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.
The 1980s opened with popular holdovers like the Atari 2600, alongside newer machines chasing “arcade-at-home” fidelity such as ColecoVision (launched mid-1982 with Donkey Kong as a pack-in) and the self-contained, vector-display Vectrex. [6]
In Japan, Nintendo’s Family Computer (Famicom) arrived in 1983, setting the stage for the company’s U.S. push two years later with the Nintendo Entertainment System. However it wasn't an easy transition to the United States as the market had just crashed the same year as Nintendo launched their own system, the Famicom, in Japan. Thus the American debut began in New York City on Oct. 18, 1985, marketed as a toy (with R.O.B.the Robot and the ZapperGun) to win back skeptical retailers after the market crash—an approach that helped spark a broader recovery. [7]
Through the second half of the decade, Nintendo consolidated its lead in North America while refining a stricter publishing model: the 10NES lockout chip and licensing rules that shaped third-party game releases and distribution.
Sega mounted the most persistent challenge with the Master System (sold as Mark III in Japan). While it lagged in the U.S., it carved out lasting strength in places like Brazil, where local partner TecToy kept variants on store shelves for decades—an unusual longevity for an ’80s console. [8]
Atari returned with the 7800, emphasizing affordability and backward compatibility with 2600 cartridges—an early nod to preserving players’ libraries. (Modern reissues even highlight that cross-compatibility today.) [9]
By the late 1980s, the conversation shifted toward higher performance: NEC and Hudson’s PC Engine (1987, Japan) and Sega’s Mega Drive/Genesis (1988 Japan; 1989 U.S.) ushered in faster scrolling, bigger sprites, and more elaborate sound, signaling the next wave of competition that would define the early 1990s. [10]
Behind the scenes, the decade also standardized features we now take for granted—battery-backed saves and rewritable media (e.g., Nintendo’s Disk Writer service for the Famicom Disk System)—and elevated hardware engineers like Masayuki Uemura to quiet renown for the designs that reshaped living-room entertainment. [11]
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 [12] and the number of arcades doubled between 1980 and 1982. [13] 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 [14] and Tron became a cult classic. [15]
Following a dispute over recognition and royalties, several of Atari's key programmers split and founded their own company Activision in late 1979. [16] Activision was the first third-party developer for the Atari 2600. [17] Atari sued Activision for copyright infringement and theft of trade secrets in 1980, [18] but the two parties settled on fixed royalty rates and a legitimizing process for third parties to develop games on hardware. [19]
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. [20] The market was also flooded with too many consoles and too many poor quality games, [21] 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. [22] Atari reported a $536 million loss in 1983. [23] Some entertainment experts and investors lost confidence in the medium and believed it was a passing fad. [24] 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. [25] [26]
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, ZX Spectrum and IBM Personal Computer. Some computer companies adopted aggressive advertising strategies to compete with gaming consoles and to promote their educational appeal to parents as well. [27] [28] 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. [29]
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. [30]
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. [31]
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 | $20 billion | Namco | Namco / Midway | Maze | [32] [33] |
1981 | |||||||||
1982 | |||||||||
1983 | Worldwide | — | Pole Position | Unknown | Namco | Namco / Atari | Racing | [34] | |
1984 | UK | Unknown | Track & Field | Unknown | Konami | Konami | Olympic sports | [35] | |
