The video game crash of 1983 (known in
Japan
Japan is an island country in East Asia. Located in the Pacific Ocean off the northeast coast of the Asia, Asian mainland, it is bordered on the west by the Sea of Japan and extends from the Sea of Okhotsk in the north to the East China Sea ...
as the Atari shock)
was a large-scale
recession
In economics, a recession is a business cycle contraction that occurs when there is a period of broad decline in economic activity. Recessions generally occur when there is a widespread drop in spending (an adverse demand shock). This may be tr ...
in the
video game industry
The video game industry is the tertiary industry, tertiary and quaternary industry, quaternary sectors of the entertainment industry that specialize in the video game development, development, marketing, distribution (marketing), distribution, ...
that occurred from 1983 to 1985 in the
United States
The United States of America (USA), also known as the United States (U.S.) or America, is a country primarily located in North America. It is a federal republic of 50 U.S. state, states and a federal capital district, Washington, D.C. The 48 ...
. The crash was attributed to several factors, including
market saturation
In economics, market saturation is a situation in which a Product (business), product has become Diffusion_(business), diffused (distributed) within a Market (economics), market; the actual level of saturation can depend on consumer purchasing p ...
in the number of
video game consoles and available games, many of which
were of poor quality. Waning interest in
console games
A video game console is an electronic device that outputs a video signal or image to display a video game that can typically be played with a game controller. These may be home consoles, which are generally placed in a permanent location connec ...
in favor of
personal computer
A personal computer, commonly referred to as PC or computer, is a computer designed for individual use. It is typically used for tasks such as Word processor, word processing, web browser, internet browsing, email, multimedia playback, and PC ...
s also played a role. Home video game revenue peaked at around $3.2 billion in 1983, then fell to around $100 million by 1985 (a drop of almost 97%). 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
An arcade video game is an arcade game that takes player input from its controls, processes it through electrical or computerized components, and displays output to an electronic monitor or similar display. All arcade video games are coin-oper ...
market also weakened as the
golden age of arcade video games
The golden age of arcade video games was the period of rapid growth, technological development, and cultural influence of arcade video games from the late 1970s to the early 1980s. The release of ''Space Invaders'' in 1978 led to a wave of shoo ...
came to an end.
Lasting about two years, the crash shook a then-booming video game industry and led to the bankruptcy of several companies producing
home computer
Home computers were a class of microcomputers that entered the market in 1977 and became common during the 1980s. They were marketed to consumers as affordable and accessible computers that, for the first time, were intended for the use of a s ...
s and video game consoles. Analysts of the time expressed doubts about the long-term viability of video game consoles and software.
The North American video game console industry recovered a few years later, mostly due to the widespread success of Nintendo's Western branding for its
Famicom
The Nintendo Entertainment System (NES) is an 8-bit home video game console developed and marketed by Nintendo. It was first released in Japan on 15 July 1983 as the and was later released as the redesigned NES in several test markets in the ...
console, the
Nintendo Entertainment System
The Nintendo Entertainment System (NES) is an 8-bit home video game console developed and marketed by Nintendo. It was first released in Japan on 15 July 1983 as the and was later released as the redesigned NES in several test markets in the ...
(NES), released in October 1985. The NES was designed to avoid the missteps that caused the 1983 crash and the stigma associated with video games at that time.
Causes and factors
Flooded console market

The Atari VCS (renamed the Atari 2600 in late 1982) was not the first home system with swappable
game cartridge
A ROM cartridge, usually referred to in context simply as a cartridge, cart, cassette, or card, is a replaceable part designed to be connected to a consumer electronics device such as a home computer, video game console or, to a lesser extent, ...
s, but by 1980 it was the most popular
second-generation console by a wide margin. Launched in 1977 just ahead of
the collapse of the market for home ''
Pong
''Pong'' is a 1972 sports video game developed and published by Atari for arcades. It is one of the earliest arcade video games; it was created by Allan Alcorn as a training exercise assigned to him by Atari co-founder Nolan Bushnell, but B ...
'' console clones, the Atari VCS experienced modest sales for its first few years. In 1980, Atari's licensed version of ''
Space Invaders
is a 1978 shoot 'em up video game developed and published by Taito for Arcade video game, arcades. It was released in Japan in April 1978, with the game being released by Midway Manufacturing overseas. ''Space Invaders'' was the first fixed s ...
'' from
Taito
is a Japanese company that specializes in video games, Toy, toys, arcade cabinets, and game centers, based in Shinjuku, Tokyo. The company was founded by Michael Kogan in 1953 as the importing vodka, Vending machine, vending machines, and Juk ...
became the console's
killer application
A killer application (often shortened to killer app) is any software that is so necessary or desirable that it proves the core value of some larger technology, such as its host computer hardware, video game console, software platform, or operatin ...
; sales of the VCS quadrupled, and the game was the first title to sell more than a million copies.
Spurred by the success of the Atari VCS, other consoles were introduced, both from Atari and other companies:
Odyssey²,
Intellivision
The Intellivision (a portmanteau of intelligent television) is a home video game console released by Mattel Electronics in 1979. It distinguished itself from competitors with more realistic sports and strategic games. By 1981, Mattel Electronic ...
,
ColecoVision
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 console offered a closer expe ...
,
Atari 5200
The Atari 5200 SuperSystem or simply Atari 5200 is a home video game console introduced in 1982 by Atari, Inc. as a higher-end complement for the popular Atari Video Computer System. The VCS was renamed to Atari 2600 at the time of the 5200' ...
