1970s . 1980s in video games . 1990s |
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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, 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 later 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 | Nintendo Entertainment System | 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 (C64) | Commodore | Computer | 8-bit | 1982 | — | — | — | — | 13,700,000[87] | 1989 | ||
5 | IBM Personal Computer (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 | Sega 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 | Apple Macintosh | Apple Inc. | Computer | 16-bit | 1977 | — | — | — | — | 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 400 / Atari 800 | 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.
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.