1970s .1980s in video games. 1990s |
Other topics: Anthropology . Comics . Fashion . Music . Science and technology . Sociology |
The 1980s was the second decade in the industry's history. It was a decade of highs and lows for video games. The decade began amidst a boom in the arcade video game business with the golden age of arcade video games, the Atari 2600's dominance of the home console market during the second generation of video game consoles, and the rising influence of home computers. However, an oversatuation of low quality games led to an implosion of the video game market that nearly destroyed the industry in North America. [1] Most investors believed video games to be a fad that had since passed, [2] up until Nintendo's success with its Nintendo Entertainment System (NES, Famicom) revived interest in game consoles and led to a recovery of the home video game industry. [3] In the remaining years of the decade, Sega ignites a console war with Nintendo, developers that had been affected by the crash experimented with PC games, [4] and Nintendo released the Game Boy, which would become the best-selling handheld gaming device for the next two decades. [5] Other consoles released in the decade included the Intellivision, ColecoVision, TurboGrafx-16 (PC Engine) and Sega Genesis (Mega Drive).
Notable games of the 1980s included Super Mario Bros. , Duck Hunt , Metroid , Elite , Tetris , SimCity, Galaga, Contra, Pitfall! , Frogger , Mike Tyson's Punch-Out!!, Defender, Missile Command, Mega Man 2, The Legend of Zelda, Castlevania, Ghosts 'n Goblins, Super Mario Bros. 2, Bubble Bobble, Double Dragon, Final Fight, Ninja Gaiden , Adventure, Joust, Robotron: 2084 , Pac-Man , Dig Dug , Arkanoid, Populous , Zelda II: The Adventure of Link, R-Type , Donkey Kong , Centipede, Super Mario Bros. 3 , Prince of Persia, Sid Meier's Pirates!, Where in the World Is Carmen Sandiego?, Gauntlet, Strider, Tron, Dragon's Lair, Golden Axe, Ms. Pac-Man, Out Run, Dungeon Master, Final Fantasy, Altered Beast, Shinobi, Tempest, Lode Runner, Super Mario Land, Battlezone, Dragon Quest, Ultima IV: Quest of the Avatar, Pole Position, and Marble Madness.
Starting in 1983 the third generation began with the Japanese release of the Family Computer (or "Famicom"; later known as the Nintendo Entertainment System in the rest of the world) by Nintendo. Although the previous generation of consoles had also used 8-bit processors, it was at the end of this generation that home consoles were first labeled by their "bits". This also came into fashion as 16-bit systems like Sega's Genesis were marketed to differentiate between the generations of consoles. In the United States, this generation in gaming was primarily dominated by the NES/Famicom. Other notable consoles included Sega's Mark III, also known as the Master System.
Starting in 1987 with the PC Engine in Japan and ending in 1996, with the last console being the Neo-Geo in 1991, the fourth generation of video game consoles consisted primarily of games and systems programmed for the 16-bit era. During this generation, 2D graphics had improved over the previous generation and experimentation began to occur with 3D graphics, although 3D games were more prevalent on the PC at the time. The fourth generation also was the first time compact discs were considered a viable port for video game retail sales with the CD-i. Some of the most notable systems released during this generation were the Super Famicom/Super Nintendo Entertainment System (1990), the Sega Mega Drive/Genesis (1988), and the Neo Geo (1991). [6] Nintendo's Game Boy was also released during the fourth generation, which would become the most popular series of handheld gaming systems during the 1990s. [7] A rivalry between Sega and Nintendo occurred during this generation, starting the first ever console war.