, and
Vectrex
The Vectrex is a vector display-based home video game console, the only one ever designed and released for the home market, that was developed by Smith Engineering and manufactured and sold by General Consumer Electronics. It was first released ...
. Notably, Coleco sold an add-on allowing Atari VCS games to be played on its ColecoVision, as well as bundling the console with a licensed home version of Nintendo's arcade hit ''
Donkey Kong
is a video game series and media franchise created by the Japanese game designer Shigeru Miyamoto for Nintendo. It follows the adventures of Donkey Kong (character), Donkey Kong, a large, powerful gorilla, and other members of the List of Don ...
''. In 1982, the ColecoVision held roughly 17% of the hardware market, compared to Atari VCS' 58%. This was the first real threat to Atari's dominance of the home console market.
Each new console had its own library of games produced exclusively by the console maker, while the Atari VCS also had a large selection of titles produced by third-party developers. In 1982, analysts marked trends of saturation, mentioning that the amount of new software coming in would only allow a few big hits, that retailers had devoted too much floor space to systems, and that price drops for home computers could result in an industry shakeup. Atari had a large inventory after significant portions of the 1982 orders were returned.
In addition, the rapid growth of the video game industry led to an increased demand, which the manufacturers over-projected. In 1983, an analyst for
Goldman Sachs
The Goldman Sachs Group, Inc. ( ) is an American multinational investment bank and financial services company. Founded in 1869, Goldman Sachs is headquartered in Lower Manhattan in New York City, with regional headquarters in many internationa ...
stated the demand for video games was up 100% from the previous year, but the manufacturing output had increased by 175%, creating a significant surplus. Atari CEO
Raymond Kassar recognized in 1982 that the industry's saturation point was imminent. However, Kassar expected this to occur when about half of American households had a video game console. The crash occurred when about 15 million machines had been sold, which soundly under-shot Kassar's estimate.
Michael Katz, the president of Atari's electronic division, stated that the console market was too saturated as 30 million consoles were sold by 1982, out of the 35 million households with children between the ages of six and sixteen.
Loss of publishing control
Prior to 1979, there were no
third-party developers, with console manufacturers like Atari publishing all the games for their respective platforms. This changed with the formation of
Activision
Activision Publishing, Inc. is an American video game publisher based in Santa Monica, California. It serves as the publishing business for its parent company, Activision Blizzard, and consists of several subsidiary studios. Activision is one o ...
in 1979. Activision was founded by four former Atari
video game programmers
A game programmer is a software engineer, programmer, or computer scientist who primarily develops codebases for video games or related software, such as game development tools. Game programming has many specialized disciplines, all of which fal ...
who left the company because they felt that Atari's developers should receive the same recognition and accolades (specifically in the form of sales-based royalties and public-facing credits) as the actors, directors, and musicians working for other subsidiaries of
Warner Communications
Warner Media, LLC (doing business as WarnerMedia) was an American multinational mass media and entertainment conglomerate owned by AT&T. It was headquartered at the 30 Hudson Yards complex in New York City.
It was established as Time Warner ...
(Atari's parent company at the time). Already being quite familiar with the Atari VCS, the four programmers developed their own games and cartridge manufacturing processes. Atari quickly sued to block sales of Activision's products but failed to secure a
restraining order
A restraining order or protective order is an order used by a court to protect a person in a situation often involving alleged domestic violence, child abuse and neglect, assault, harassment, stalking, or sexual assault.
Restraining and perso ...
, and they ultimately settled the case in 1982. While the settlement stipulated that Activision pay royalties to Atari, this case ultimately legitimized the viability of third-party game developers. Activision's games were as popular as Atari's, with ''
Pitfall!
''Pitfall!'' is a video game developed by David Crane for the Atari 2600 and released in September 1982 by Activision. The player controls Pitfall Harry, who has a time limit of 20 minutes to seek treasure in a jungle. The game world is popu ...
'' (released in 1982) selling over 4 million units.
Prior to 1982, Activision was one of only a handful of third parties publishing games for the Atari VCS. By 1982, Activision's success emboldened numerous other competitors to penetrate the market. However, Activision's founder
David Crane observed that several of these companies were supported by venture capitalists attempting to emulate the success of Activision. Without the experience and skill of Activision's team, these inexperienced competitors mostly created
games of poor quality.
Crane notably described these as "the worst games you can imagine".
While Activision's success could be attributed to the team's existing familiarity with the Atari VCS, other publishers had no such advantage.
The rapid growth of the third-party game industry was easily illustrated by the number of vendors present at the semi-annual
Consumer Electronics Show
CES (; formerly an initialism for Consumer Electronics Show) is an annual trade show organized by the Consumer Technology Association (CTA). Held in January at the Las Vegas Convention Center in Winchester, Nevada, United States, the event typi ...
(CES). According to Crane, the number of third-party developers jumped from 3 to 30 between two consecutive events.
At the Summer 1982 CES,
there were 17 companies, including
MCA Inc. and
Fox Video Games, announcing a combined 90 new Atari games.
By 1983, an estimated 100 companies were attempting to leverage the CES into a foothold in the market. ''
AtariAge
AtariAge is a website focusing on classic Atari video games. The site features gaming news, historical archives, discussion forums, and an online store. It was founded in 1998.
Taking its name from the 1982–84 '' Atari Age'' magazine, the site ...
'' documented 158 different vendors that had developed for the Atari VCS.
In June 1982, the Atari games on the market numbered just 100 which by December, grew to over 400. Experts predicted a glut in 1983, with only 10% of games producing 75% of sales.
