blend of open levels, objectives and trick scoring, while Tony Hawk became one of gaming's major annual franchises.

The influence reached outside games too. Its professional roster and licensed soundtrack introduced millions to skate culture, and later professional skaters have credited the series with helping spark their own interest in the sport.

𝐖𝐡𝐢𝐜𝐡 𝐬𝐨𝐧𝐠 𝐢𝐧𝐬𝐭𝐚𝐧𝐭𝐥𝐲 𝐭𝐚𝐤𝐞𝐬 𝐲𝐨𝐮 𝐛𝐚𝐜𝐤 𝐭𝐨 𝐩𝐥𝐚𝐲𝐢𝐧𝐠 𝐓𝐨𝐧𝐲 𝐇𝐚𝐰𝐤'𝐬 𝐏𝐫𝐨 𝐒𝐤𝐚𝐭𝐞𝐫?

📎 Weekend to-do list:☕ Enjoy a coffee🚶🏻‍♀️Meet up with friends🎮 Visit the Video Game History Museum togetherExplore over...
16/10/2026

📎 Weekend to-do list:

☕ Enjoy a coffee
🚶🏻‍♀️Meet up with friends
🎮 Visit the Video Game History Museum together

Explore over 3,000 exhibits spanning four decades of gaming history, and rediscover your childhood favorite games and consoles. 🕹

📍 Draškovićeva 10, just a 5-minute walk from the main square.

𝐀𝐧 𝐅𝐏𝐒 𝐰𝐨𝐫𝐥𝐝 𝐜𝐨𝐮𝐥𝐝 𝐛𝐞 𝐦𝐨𝐫𝐞 𝐭𝐡𝐚𝐧 𝐣𝐮𝐬𝐭 𝐜𝐨𝐫𝐫𝐢𝐝𝐨𝐫𝐬 𝐚𝐧𝐝 𝐭𝐚𝐫𝐠𝐞𝐭𝐬.Released by 3D Realms in 1996, Duke arrived while shooters st...
15/10/2026

𝐀𝐧 𝐅𝐏𝐒 𝐰𝐨𝐫𝐥𝐝 𝐜𝐨𝐮𝐥𝐝 𝐛𝐞 𝐦𝐨𝐫𝐞 𝐭𝐡𝐚𝐧 𝐣𝐮𝐬𝐭 𝐜𝐨𝐫𝐫𝐢𝐝𝐨𝐫𝐬 𝐚𝐧𝐝 𝐭𝐚𝐫𝐠𝐞𝐭𝐬.

Released by 3D Realms in 1996, Duke arrived while shooters still lived largely in Doom's shadow. Its levels moved through recognizable places such as cinemas and city streets, then filled them with details that reacted to the player.

Security cameras showed live feeds. Toilets and water fountains could actually be used. Pool tables, mirrors and lighting made the scenery feel responsive. These spaces felt less like abstract arenas and more like places built to be explored and disturbed.

Duke himself also stood apart. His constant action-movie one-liners gave the player character a loud personality when many shooter protagonists were largely silent.

Later games would push environmental detail and interactivity much further, but Duke Nukem 3D helped establish that an FPS level could feel like a place rather than simply a maze built around combat.

𝐖𝐡𝐢𝐜𝐡 𝐃𝐮𝐤𝐞 𝐨𝐧𝐞-𝐥𝐢𝐧𝐞𝐫 𝐡𝐚𝐬 𝐬𝐭𝐚𝐲𝐞𝐝 𝐢𝐧 𝐲𝐨𝐮𝐫 𝐡𝐞𝐚𝐝 𝐭𝐡𝐞 𝐥𝐨𝐧𝐠𝐞𝐬𝐭?

Address

Draškovićeva 10
Zagreb
10000

Opening Hours

Tuesday 10:00 - 20:00
Wednesday 10:00 - 20:00
Thursday 10:00 - 20:00
Friday 10:00 - 22:00
Saturday 10:00 - 22:00
Sunday 10:00 - 20:00

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