Rip Cord

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The title screen displays "GAME OVER" centered on a black background with white text. Below it reads "TODAYS HIGH SCORE 0000" and coin insertion options for "ONE PLAYER 1 COIN" and "TWO PLAYER 2 COIN". At the top of the screen, "PLAYER ONE JUMPS" and "PLAYER TWO" labels appear left and right. A white silhouette of a skydiver with parachute is visible in the upper left corner, mirrored on the upper right. The bottom shows a wavy water line with pixelated waves and a small parachute icon descending toward it. Developer credit "BY EXIDY" appears in the lower right corner.

Rip Cord

撕裂降伞

4.5 (4.8K)
Arcade Action 573 plays

Rip Cord is an action arcade game released by Exidy in 1979. Players control a skydiver who must navigate through the air while avoiding obstacles and collecting targets. The gameplay involves timing descents and horizontal movements across multiple screens, each presenting different hazard configurations. The skydiver can deploy a parachute to slow descent or maneuver laterally to dodge incoming threats. Control is straightforward, using joystick inputs to guide the character. The game progresses through successive waves of increasing difficulty with varied obstacle patterns. Collision with hazards results in loss of lives. The objective is to complete each level by successfully navigating to designated landing zones while avoiding all obstacles encountered during descent.

Developer
Released
Platform
Arcade
Genre
Action
Rating
4.5 / 5 (4.8K)
Last updated

About Rip Cord

Rip Cord is a 1979 arcade action game developed and published by Exidy, arriving at a time when the arcade industry was riding the wave of enthusiasm ignited by Space Invaders (1978) and the broader golden age of arcade gaming was just beginning to accelerate. Exidy, already known for pushing boundaries with titles like Death Race (1976) and Circus (1977), brought Rip Cord to arcades as a skydiving-themed shooter that stood apart from the space-combat and maze-chase formulas dominating the market at the time. The game places the player in the role of a skydiver descending through the sky, tasked with shooting balloons and other aerial targets while managing the freefall. The cabinet used a vertically oriented monitor, fitting the top-down perspective of a skydiver looking downward as objects rush upward toward the screen. Players controlled a crosshair or targeting reticle, aiming and firing at balloons that ascend from below, and the core challenge lay in hitting enough targets to score points before the diver reached the ground. The controls were straightforward — a joystick or directional input to move the targeting reticle combined with a fire button — keeping the game accessible to the walk-up arcade audience of the era. The level structure followed the arcade convention of the time: stages grew progressively more demanding, with balloons appearing faster, in greater numbers, and in more unpredictable patterns as play continued, creating a natural escalation of difficulty that encouraged repeat plays and coin insertions. Rip Cord occupied an interesting niche in Exidy's catalog because it leaned into a non-violent, novelty theme at a time when the company was simultaneously drawing controversy for more provocative titles. The skydiving premise gave the game a visual identity that was immediately legible on the arcade floor — the colorful balloons and the implied aerial descent made for an eye-catching attract mode. In its era, Rip Cord was one of several Exidy titles that demonstrated the company's willingness to experiment with themes and mechanics outside the dominant shooter and maze genres, even if it did not achieve the lasting cultural footprint of contemporaries like Asteroids or Galaxian. The game was distributed in relatively modest numbers compared to the blockbuster titles of 1979, and today it is considered a collector's curiosity — a snapshot of the creative experimentation that characterized smaller arcade developers trying to carve out shelf space against the giants of the early golden age.

Pro tips

  • Focus fire on the fastest-moving balloons first — letting them slip past reduces your score multiplier more than missing slower ones.
  • Track balloon spawn patterns early in each stage; they tend to follow predictable lanes that you can anticipate rather than react to.
  • Keep your reticle near the center of the screen between shots so you have the shortest travel distance to reach balloons appearing from any edge.
  • Avoid chasing single balloons to the far corners of the screen — the time cost of repositioning usually results in missing several others.
  • As stages advance and balloon speed increases, prioritize clusters over isolated targets to maximize points per shot.

Rip Cord Controls — Arcade Keyboard Keys

Default keyboard bindings for Rip Cord on our in-browser Arcade emulator. Plug in a USB or Bluetooth gamepad to auto-detect mappings, or rebind any key from the emulator settings menu.

Keyboard Console button Typical use
Joystick Up Move up
Joystick Down Move down
Joystick Left Move left
Joystick Right Move right
X Button 1 Primary action (jump / confirm)
Z Button 2 Secondary action (attack / cancel)
S Button 3 Tertiary action
A Button 4 Quaternary action
Q Button 5 Fifth button
W Button 6 Sixth button
5 Insert Coin Insert coin
1 1P Start Start / Pause

Coin and Start are convention "Insert Coin: 5" and "1P Start: 1". Some arcade boards expect specific button mappings — check the in-game prompts on coin-up.

Rebind any key from the EmulatorJS in-game settings menu (gear icon → Controls). A connected gamepad auto-maps to the same buttons.

Rip Cord Longplay & Gameplay Videos

Watch a full playthrough of Rip Cord on Arcade before you dive in — recommended for getting a feel for the game's pacing, story beats, and difficulty curve.

Watch longplay on YouTube

"Rip Cord" Arcade longplay 1979

External references

Frequently Asked Questions

When was Rip Cord released?

Rip Cord was released in 1979 for the Arcade.

Who developed Rip Cord?

Rip Cord was developed by Exidy, available to play in your browser on RetroGameSpace.

What type of game is Rip Cord?

Rip Cord is a Action game for the Arcade, playable instantly in your browser — no downloads, no installs.

How can I play Rip Cord for free?

Open this page and click "Play Now" — Rip Cord runs free in your browser via WebAssembly emulation. No account, no payment, no installer.

Do I need to download anything to play Rip Cord in the browser?

No. Rip Cord streams from a public archive into a browser-side Arcade emulator. Nothing is installed on your computer.

Can I save my progress in Rip Cord?

Yes. Save states are stored in your browser (IndexedDB) per game, and you can also use any in-game save the original Arcade cartridge supported.

Does Rip Cord work on mobile devices?

Yes — the Arcade emulator runs on iOS Safari and Android Chrome. Touch controls overlay the game; landscape mode is recommended.

Is it legal to play Rip Cord this way?

RetroGameSpace is a transient caching reverse-proxy and does not host first-party copies of Rip Cord. Game files are fetched on demand from publicly-accessible archives. You are responsible for compliance with your local laws and the bring-your-own-ROM principle.

How difficult is Rip Cord for a first-time player?

Rip Cord starts at a manageable pace, making it approachable for newcomers. Difficulty ramps steadily as balloons move faster and appear more frequently, so early stages serve as a reasonable warm-up. Most first-time players can survive several rounds before the speed becomes overwhelming.

What is the best starting strategy for new players?

New players should focus on staying centered and developing a rhythm of short, deliberate reticle movements rather than sweeping across the screen. Prioritizing high-value or fast-moving targets early builds score efficiently and helps establish the pattern recognition needed for later, faster stages.

Is Rip Cord worth playing today?

For retro arcade enthusiasts and Exidy collectors, Rip Cord offers a brief but charming window into 1979 arcade design philosophy. Its sessions are short and its mechanics simple by modern standards, but it holds genuine historical interest as an example of theme-driven arcade experimentation from the early golden age.

What is a common mistake new players make?

The most common mistake is over-committing to a single balloon and dragging the reticle across the full screen, leaving the center unguarded. This causes players to miss clusters of easier targets. Staying disciplined about reticle positioning and accepting some misses is more effective than chasing every target.

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