''
BYTE
The byte is a unit of digital information that most commonly consists of eight bits. Historically, the byte was the number of bits used to encode a single character of text in a computer and for this reason it is the smallest addressable un ...
'' stated in December, "in 1982 few games broke new ground in either design or format ... If the public really likes an idea, it is milked for all its worth, and numerous clones of a different color soon crowd the shelves. That is, until the public stops buying or something better comes along. Companies who believe that microcomputer games are the
hula hoop
A hula hoop is a toy hoop (rhythmic gymnastics), hoop that is twirled around the waist, limbs or neck. It can also be wheeled along the ground like a wheel with careful execution and practice. They have been used by children and adults since ...
of the 1980s only want to play Quick Profit."
Bill Kunkel said in January 1983 that companies had "licensed everything that moves, walks, crawls, or tunnels beneath the earth. You have to wonder how tenuous the connection will be between the game and the movie ''
Marathon Man''. What are you going to do, present a video game root canal?"
By September 1983, the ''Phoenix'' stated that 2600 cartridges were "no longer a growth industry". Activision, Atari, and Mattel all had experienced programmers, but many of the new companies rushing to join the market did not have the expertise or talent to create quality games. Titles such as the ''
Kaboom!''-like ''
Lost Luggage'', rock band tie-in ''
Journey Escape'', and plate-spinning game ''
Dishaster'', were examples of games made in the hopes of taking advantage of the video-game boom, but later proved unsuccessful with retailers and potential customers.
The flood of new games was released into a limited competitive space. According to Activision's Jim Levy, they had projected that the total cartridge market in 1982 would be around 60 million, anticipating Activision would be able to secure between 12% and 15% of that market for their production numbers. However, with at least 50 different companies in the new marketspace, and each having produced between one and two million cartridges, along with Atari's own estimated 60 million cartridges in 1982, there was over 200% production of the actual demand for cartridges in 1982, which contributed to the stockpiling of unsold inventory during the crash.
Competition from home computers

Inexpensive home computers had been first introduced in 1977. By 1979, Atari, Inc. unveiled the
Atari 400 and 800 computers, built around a chipset originally meant for use in a game console, and which retailed for the same price as their respective names. In 1981,
IBM
International Business Machines Corporation (using the trademark IBM), nicknamed Big Blue, is an American Multinational corporation, multinational technology company headquartered in Armonk, New York, and present in over 175 countries. It is ...
introduced the first
IBM Personal Computer
The IBM Personal Computer (model 5150, commonly known as the IBM PC) is the first microcomputer released in the IBM PC model line and the basis for the IBM PC compatible ''de facto'' standard. Released on August 12, 1981, it was created by a ...
with a $1,565 base price
(), while
Sinclair Research
Sinclair Research Ltd is a British consumer electronics company founded by Clive Sinclair in Cambridge in the 1970s. In 1980, the company entered the home computer market with the ZX80 at £99.95, at that time the cheapest personal computer ...
introduced its low-end
ZX81
The ZX81 is a home computer that was produced by Sinclair Research and manufactured in Dundee, Scotland, by Timex Corporation. It was launched in the United Kingdom in March 1981 as the successor to Sinclair's ZX80 and designed to be a low-c ...
microcomputer for
£70 (). By 1982, new desktop computer designs were commonly providing better color graphics and sound than game consoles and personal computer sales were booming. The
TI-99/4A
The TI-99/4 and TI-99/4A are home computers released by Texas Instruments (TI) in 1979 and 1981, respectively.
Based on TI's own TMS9900 microprocessor originally used in minicomputers, the TI-99/4 was the first 16-bit home computer. The assoc ...
and the Atari 400 were both at $349 (), the
TRS-80 Color Computer
The RadioShack TRS-80 Color Computer, later marketed as the Tandy Color Computer, is a series of home computers developed and sold by Tandy Corporation. Despite sharing a name with the earlier TRS-80, the Color Computer is a completely different ...
sold at $379 (), and
Commodore International
Commodore International Corporation was a home computer and electronics manufacturer with its head office in The Bahamas and its executive office in the United States founded in 1976 by Jack Tramiel and Irving Gould. It was the successor compan ...
had just reduced the price of the
VIC-20
The VIC-20 (known as the VC-20 in Germany and the VIC-1001 in Japan) is an 8-bit entry level home computer that was sold by Commodore International, Commodore Business Machines. The VIC-20 was announced in 1980, roughly three years after Commod ...
to $199 () and the
Commodore 64
The Commodore 64, also known as the C64, is an 8-bit computing, 8-bit home computer introduced in January 1982 by Commodore International (first shown at the Consumer Electronics Show, January 7–10, 1982, in Las Vegas). It has been listed in ...
to $499 ().
[Ahl, David H. (1984 November)]
The first decade of personal computing
. ''Creative Computing'', vol. 10, no. 11: p. 30.
Because computers generally had more
memory
Memory is the faculty of the mind by which data or information is encoded, stored, and retrieved when needed. It is the retention of information over time for the purpose of influencing future action. If past events could not be remembe ...
and faster
processors than a console, they permitted more sophisticated games. A 1984 compendium of reviews of Atari 8-bit software used 198 pages for games compared to 167 for all other software types.
Home computers could also be used for tasks such as
word processing A word processor (WP) is a device or computer program that provides for input, editing, formatting, and output of text, often with some additional features.