In the early-1980s, arcade games were a vibrant industry. The arcade video game industry in the US alone was generating $5 billion of revenue annually in 1981 [8] and the number of arcades doubled between 1980 and 1982. [9] The effect video games had on society expanded to other mediums as well such as major films and music. In 1982, " Pac-Man Fever " charted on the Billboard Hot 100 charts [10] and Tron became a cult classic. [11]
Following a dispute over recognition and royalties, several of Atari's key programmers split and founded their own company Activision in late 1979. [12] Activision was the first third-party developer for the Atari 2600. [13] Atari sued Activision for copyright infringement and theft of trade secrets in 1980, [14] but the two parties settled on fixed royalty rates and a legitimizing process for third parties to develop games on hardware. [15]
In the aftermath of the lawsuit, an oversaturated market resulted in companies that had never had an interest in video games before beginning to work on their own promotional games; brands like Purina Dog Food. [16] The market was also flooded with too many consoles and too many poor quality games, [17] elements that would contribute to the collapse of the entire video game industry in 1983.
By 1983, the video game bubble created during the golden age had burst and several major companies that produced computers and consoles had gone into bankruptcy. [18] Atari reported a $536 million loss in 1983. [19] Some entertainment experts and investors lost confidence in the medium and believed it was a passing fad. [20] A game often given poster child status to this era, E.T. the Extra-Terrestrial had such bad sale figures that the remaining unsold cartridges were buried in the deserts of New Mexico. [21] [22]
The brunt of the crash was felt mainly across the home console market. Home computer gaming continued to thrive in this time period, especially with lower-cost machines such as the Commodore 64 and ZX Spectrum. Some computer companies adopted aggressive advertising strategies to compete with gaming consoles and to promote their educational appeal to parents as well. [23] [24] Home computers also allowed motivated users to develop their own games, and many notable titles were created this way, such as Jordan Mechner's Karateka, which he wrote on an Apple II while in college. [25]
In the late 1980s, IBM PC compatibles became popular as gaming devices, with more memory and higher resolutions than consoles, but lacking in the custom hardware that allowed the slower console systems to create smooth visuals. [26]
By 1985, the home market console in North America had been dormant for nearly two years. Elsewhere, video games continued to be a staple of innovation and development. After seeing impressive numbers from its Famicom system in Japan, Nintendo decided to jump into the North American market by releasing the Nintendo Entertainment System, or NES for short. After release it took several years to build up momentum, but despite the pessimism of critics it became a success. Nintendo is credited with reviving the home console market. [3]
One innovation that led to Nintendo's success was its ability to tell stories on an inexpensive home console; something that was more common for home computer games, but had only been seen on consoles in a limited fashion. Nintendo also took measures to prevent another crash by requiring third-party developers to adhere to regulations and standards, something that has existed on major consoles since then. One requirement was a "lock and key" system to prevent reverse engineering. It also forced third parties to pay in full for their cartridges before release, so that in case of a flop, the liability will be on the developer and not the provider. [27]
Notes:
The following titles were the highest-grossing arcade video games of each year in the 1980s, in terms of coin drop earnings.
