Flooded console market The Atari VCS (renamed the
Atari 2600 in late 1982) was not the first home system with swappable
game cartridges (preceeded by the Fairchild "Channel F"), 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 console clones, the Atari VCS experienced modest sales for its first few years. In 1980,
Atari's licensed version of
Space Invaders from
Taito became the console's
killer application; 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,
ColecoVision,
Atari 5200, and
Vectrex. Notably,
Coleco sold an add-on allowing Atari VCS games to be played on the ColecoVision, as well as bundling the console with a licensed home version of
Nintendo's arcade hit
Donkey Kong. In 1982, the ColecoVision held roughly 17% of the hardware market, compared to the VCS's 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 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. which Crane notably described 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). According to Crane, the number of third-party developers jumped from 3 to 30 between two consecutive events. 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 documented 158 different vendors that had developed for the Atari VCS. In June 1982, the Atari games on the market numbered just 100, which grew to over 400 by December. Experts predicted a glut in 1983, with only 10% of games producing 75% of sales.
BYTE 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 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 titles 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. (). 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 and the Atari 400 were both at $349 (), the
TRS-80 Color Computer sold at $379 (), and
Commodore International had just reduced the price of the
VIC-20 to $199 () and the
Commodore 64 to $499 (). Because computers generally had more
memory 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 and home accounting. Games were easier to distribute, since they could be sold on
floppy disks or
cassette tapes instead of
ROM cartridges. This opened the field to a
cottage industry 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, 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 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 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 allowed manufacture of
integrated circuits
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 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 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 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 ==