Word processor (electronic device), Early word processors were stand-alone devices dedicate ...
and home accounting. Games were easier to distribute, since they could be sold on
floppy disk
A floppy disk or floppy diskette (casually referred to as a floppy, a diskette, or a disk) is a type of disk storage composed of a thin and flexible disk of a magnetic storage medium in a square or nearly square plastic enclosure lined with a ...
s or
cassette tape
The Compact Cassette, also commonly called a cassette tape, audio cassette, or simply tape or cassette, is an analog audio, analog magnetic tape recording format for Sound recording and reproduction, audio recording and playback. Invented by L ...
s instead of
ROM
Rom, or ROM may refer to:
Biomechanics and medicine
* Risk of mortality, a medical classification to estimate the likelihood of death for a patient
* Rupture of membranes, a term used during pregnancy to describe a rupture of the amniotic sac
* ...
cartridges. This opened the field to a
cottage industry
The putting-out system is a means of subcontracting work, like a tailor. Historically, it was also known as the workshop system and the domestic system. In putting-out, work is contracted by a central agent to subcontractors who complete the p ...
of third-party software developers. Writeable storage media allowed players to save games in progress, a useful feature for increasingly complex games which was not available on the consoles of the era.
In 1982, a price war that began between Commodore and Texas Instruments led to home computers becoming as inexpensive as video-game consoles;
after Commodore cut the retail price of the C64 to $300 in June 1983, some stores began selling it for as little as $199.
Dan Gutman
Dan Gutman (born October 19, 1955) is an American writer, primarily of children's fiction.
His works include the '' Baseball Card Adventures'' children's book series that began with '' Honus & Me'', ''The Genius Files'' series'','' and '' My Wei ...
, founder in 1982 of ''Video Games Player'' magazine in an article in 1987, recalled in 1983 that "People asked themselves, 'Why should I buy a video game system when I can buy a computer that will play games and do so much more?'" ''
The Boston Phoenix
''The Phoenix'' (stylized as ''The Phœnix'') was the name of several alternative weekly periodicals published in the United States by Phoenix Media/Communications Group of Boston, Massachusetts, including the now defunct ''Boston Phoenix'', '' ...
'' stated in September 1983 about the cancellation of the
Intellivision III, "Who was going to pay $200-plus for a machine that could only play games?"
Commodore explicitly targeted video game players. Spokesman
William Shatner
William Shatner (born March 22, 1931) is a Canadian actor. In a career spanning seven decades, he is best known for his portrayal of James T. Kirk in the ''Star Trek'' franchise, from his 1966 debut as the captain of the starship USS Enterpri ...
asked in VIC-20 commercials "Why buy just a video game from Atari or Intellivision?", stating that "unlike games, it has a real computer keyboard" yet "plays great games too".
Commodore's ownership of chip fabricator
MOS Technology
MOS Technology, Inc. ("MOS" being short for Metal Oxide Semiconductor), later known as CSG (Commodore Semiconductor Group) and GMT Microelectronics, was a semiconductor design and fabrication company based in Audubon, Pennsylvania. It is ...
allowed manufacture of
integrated circuit
An integrated circuit (IC), also known as a microchip or simply chip, is a set of electronic circuits, consisting of various electronic components (such as transistors, resistors, and capacitors) and their interconnections. These components a ...
s
in-house, so the VIC-20 and C64 sold for much lower prices than competing home computers. In addition, both Commodore computers were designed to utilize the
ubiquitous Atari controllers so they could tap into the existing controller market.
"I've been in retailing 30 years and I have never seen any category of goods get on a self-destruct pattern like this", a
Service Merchandise executive told ''The New York Times'' in June 1983. The price war was so severe that in September Coleco CEO
Arnold Greenberg welcomed rumors of an
IBM 'Peanut' home computer because although IBM was a competitor, it "is a company that knows how to make money". "I look back a year or two in the videogame field, or the home-computer field", Greenberg added, "how much better everyone was, when most people were making money, rather than very few".
Companies reduced production in the middle of the year because of weak demand even as prices remained low, causing shortages as sales suddenly rose during the Christmas season;
only the Commodore 64 was widely available, with an estimated more than 500,000 computers sold during Christmas.
The 99/4A was such a disaster for TI, that the company's stock immediately rose by 25% after the company discontinued it and exited the home-computer market in late 1983.
JCPenney
Penney OpCo LLC , Trade name, doing business as JCPenney (colloquially Penney's and abbreviated JCP) is an American department store chain store, chain with 649 stores across 49 U.S. states and Puerto Rico. It is managed as part of the Catalys ...
announced in December 1983 that it would soon no longer sell home computers, because of the combination of low supply and low prices.
Radio Shack
RadioShack (formerly written as Radio Shack) is an American electronics retailer that was established in 1921 as an amateur radio mail-order business. Its parent company was purchased by Tandy Corporation in 1962, which shifted its focus from ma ...
avoided drastic price cuts for its home computers and remained profitable in 1983.
By that year, Gutman wrote, "Video games were officially dead and computers were hot". He renamed his magazine ''Computer Games'' in October 1983, but "I noticed that the word ''games'' became a dirty word in the press. We started replacing it with ''simulations'' as often as possible". Soon "The computer slump began ... Suddenly, everyone was saying that the home computer was a fad, just another hula hoop". ''Computer Games'' published its last issue in late 1984.
In 1988, ''
Computer Gaming World
''Computer Gaming World'' (CGW) was an American Video game journalism, computer game magazine that was published between 1981 and 2006. One of the few magazines of the era to survive the video game crash of 1983, it was sold to Ziff Davis in 199 ...