Year | Market | Chart(s) | Title | Revenue | Inflation | Developer | Manufacturer(s) | Genre | Ref |
---|---|---|---|---|---|---|---|---|---|
1980 | Worldwide | — | Pac-Man | $6 billion | $19 billion | Namco | Namco / Midway | Maze | [28] [29] |
1981 | |||||||||
1982 | |||||||||
1983 | Worldwide | — | Pole Position | Unknown | Namco | Namco / Atari | Racing | [30] | |
1984 | UK | Unknown | Track & Field | Unknown | Konami | Konami | Olympic sports | [31] | |
USA | AMOA | Pole Position | Unknown | Namco | Atari | Racing | [32] | ||
RePlay | Pole Position II | Unknown | Namco | Atari | Racing | [33] | |||
1985 | UK | Unknown | Commando | Unknown | Capcom | Capcom | Run-and-gun | [31] | |
USA | Play Meter | Hang-On | Unknown | Sega | Sega | Racing | [34] | ||
RePlay | Karate Champ | Unknown | Technōs | Data East | Fighting | [35] | |||
1986 | Japan | Game Machine | Hang-On | Unknown | Sega | Sega | Racing | [36] [37] | |
UK | Electrocoin (London) | Nemesis (Gradius) | Unknown | Konami | Konami | Scrolling shooter | [38] | ||
USA | Play Meter | Gauntlet | Unknown | Atari Games | Atari Games | Hack-and-slash | [39] | ||
RePlay | Hang-On | Unknown | Sega | Sega | Racing | [40] | |||
1987 | Japan | Gamest / Game Machine | Out Run | Unknown | Sega | Sega | Driving | [41] [42] | |
USA | Play Meter | Sega | Sega | Driving | [43] | ||||
1988 | Japan | Gamest / Game Machine | After Burner | Unknown | Sega | Sega | Air combat | [44] [45] | |
Hong Kong | Bondeal | RoboCop | Unknown | Data East | Data East | Action | [46] | ||
UK | Unknown | Operation Wolf | Unknown | Taito | Taito | Light gun shooter | [47] | ||
USA | Play Meter | Double Dragon | Unknown | Technōs | Taito | Beat 'em up | [48] | ||
1989 | Japan | Dedicated cabinet | Final Lap | Unknown | Namco | Namco | Racing | [49] | |
Conversion kit | Tetris | Unknown | Sega | Sega | Puzzle | [49] [50] | |||
USA | AMOA (dedicated) | Double Dragon | Unknown | Technōs | Taito | Beat 'em up | [51] | ||
AMOA (conversion kit) | Capcom Bowling | Unknown | Strata | Capcom | Sports | ||||
RePlay (dedicated) | Super Off Road | Unknown | Leland | Leland | Racing | [52] | |||
RePlay (conversion kit) | Ninja Gaiden | Unknown | Tecmo | Tecmo | Beat 'em up |
The following table lists the top 20 best-selling home video games of the 1980s. Note that video game sales numbers were not as widely reported during the 1980s, with the exception of titles published by Nintendo and Atari, Inc.
The following table lists the top 20 best-selling home systems in the 1980s, including home video game consoles, handheld game consoles, handheld electronic games, and personal computers.
No. | System(s) | Manufacturer | Type | Generation | Release | Hardware sales | Software sales | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Japan | USA | Europe | Korea | Worldwide | As of | USA | As of | ||||||
1 | Famicom / NES | Nintendo | Console | Third | 1983 | 14,630,000 [78] | 20,800,000+ [79] | 1,000,000 [80] | 20,000 [81] | 36,450,000 | 1989 | 101,500,000 [82] | 1989 |
2 | Game & Watch | Nintendo | Handheld | — | 1980 | — | — | — | — | 18,600,000+ [83] [84] | 1982 | — | — |
3 | Atari 2600 (Atari VCS) | Atari | Console | Second | 1977 | — | — | — | — | 18,450,000+ [85] [86] | 1986 | Unknown | Unknown |
4 | Commodore 64 | Commodore | Computer | 8-bit | 1982 | — | — | — | — | 13,700,000 [87] | 1989 | ||
5 | IBM PC | IBM | Computer | 8/16-bit | 1981 | — | — | — | — | 6,952,600+ [e] | 1989 | ||
6 | ZX81 / ZX Spectrum | Sinclair | Computer | 8-bit | 1981 | — | — | — | — | 5,000,000 [91] | 1985 | ||
7 | Apple II | Apple Inc. | Computer | 8-bit | 1977 | — | — | — | — | 4,487,000 [87] | 1989 | ||
8 | NEC UltraLite / PC-88 / PC-98 | NEC | Computer | 8/16-bit | 1981 | 4,040,000 [f] | 211,000+ [90] | Unknown | Unknown | 4,251,000+ | 1989 | ||
9 | Famicom Disk System | Nintendo | Console | 8-bit | 1986 | 4,000,000 [92] | — | — | — | 4,000,000 | 1989 | ||
10 | MSX | ASCII Corp. | Computer | 8-bit | 1983 | — | — | — | — | 4,000,000 [93] | 1989 | ||