USA | AMOA | Pole Position | Unknown | Namco | Atari | Racing | [36] | ||
RePlay | Pole Position II | Unknown | Namco | Atari | Racing | [37] | |||
1985 | UK | Unknown | Commando | Unknown | Capcom | Capcom | Run-and-gun | [35] | |
USA | Play Meter | Hang-On | Unknown | Sega | Sega | Racing | [38] | ||
RePlay | Karate Champ | Unknown | Technōs | Data East | Fighting | [39] | |||
1986 | Japan | Game Machine | Hang-On | Unknown | Sega | Sega | Racing | [40] [41] | |
UK | Electrocoin (London) | Nemesis (Gradius) | Unknown | Konami | Konami | Scrolling shooter | [42] | ||
USA | Play Meter | Gauntlet | Unknown | Atari Games | Atari Games | Hack-and-slash | [43] | ||
RePlay | Hang-On | Unknown | Sega | Sega | Racing | [44] | |||
1987 | Japan | Gamest / Game Machine | Out Run | Unknown | Sega | Sega | Driving | [45] [46] | |
USA | Play Meter | Sega | Sega | Driving | [47] | ||||
1988 | Japan | Gamest / Game Machine | After Burner | Unknown | Sega | Sega | Air combat | [48] [49] | |
Hong Kong | Bondeal | RoboCop | Unknown | Data East | Data East | Action | [50] | ||
UK | Unknown | Operation Wolf | Unknown | Taito | Taito | Light gun shooter | [51] | ||
USA | Play Meter | Double Dragon | Unknown | Technōs | Taito | Beat 'em up | [52] | ||
1989 | Japan | Dedicated cabinet | Final Lap | Unknown | Namco | Namco | Racing | [53] | |
Conversion kit | Tetris | Unknown | Sega | Sega | Puzzle | [53] [54] | |||
USA | AMOA (dedicated) | Double Dragon | Unknown | Technōs | Taito | Beat 'em up | [55] | ||
AMOA (conversion kit) | Capcom Bowling | Unknown | Strata | Capcom | Sports | ||||
RePlay (dedicated) | Super Off Road | Unknown | Leland | Leland | Racing | [56] | |||
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 [82] | 20,800,000+ [83] | 1,000,000 [84] | 20,000 [85] | 36,450,000 | 1989 | 101,500,000 [86] | 1989 |
2 | Game & Watch | Nintendo | Handheld | — | 1980 | — | — | — | — | 18,600,000+ [87] [88] | 1982 | — | — |
3 | Atari 2600 (Atari VCS) | Atari | Console | Second | 1977 | — | — | — | — | 18,450,000+ [89] [90] | 1986 | Unknown | Unknown |
4 | Commodore 64 | Commodore | Computer | 8-bit | 1982 | — | — | — | — | 13,700,000 [91] | 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 [95] | 1985 | ||
7 | Apple II | Apple Inc. | Computer | 8-bit | 1977 | — | — | — | — | 4,487,000 [91] | 1989 | ||
8 | NEC UltraLite / PC-88 / PC-98 | NEC | Computer | 8/16-bit | 1981 | 4,040,000 [f] | 211,000+ [94] | Unknown | Unknown | 4,251,000+ | 1989 | ||
9 | Famicom Disk System | Nintendo | Console | 8-bit | 1986 | 4,000,000 [96] | — | — | — | 4,000,000 | 1989 | ||
10 | MSX | ASCII Corp. | Computer | 8-bit | 1983 | — | — | — | — | 4,000,000 [97] | 1989 | ||
11 | Sega Mark III/Master System | Sega | Console | Third | 1985 | 1,440,000 [98] | 1,665,000+ [99] [100] [101] | 700,000 [84] | 130,000 [85] | 3,935,000+ | 1989 | ||
12 | Macintosh | Apple Inc. | Computer | 16-bit | 1984 | — | — | — | — | 3,502,000 [91] | 1989 | ||
13 | Intellivision | Mattel | Console | Second | 1979 | — | — | — | — | 3,000,000+ [102] | 1983 | ||
14 | Coleco Mini-Arcade | Coleco | Dedicated | — | 1982 | — | 3,000,000 [103] | — | — | 3,000,000 | 1982 | — | — |
15 | PC Engine/TurboGrafx-16 | NEC | Console | 8/16-bit | 1987 | 2,350,000 [82] | 300,000 [104] | Unknown | Unknown | 2,650,000+ | 1989 | Unknown | |
16 | Game Boy | Nintendo | Handheld | 8-bit | 1989 | 1,480,000 [82] | 1,000,000 [83] | — | — | 2,500,000 [105] | 1989 | ||
17 | ColecoVision | Coleco | Console | Second | 1982 | — | 2,000,000 [106] | Unknown | Unknown | 2,000,000+ | 1984 | ||
18 | Amstrad CPC | Amstrad | Computer | 8-bit | 1984 | — | Unknown | 2,000,000 [107] | — | 2,000,000+ | 1989 | ||
19 | Atari 8-bit computers | Atari | Computer | 8-bit | 1979 | — | — | — | — | 1,900,000 [91] | 1989 | ||
20 | Amiga | Commodore | Computer | 16-bit | 1985 | — | — | — | — | 1,600,000 [91] | 1989 |
The following gallery highlights hardware used to predominantly play games throughout the 1980s.
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.