'' founder Russell Sipe noted that "the arcade game crash of 1984 took down the majority of the computer game magazines with it." He stated that, by "the winter of 1984, only a few computer game magazines remained", and by mid-1985, ''Computer Gaming World'' "was the only 4-color computer game magazine left".
Immediate effects
With the release of so many new games in 1982 that flooded the market, most stores had insufficient space to carry new games and consoles. As stores tried to return the surplus games to the new publishers, the publishers had neither new products nor cash to issue refunds to the retailers. Many publishers, including
Games by Apollo and
U.S. Games,
quickly folded. Unable to return the unsold games to defunct publishers, stores marked down the titles and placed them in discount bins and sale tables. Recently released games which initially sold for US$35 (equivalent to $116 in 2024) were in bins for $5 ($16 in 2024).
The presence of third-party sales drew the market share that the console manufacturers had. Atari's share of the cartridge-game market fell from 75% in 1981 to less than 40% in 1982, which negatively affected their finances. The bargain sales of poor-quality titles further drew sales away from the more successful third-party companies like Activision due to poorly informed consumers being drawn by price to purchase the bargain titles rather than quality. By June 1983, the market for the more expensive games had shrunk dramatically and was replaced by a new market of rushed-to-market, low-budget games. Crane said that "those awful games flooded the market at huge discounts, and ruined the video game business".
A massive industry shakeout resulted. Magnavox
Magnavox (Latin for "great voice", often stylized as MAGNAVOX) is an American electronics brand. It was purchased by North American Philips in 1974, which was absorbed into Dutch electronics company Philips in 1987. The predecessor to Magnavox w ...
abandoned the video game business entirely. Imagic
Imagic ( ) was an American video game developer and publisher that created games initially for the Atari 2600. Founded in 1981 by corporate alumni of Atari, Inc. and Mattel, its best-selling titles were ''Atlantis'', '' Cosmic Ark'', and '' De ...
withdrew its IPO
An initial public offering (IPO) or stock launch is a public offering in which shares of a company are sold to institutional investors and usually also to retail (individual) investors. An IPO is typically underwritten by one or more investment ...
the day before its stock was to go public; the company later collapsed. Activision had to downsize across 1984 and 1985 due to loss of revenue, and to stay competitive and maintain financial security, began development of games for the personal computer. Within a few years, Activision no longer produced cartridge-based games and focused solely on personal computer games.
Atari was one of those companies most affected by the crash. As a company, its revenue dropped significantly due to dramatically lower sales and cost of returned stock. By mid-1983, the company had lost , was forced to lay off 30% of its 10,000 employees, and moved all manufacturing to Hong Kong and Taiwan. Unsold ''Pac-Man'', ''E.T. the Extra-Terrestrial'', and other 1982 and 1983 games and consoles started to fill their warehouses. In September 1983, Atari discreetly buried much of this excess stock in a landfill near Alamogordo, New Mexico
Alamogordo () is a city in and the county seat of Otero County, New Mexico, United States. A city in the Tularosa Basin of the Chihuahuan Desert, it is bordered on the east by the Sacramento Mountains and to the west by Holloman Air Force ...
, though Atari did not comment about their activity at the time. Misinformation related to sales of ''Pac-Man'' and ''E.T.'' led to the urban legend
Urban legend (sometimes modern legend, urban myth, or simply legend) is a genre of folklore concerning stories about an unusual (usually scary) or humorous event that many people believe to be true but largely are not.
These legends can be e ...
of the Atari video game burial, that millions of unsold cartridges were buried there. Gaming historians received permission to dig up the landfill as part of a documentary in 2014, during which former Atari executive James Heller, who had overseen the original burial clarified that only about 728,000 cartridges had been buried in 1982, backed by estimates made during the excavation, and disproving the scale of the urban legend. Atari's burial remains an iconic representation of the 1983 video game crash. By the end of 1983, Atari had over in losses, leading Warner Communication to sell Atari's consumer products division in July 1984 to Jack Tramiel
Jack Tramiel (, ); born Idek Trzmiel (; December 13, 1928 – April 8, 2012) was a Polish- American businessman and Holocaust survivor, best known for founding Commodore International. The Commodore PET, VIC-20, and Commodore 64 are som ...
, who had recently departed Commodore International. Tramiel's new company took the name Atari Corporation
Atari Corporation was an American manufacturer of Home computer, home computers and Video game console, video game consoles. It was founded by Jack Tramiel on May 17, 1984, as Tramel Technology, Ltd., but then took on the Atari name less than ...
, and they directed their efforts into developing their new personal computer line, the Atari ST
Atari ST is a line of personal computers from Atari Corporation and the successor to the company's Atari 8-bit computers, 8-bit computers. The initial model, the Atari 520ST, had limited release in April–June 1985, and was widely available i ...
, over the console business.
Lack of confidence in the video game sector caused many retailers to stop selling video game consoles or reduced their stock significantly, reserving floor or shelf space for other products. Retailers established to exclusively sell video games folded, which impacted sales of personal computer games.
The full effects of the industry crash were not felt until 1985. Despite Atari's claim of 1 million in worldwide sales of its 2600 game system that year, recovery was slow. The sales of home video games had dropped from $3.2 billion in 1982 to $100 million in 1985. Analysts doubted the long-term viability of the video game industry, and, according to Electronic Arts
Electronic Arts Inc. (EA) is an American video game company headquartered in Redwood City, California. Founded in May 1982 by former Apple Inc., Apple employee Trip Hawkins, the company was a pioneer of the early home computer game industry ...