11 | SG-1000 / Master System | Sega | Console | Third | 1985 | 1,440,000 [94] | 1,665,000+ [95] [96] [97] | 700,000 [80] | 130,000 [81] | 3,935,000+ | 1989 | ||
12 | Macintosh | Apple Inc. | Computer | 16-bit | 1984 | — | — | — | — | 3,502,000 [87] | 1989 | ||
13 | Intellivision | Mattel | Console | Second | 1979 | — | — | — | — | 3,000,000+ [98] | 1983 | ||
14 | Coleco Mini-Arcade | Coleco | Dedicated | — | 1982 | — | 3,000,000 [99] | — | — | 3,000,000 | 1982 | — | — |
15 | PC Engine / TurboGrafx-16 | NEC | Console | 8/16-bit | 1987 | 2,350,000 [78] | 300,000 [100] | Unknown | Unknown | 2,650,000+ | 1989 | Unknown | |
16 | Game Boy | Nintendo | Handheld | 8-bit | 1989 | 1,480,000 [78] | 1,000,000 [79] | — | — | 2,500,000 [101] | 1989 | ||
17 | ColecoVision | Coleco | Console | Second | 1982 | — | 2,000,000 [102] | Unknown | Unknown | 2,000,000+ | 1984 | ||
18 | Amstrad CPC | Amstrad | Computer | 8-bit | 1984 | — | Unknown | 2,000,000 [103] | — | 2,000,000+ | 1989 | ||
19 | Atari 8-bit computers | Atari | Computer | 8-bit | 1979 | — | — | — | — | 1,900,000 [87] | 1989 | ||
20 | Amiga | Commodore | Computer | 16-bit | 1985 | — | — | — | — | 1,600,000 [87] | 1989 |
The following gallery highlights hardware used to predominantly play games throughout the 1980s.
The Atari 2600 is a home video game console developed and produced by Atari, Inc. Released in September 1977 as the Atari Video Computer System, it popularized microprocessor-based hardware and games stored on swappable ROM cartridges, a format first used with the Fairchild Channel F in 1976. The VCS was bundled with two joystick controllers, a conjoined pair of paddle controllers, and a game cartridge—initially Combat and later Pac-Man. Sears sold the system as the Tele-Games Video Arcade. Atari rebranded the VCS as the Atari 2600 in November 1982, alongside the release of the Atari 5200.
Coleco Industries, Inc. was an American company founded in 1932 by Maurice Greenberg as The Connecticut Leather Company. The name "COLECO" is an abbreviation derived from the company's original name which combines the first two letters of "Connecticut," "Leather," and "Company." It was a successful toy company in the 1980s, mass-producing versions of Cabbage Patch Kids dolls and its video game consoles, the Coleco Telstar dedicated consoles and ColecoVision. While the company ceased operations in 1988 as a result of bankruptcy, the Coleco brand was revived in 2005, and remains active to this day.
ColecoVision is a second-generation home video-game console developed by Coleco and launched in North America in August 1982. It was released a year later in Europe by CBS Electronics as the CBS ColecoVision.
The video game crash of 1983 was a large-scale recession in the video game industry that occurred from 1983 to 1985 in the United States. The crash was attributed to several factors, including market saturation in the number of video game consoles and available games, many of which were of poor quality. Waning interest in console games in favor of personal computers also played a role. Home video game revenue peaked at around $3.2 billion in 1983, then fell to around $100 million by 1985. The crash abruptly ended what is retrospectively considered the second generation of console video gaming in North America. To a lesser extent, the arcade video game market also weakened as the golden age of arcade video games came to an end.
Pac-Man, originally called Puck Man in Japan, is a 1980 maze video game developed and published by Namco for arcades. In North America, the game was released by Midway Manufacturing as part of its licensing agreement with Namco America. The player controls Pac-Man, who must eat all the dots inside an enclosed maze while avoiding four colored ghosts. Eating large flashing dots called "Power Pellets" causes the ghosts to temporarily turn blue, allowing Pac-Man to eat them for bonus points.
