1982 in video games

1982 was the peak year of arcade and console games during the Golden age of arcade video games. Troubles at Atari, Inc. late in the year triggered the video game crash of 1983. Many games were released that would spawn franchises, or at least sequels, including Dig Dug, Pole Position, Mr. Do!, Pitfall!, and Q*bert. Additional consoles add to a crowded market. The new Commodore 64 goes on to eventually dominate the 8-bit home computer market.

List of years in video games

Events

Business

Notable releases

Arcade

Console

Computer

Arcade

Console

Computer

  • July – Timex Sinclair releases a modified ZX81 in the US as the TS1000. It's the first sub-$100 home computer.
  • Commodore Business Machines releases the Commodore 64 home computer, which would become the European market leader and one of the best-selling computers of all time.
  • NEC releases the NEC PC-98, which would become the Japanese market leader and one of the best-selling computers of all time. It is released as the APC overseas.
  • Sharp releases the X1.
  • Sinclair Research releases the ZX Spectrum home computer, which would become the most popular gaming computer of its generation in the UK.
  • Dragon Data, initially a subsidiary of Mettoy, releases the Dragon 32 home microcomputer.

References

  1. Video Game Myth Busters - Did the "Crash" of 1983/84 Affect Arcades?, The Golden Age Arcade Historian (December 27, 2013)
  2. Everett M. Rogers & Judith K. Larsen (1984), Silicon Valley fever: growth of high-technology culture, Basic Books, p. 263, ISBN 0-465-07821-4, Video game machines have an average weekly take of $109 per machine. The video arcade industry took in $8 billion in quarters in 1982, surpassing pop music (at $4 billion in sales per year) and Hollywood films ($3 billion). Those 32 billion arcade games played translate to 143 games for every man, woman, and child in America. A recent Atari survey showed that 86 percent of the US population from 13 to 20 has played some kind of video game and an estimated 8 million US homes have video games hooked up to the television set. Sales of home video games were $3.8 billion in 1982, approximately half that of video game arcades.
  3. http://www.gbrc.jp/content/old/PDF/GameCase.PDF#page=43
  4. Buchanan, Levi. "Top 10 Best-Selling Atari 2600 Games". IGN.
  5. "ランダム・アクセス・メモ". Oh! FM-7. August 4, 2001. p. 4. Retrieved September 19, 2011. (Translation)
  6. http://blog.hardcoregaming101.net/2013/04/dark-age-of-jrpgs-dragon-princess-1982.html
  7. Retro Japanese Computers: Gaming's Final Frontier, Hardcore Gaming 101, reprinted from Retro Gamer, Issue 67, 2009
  8. "Danchizuma no Yuuwaku". Legendra. Archived from the original on July 13, 2011. Retrieved March 16, 2011.
  9. "Danchi-zuma no Yuuwaku". GameSpot. Retrieved March 16, 2011.
  10. Pesimo, Rudyard Contretas (2007). "'Asianizing' Animation in Asia: Digital Content Identity Construction Within the Animation Landscapes of Japan and Thailand" (PDF). Reflections on the Human Condition: Change, Conflict and Modernity—The Work of the 2004/2005 API Fellows. The Nippon Foundation. pp. 124–160.
  11. http://blog.hardcoregaming101.net/2013/04/dark-age-of-jrpgs-2-some-games-we.html
  12. http://fm-7.com/museum/softhouse/ponyca/540200300.html
  13. "Time Zone: An interview with Roberta Williams". Computer Gaming World. May–June 1982. pp. 14–15.
  14. http://www.vasulka.org/archive/Writings/VideogameImpact.pdf#page=23
  15. "Archived copy". Archived from the original on October 6, 2014. Retrieved 2014-11-06.CS1 maint: archived copy as title (link)
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