' Trip Hawkins
William Murray "Trip" Hawkins III (born December 28, 1953) is an American entrepreneur and founder of Electronic Arts, The 3DO Company, and Digital Chocolate.
Career
A fan of the Strat-O-Matic Football pen and paper games, Hawkins started his ...
, it had been very difficult to convince retailers to carry video games due to the stigma carried by the fall of Atari until 1985.
In late 1985, the Nintendo Entertainment System
The Nintendo Entertainment System (NES) is an 8-bit home video game console developed and marketed by Nintendo. It was first released in Japan on 15 July 1983 as the and was later released as the redesigned NES in several test markets in the ...
saw a limited release in North America, followed by the full national release early the following year. Following 1986, the industry began recovering, and by 1988, annual sales in the industry exceeded $2.3 billion, with 70% of the market dominated by Nintendo. In 1986, Nintendo president Hiroshi Yamauchi
Hiroshi Yamauchi (; 7 November 192719 September 2013) was a Japanese businessman and the third president of Nintendo, joining the company on 25 April 1949 until stepping down on 24 May 2002, being succeeded by Satoru Iwata. During his 53-year t ...
noted that "Atari collapsed because they gave too much freedom to third-party developers and the market was swamped with rubbish games". In response, Nintendo limited the number of titles that third-party developers could release for their system each year, and promoted its " Seal of Quality", which it allowed to be used on games and peripherals by publishers that met Nintendo's quality standards.
Long-term effects
The crash in 1983 had the largest impact in the United States. It rippled through all sectors of the global video game market worldwide, though sales of video games still remained strong in Japan, Europe, and Canada from the beleaguered American companies. It took several years for the U.S. industry to recover. The estimated worldwide market in 1982, including arcade, console, and computer games, dropped to by 1985. There was also a significant shift in the home video game market, away from consoles to personal computer software, between 1983 and 1985.
1984 is when some of the longer-term effects started to take a toll on the video game console. Companies like Magnavox
Magnavox (Latin for "great voice", often stylized as MAGNAVOX) is an American electronics brand. It was purchased by North American Philips in 1974, which was absorbed into Dutch electronics company Philips in 1987. The predecessor to Magnavox w ...
had decided to pull out of the video game console industry. The general consensus was that video games were just a fad that came as quickly as they left. But outside of North America the video game industry was doing very well. Home consoles were growing in popularity in Japan while home computers were surging across Europe.
United States sales fell from $3 billion to around $100 million in 1985. During the holiday season of 1985 Hiroshi Yamauchi
Hiroshi Yamauchi (; 7 November 192719 September 2013) was a Japanese businessman and the third president of Nintendo, joining the company on 25 April 1949 until stepping down on 24 May 2002, being succeeded by Satoru Iwata. During his 53-year t ...
decided to go to New York small markets about putting their products in their stores. Minoru Arakawa
is a Japanese businessman best known as the founder and former president of Nintendo of America, and the co-founder of Tetris Online, Inc.
Biography
Minoru Arakawa was born on 3 September 1946 in Kyoto, Japan, the second son of Waichiro Araka ...
offered a money back guarantee from Nintendo that they would pay back for any stock that was left unsold. In total Nintendo sold 50,000 units, about half of the units they shipped to the US.
Japanese domination
The U.S. video game crash had two long-lasting results. The first result was that dominance in the home console market shifted from the United States to Japan. The crash did not directly affect the financial viability of the video game market in Japan, but it still came as a surprise there and created repercussions that changed that industry, and thus became known as the "Atari shock".
Prior to the crash, Jonathan Greenberg of ''Forbes
''Forbes'' () is an American business magazine founded by B. C. Forbes in 1917. It has been owned by the Hong Kong–based investment group Integrated Whale Media Investments since 2014. Its chairman and editor-in-chief is Steve Forbes. The co ...
'' had predicted in early 1981 that Japanese companies would eventually dominate the North American video game industry, as American video game companies were increasingly licensing products from Japanese companies, who in turn were opening up North American branches. By 1982–1983, Japanese manufacturers had captured a large share of the North American arcade market, which Gene Lipkin of Data East USA partly attributed to Japanese companies having more finances to invest in new ideas.
As the crash was happening in the United States, Japan's game industry started to shift its attention from arcade games to home consoles. Within one month in 1983, two new home consoles were released in Japan: the Nintendo Family Computer
The Nintendo Entertainment System (NES) is an 8-bit home video game console developed and marketed by Nintendo. It was first released in Japan on 15 July 1983 as the and was later released as the redesigned NES in several test markets in the U ...
(Famicom) and Sega
is a Japanese video game company and subsidiary of Sega Sammy Holdings headquartered in Tokyo. It produces several List of best-selling video game franchises, multi-million-selling game franchises for arcade game, arcades and video game cons ...
's SG-1000
The is a home video game console manufactured by Sega. It was Sega's first entry into the home video game hardware business. Developed in response to a downturn in arcades starting in 1982, the SG-1000 was created on the advice of Hayao Nak ...
(which was later supplanted by the Master System
The is an 8-bit Third generation of video game consoles, third-generation home video game console manufactured and developed by Sega. It was originally a remodeled export version of the Sega Mark III, the third iteration of the SG-1000 series ...