1983 has seen many sequels and prequels in video games, such as Mario Bros. and Pole Position II, along with new titles such as Astron Belt, Champion Baseball, Dragon's Lair, Elevator Action, Spy Hunter and Track & Field. Major events include the video game crash of 1983 in North America, and the third generation of video game consoles beginning with the launch of Nintendo's Family Computer (Famicom) and Sega's SG-1000 in Japan. The year's highest-grossing video game was Namco's arcade game Pole Position, while the year's best-selling home system was Nintendo's Game & Watch for the third time since 1980.
In the history of video games, the third generation of video game consoles, commonly referred to as the 8-bit era, began on July 15, 1983, with the Japanese release of two systems: Nintendo's Family Computer and Sega's SG-1000. When the Famicom was released outside of Japan, it was remodeled and marketed as the Nintendo Entertainment System (NES). This generation marked the end of the video game crash of 1983, and a shift in the dominance of home video game manufacturers from the United States to Japan. Handheld consoles were not a major part of this generation; the Game & Watch line from Nintendo and the Milton Bradley Microvision that were sold at the time are both considered part of the previous generation due to hardware typical of the second generation.
Donkey Kong is a 1981 arcade video game developed and published by Nintendo. As Mario, the player runs and jumps on platforms and climbs ladders to ascend a construction site and rescue Pauline from a giant gorilla, Donkey Kong. It is the first game in the Donkey Kong series and Mario's first appearance in a video game.
The history of video game consoles, both home and handheld, began in the 1970s. The first console that played games on a television set was the 1972 Magnavox Odyssey, first conceived by Ralph H. Baer in 1966. Handheld consoles originated from electro-mechanical games that used mechanical controls and light-emitting diodes (LED) as visual indicators. Handheld electronic games had replaced the mechanical controls with electronic and digital components, and with the introduction of Liquid-crystal display (LCD) to create video-like screens with programmable pixels, systems like the Microvision and the Game & Watch became the first handheld video game consoles.
Tengen Inc. was an American video game publisher and developer that was created by the arcade game manufacturer Atari Games for publishing computer and console games. It had a Japanese subsidiary named Tengen Ltd..
1988 saw many sequels and prequels in video games, such as Dragon Quest III, Super Contra, Super Mario Bros. 2, Mega Man 2, Double Dragon II: The Revenge, and Super Mario Bros. 3, along with new titles such as Assault, Altered Beast, Capcom Bowling, Ninja Gaiden, RoboCop, Winning Run and Chase H.Q.
1987 saw many sequels and prequels in video games, such as Castlevania II: Simon's Quest, Dragon Quest II, Final Lap, and Zelda II, along with new titles such as After Burner, Contra, Double Dragon, Final Fantasy, Mega Man, Metal Gear, Operation Wolf, Phantasy Star, Shinobi, Street Fighter and The Last Ninja. The Legend of Zelda was also introduced outside of Japan.
1986 saw many sequels and prequels in video games, such as Super Mario Bros. 2, along with new titles such as Arkanoid, Bubble Bobble, Castlevania, Dragon Quest, Ikari Warriors, The Legend of Zelda, Metroid, Out Run and R.B.I. Baseball. The year's highest-grossing arcade video games were Hang-On in Japan, Hang-On and Gauntlet in the United States, and Nemesis (Gradius) in London. The year's best‑selling home system was the Nintendo Entertainment System (Famicom) for the third year in a row, while the year's best-selling home video games in Western markets were Super Mario Bros. in the United States and Yie Ar Kung-Fu in the United Kingdom.
1985 saw many sequels and prequels in video games, such as Super Mario Bros. and Kung Fu, along with new titles such as Commando, Duck Hunt, Gauntlet, Ghosts 'n Goblins, Gradius, Hang-On, Space Harrier, Tetris and The Way of the Exploding Fist. The year's highest-grossing arcade video games were Hang-On and Karate Champ in the United States, and Commando in the United Kingdom. The year's best‑selling home system was the Nintendo Entertainment System (Famicom) for a consecutive year, while the year's best‑selling home video game was Super Mario Bros.