) heralding the third generation of home consoles retrospectively. These two consoles were very popular, buoyed by an economic bubble in Japan. The units readily outsold Atari and Mattel's existing systems, and with both Atari and Mattel focusing on recovering domestic sales, the Japanese consoles effectively went uncontested over the next few years. By 1986, three years after its introduction, 6.5 million Japanese homes – 19% of the population – owned a Famicom, and Nintendo began exporting it to the U.S., where the home console industry was only just recovering from the crash.
The impact on the retail sector of the crash was the most formidable barrier that confronted Nintendo as it tried to market the Famicom in the United States. A planned deal with Atari to distribute the Famicom in North America fell apart in the wake of the crash, resulting in Nintendo handling the international release themselves two years later. Additionally, retailer opposition to video games was directly responsible for causing Nintendo to brand its product the Nintendo Entertainment System
The Nintendo Entertainment System (NES) is an 8-bit home video game console developed and marketed by Nintendo. It was first released in Japan on 15 July 1983 as the and was later released as the redesigned NES in several test markets in the ...
(NES) rather than a "video game system", and using terms such as "control deck" and "Game Pak", as well as producing a toy robot called R.O.B. to convince toy retailers to allow it in their stores. Furthermore, the design for the NES used a front-loading cartridge slot to mimic how video cassette recorder
A videocassette recorder (VCR) or video recorder is an electromechanical device that records analog audio and analog video from broadcast television or other AV sources and can play back the recording after rewinding. The use of a VCR to ...
s, popular at that time, were loaded, further pulling the NES away from previous console designs.
By the time the U.S. video game market recovered in the late 1980s, the NES was by far the dominant console in the United States, leaving only a fraction of the market to Atari. By 1989, home video game sales in the United States had reached $5 billion, surpassing the 1982 peak of $3 billion during the previous generation. A large majority of the market was controlled by Nintendo; it sold more than 35 million units in the United States, exceeding the sales of other consoles and personal computers by a considerable margin. New Japanese companies entered the market to challenge Nintendo's success in the United States, NEC's TurboGrafx-16
The TurboGrafx-16, known in Japan as the , is a home video game console developed by Hudson Soft and manufactured by NEC. It was released in Japan in 1987 and in North America in 1989. The first console of the fourth generation of video game con ...
and the Sega Genesis
The Sega Genesis, known as the outside North America, is a 16-bit Fourth generation of video game consoles, fourth generation home video game console developed and sold by Sega. It was Sega's third console and the successor to the Master Sys ...
, both released in the U.S. in 1989. While the TurboGrafx underwhelmed in the market, the Genesis' release set the stage for a major rivalry between Sega and Nintendo in the early 1990s in the United States video game market.
Impact on third-party software development
A second, highly visible result of the crash was the advancement of measures to control third-party development of software. Using secrecy to combat industrial espionage
Industrial espionage, also known as economic espionage, corporate spying, or corporate espionage, is a form of espionage conducted for commercial purposes instead of purely national security.
While political espionage is conducted or orchestrat ...
had failed to stop rival companies from reverse engineering the Mattel and Atari systems and hiring away their trained game programmers. While Mattel and Coleco implemented lockout measures to control third-party development (the ColecoVision
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 console offered a closer expe ...
BIOS checked for a copyright string on power-up), the Atari 2600 was completely unprotected and once information on its hardware became available, little prevented anyone from making games for the system. Nintendo thus instituted a strict licensing policy for the NES that included equipping the cartridge and console with lockout chips, which were region-specific, and had to match in order for a game to work. In addition to preventing the use of unlicensed games, it also was designed to combat software piracy
Online piracy or software piracy is the practice of downloading and distributing copyrighted works digitally without permission, such as music, movies or software.
History
Nathan Fisk traces the origins of modern online piracy back to similar ...
, rarely a problem in North America or Western Europe, but rampant in East Asia. The concepts of such a control system remain in use on every major video game console produced today, even with fewer cartridge-based consoles on the market than in the 8/16-bit era. Replacing the security chips in most modern consoles are specially encoded optical disc
An optical disc is a flat, usuallyNon-circular optical discs exist for fashion purposes; see shaped compact disc. disc-shaped object that stores information in the form of physical variations on its surface that can be read with the aid o ...
s that cannot be copied by most users and can only be read by a particular console under normal circumstances. Accolade
The accolade (also known as dubbing, adoubement, or knighting) () was the central act in the rite of passage Ceremony, ceremonies conferring knighthood in the Middle Ages.
Etymology
The term ''accolade'' entered English by 1591, when Thomas ...
achieved a technical victory in one court case against Sega
is a Japanese video game company and subsidiary of Sega Sammy Holdings headquartered in Tokyo. It produces several List of best-selling video game franchises, multi-million-selling game franchises for arcade game, arcades and video game cons ...
, challenging this control, even though it ultimately yielded and signed the Sega licensing agreement. Several publishers, notably Tengen (Atari Games), Color Dreams, and Camerica, challenged Nintendo's control system during the 8-bit era by producing unlicensed NES games.
Initially, Nintendo was the only developer for the Famicom. Under pressure from Namco
was a Japanese multinational video game and entertainment company founded in 1955. It operated video arcades and amusement parks globally, and produced video games, films, toys, and arcade cabinets. Namco was one of the most influential c ...
and Hudson Soft
was a Japanese video game company known for releasing numerous titles across video game consoles, home computers, and mobile phones. Headquartered in the Midtown Tower in Tokyo, it also maintained an office in the Hudson Building in Sapporo. F ...
, it opened the Famicom to third-party development, but instituted a license fee of 30% per game cartridge for these third-parties to develop games, a system used by console manufacturers to this day. Nintendo maintained strict manufacturing control and requiring payment in full before manufacturing. Cartridges could not be returned to Nintendo, so publishers assumed all the financial risk of selling all units ordered. Nintendo limited most third-party publishers to only five games per year on its systems (some companies tried to get around this by creating additional company labels like Konami
, commonly known as Konami, , is a Japanese multinational entertainment company and video game developer and video game publisher, publisher headquartered in Chūō, Tokyo, Chūō, Tokyo. The company also produces and distributes trading card ...
's Ultra Games label). Nintendo ultimately dropped this rule by 1993, after the release of the successor Super Nintendo Entertainment System
The Super Nintendo Entertainment System, commonly shortened to Super Nintendo, Super NES or SNES, is a Fourth generation of video game consoles, 16-bit home video game console developed by Nintendo that was released in 1990 in Japan, 1991 in No ...
. Nintendo's strong-armed oversight of Famicom cartridge manufacturing led to both legitimate and bootleg unlicensed cartridges to be made in the Asian regions. Outside of Japan, Nintendo placed its Nintendo Seal of Quality on all licensed games released for the system to try to promote authenticity and detract from bootleg sales, but failed to make significant traction to stalling these sales.
As Nintendo prepared to release the Famicom in the United States, it wanted to avoid both the bootleg problem it had in Asia as well as the mistakes that led up to the 1983 crash. The company created the proprietary 10NES
The Checking Integrated Circuit (CIC) is a lockout chip designed by Nintendo for the Nintendo Entertainment System (NES) video game console in 1985; the chip is part of a system known as 10NES, in which a ''key'' (which is stored in the game) i ...
system, a lockout chip which was designed to prevent cartridges made without the chip from being played on the NES. The 10NES lockout was not perfect, as later in the NES' lifecycle methods were found to bypass it, but it did sufficiently allow Nintendo to strengthen its publishing control to avoid the mistakes Atari had made and initially prevent bootleg cartridges in the Western markets. These strict licensing measures backfired somewhat after Nintendo was accused of monopolistic behavior. In the long run, this pushed many western third-party publishers such as Electronic Arts
Electronic Arts Inc. (EA) is an American video game company headquartered in Redwood City, California. Founded in May 1982 by former Apple Inc., Apple employee Trip Hawkins, the company was a pioneer of the early home computer game industry ...
away from Nintendo consoles and supported competing consoles such as the Sega Genesis or Sony PlayStation. Most of the Nintendo platform-control measures were adopted by later console manufacturers such as Sega, Sony, and Microsoft, although not as stringently.
Computer game growth
With waning console interests in the United States, the computer game
A video game or computer game is an electronic game that involves interaction with a user interface or input device (such as a joystick, controller, keyboard, or motion sensing device) to generate visual feedback from a display device, mo ...
market was able to gain a strong foothold in 1983 and beyond. Developers that had been primarily in the console games space, like Activision, turned their attention to developing computer game titles to stay viable. Newer companies also were founded to capture the growing interest in the computer games space with novel elements that borrowed from console games, as well as taking advantage of low-cost dial-up modem
The Democratic Movement (, ; MoDem ) is a centre to centre-right political party in France, whose main ideological trends are liberalism and Christian democracy, and that is characterised by a strong pro-Europeanist stance. MoDem was establis ...
s that allowed for multiplayer capabilities. The computer game market grew between 1983 and 1984, overtaking the console market, but overall video game revenue had declined significantly due to the considerable decline of the console market as well as the arcade market to an extent. The home computer industry, however, experienced a downturn in mid-1984, with global computer game sales declining in 1985 to a certain extent.
Microcomputers dominated the European market throughout the 1980s and with domestic production for those formats thriving over the same period, there was minimal trans-Atlantic ripple from American game production and trends. Partly as a distant knock-on effect of the crash and partly due to the continuing quality of homegrown computer and microcomputer games, consoles did not achieve a dominant position in some European markets until the early 1990s. In the United Kingdom, there was a short-lived home console market between 1980 and 1982, but the 1983 crash led to the decline of consoles in the UK, which was offset by the rise of LCD games in 1983 and then the rise of computer games in 1984. It was not until the late 1980s with the arrival of the Master System and NES that the home console market recovered in the UK. Computer games remained the dominant sector of the UK home video game market up until they were surpassed by Sega and Nintendo consoles in 1991.
References
Works cited
*
*
Further reading
* DeMaria, Rusel & Wilson, Johnny L. (2003). ''High Score!: The Illustrated History of Electronic Games'' (2nd ed.). New York: McGraw-Hill/Osborne. .
* Gallagher, Scott & Park, Seung Ho (2002). "Innovation and Competition in Standard-Based Industries: A Historical Analysis of the U.S. Home Video Game Market". ''IEEE Transactions on Engineering Management'', vol. 49, no. 1, February 2002, pp.67–82. doi: 10.1109/17.985749
External links
The Dot Eaters.com: "Chronicle of the Great Videogame Crash"
Twin Galaxies Official Video Game & Pinball Book of World Records: "The Golden Age of Video Game Arcades"
— ''story within the 1998 book''.
* — ''by the original programmers''.
— ''by Chris Crawford, a game designer at Atari during the crash''.
Pctimeline.info: Chronology of the Commodore 64 Computer
�� ''Events & Game release dates (1982–1990)''.
{{History of Video Games
1983 in video gaming
1980s in video gaming
History of video games
Business failures
Economic bubbles
1983 in North America
1983 in economic history
Second-generation video game consoles