1982 was the peak year for the golden age of arcade video games as well as the second generation of video game consoles. Many games were released that would spawn franchises, or at least sequels, including Dig Dug, Pole Position, Mr. Do!, Zaxxon, Q*bert, Time Pilot and Pitfall! The year's highest-grossing video game was Namco's arcade game Pac-Man, for the third year in a row, while the year's best-selling home system was the Atari 2600. Additional video game consoles added to a crowded market, notably the ColecoVision and Atari 5200. Troubles at Atari late in the year triggered the video game crash of 1983.
Mr. Do! is a 1982 maze video game developed by Universal. It is the first arcade video game to be released as a conversion kit for other cabinets; Taito published the conversion kit in Japan. The game was inspired by Namco's Dig Dug released earlier in 1982. Mr. Do! was a commercial success in Japan and North America, selling 30,000 arcade units in the US, and it was followed by several arcade sequels.
The history of the Nintendo Entertainment System (NES) spans the 1982 development of the Family Computer, to the 1985 launch of the NES, to Nintendo's rise to global dominance based upon this platform throughout the late 1980s. The Family Computer or Famicom was developed in 1982 and launched in 1983 in Japan. Following the North American video game crash of 1983, the Famicom was adapted into the NES which was launched in North America in 1985. Transitioning the company from its arcade game history into this combined global 8-bit home video game console platform, the Famicom and NES continued to aggressively compete with next-generation 16-bit consoles, including the Sega Genesis. The platform was succeeded by the Super Famicom in 1990 and the Super Nintendo Entertainment System in 1991, but its support and production continued until 1995. Interest in the NES has been renewed by collectors and emulators, including Nintendo's own Virtual Console platform.
In the history of video games, the second-generation era refers to computer and video games, video game consoles, and handheld video game consoles available from 1976 to 1992. Notable platforms of the second generation include the Fairchild Channel F, Atari 2600, Intellivision, Odyssey 2, and ColecoVision. The generation began in November 1976 with the release of the Fairchild Channel F. This was followed by the Atari 2600 in 1977, Magnavox Odyssey² in 1978, Intellivision in 1980 and then the Emerson Arcadia 2001, ColecoVision, Atari 5200, and Vectrex, all in 1982. By the end of the era, there were over 15 different consoles. It coincided with, and was partly fuelled by, the golden age of arcade video games. This peak era of popularity and innovation for the medium resulted in many games for second generation home consoles being ports of arcade games. Space Invaders, the first "killer app" arcade game to be ported, was released in 1980 for the Atari 2600, though earlier Atari-published arcade games were ported to the 2600 previously. Coleco packaged Nintendo's Donkey Kong with the ColecoVision when it was released in August 1982.
The Nintendo Entertainment System (NES) is an 8-bit home video game console produced by Nintendo. It was first released in Japan on July 15, 1983, as the Family Computer (Famicom). It was released in US test markets as the redesigned NES in October 1985, and fully launched in the US the following year. The NES was distributed in Europe, Australia, and parts of Asia throughout the 1980s under various names. As a third-generation console, it mainly competed with Sega's Master System.
In 1982 alone, Americans pumped $6 billion in quarters into Pac-Man's mouth—more than they spent in Las Vegas casinos and movie theatres combined.
In 1982 alone, Americans pumped $6 billion in quarters into Pac-Man's mouth—more than they spent in Las Vegas casinos and movie theatres combined.
The Donkey Kong Game & Watch was released in 1982 and alone sold eight million units.
Designed & programmed Atari 2600 adaptation of hit arcade game Donkey Kong, 1982 wholesale revenues in excess of $100 million on 4 million units.
The real winners were Nintendo. To date, Nintendo dealers across the world have sold 8 million Tetris cartridges on the Nintendo Entertainment system.
The pit-hopping action game has sold more than 5 million copies worldwide.
In Aug. '82 term, sales of "Game & Watch" will increase from 4.6 million to 7 million units
Introduced in 1989, Game Boy sold 2.5 million units that year and 10 million in 1990.