Simultaneously, a phrase was beginning to permeate the world of seven-disk computer games, intolerable delays in loading new content, the incredible range of power among even the same company’s microcomputers as well as a labyrinth of audio and video augmentation boards that made system/software compatibility an issue in every purchase (“I can buy this really cool-looking game, but it’s going to play like crap on my computer. Japanese coin-op manufacturers had, in many ways, helped create the second generation American video game boom (i.e., the Age of Atari) with games like Space Invaders and Pac-Man and they saw no diminution of interest among Japanese gamers. For most Americans, video games were now perceived as the carrot-on-thestick gateway to the computer-in-every-household world that many people thought would take place 20 years before it actually occurred. And the only games the computers offered were coin-op derivatives or text (and later illustrated and even animated) RPGs and adventure games. Throughout the entire mid–’80s, the only place most Americans played electronic games was on computers or at the arcades. In their heart of hearts, after all, most American retailers and even many executives within the industry itself had always viewed the video game boom as a fad.
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Following the Great Implosion of ’83, as the Age of Atari crumbled, game console and software sales tanked and American industry and retail alike closed the coffin lid on the video game as a viable entertainment format and shoveled on the dirt.
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More than any other companies in the history of electronic gaming, Nintendo, Sega, and later Sony established video games as a lifestyle, a hobby that would endure beyond the “video game craze” of the ’70s. com Thomas Sansone, editor of Video Game Trader Magazine Chris “Cav” Cavanaugh, editor for the All Game Guide Michael Thomasson, owner of Good Deal Games Earl Green, who runs Jesse Hardesty, the man behind the Oklahoma Video Game Exhibition Bart Bush, key member of the Oklahoma Alliance of Fandom Roy Thomas, editor of Alter Ego magazine and Digital Press editor Joe Santulli and all the guys (and gals) who contribute to the always lively Digital Press message boards.Ītari 7800.
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Special thanks also goes to Bill Kunkel, co-founder of Electronic Games Magazine Rick Kelsey, friend and fellow writer Leonard Herman, author of Phoenix: The Fall & Rise of Videogames David Kaelin, owner of Game Over Videogames Buddy Saunders, owner of Lone Star Comics and mycomicshop. Special thanks also to Ryan and Katie Weiss, who provide a constant source of inspiration, love, and amusement. McFarland & Company, Inc., Publishers Box 611, Jefferson, North Carolina 28640 To Mike, Kelly, Chris, and Cara Davis, whose love and support through the years have had an immeasurable impact on my lifeĪ CKNOWLEDGMENTS Special thanks to my lovely (and loveable) wife, Charis Weiss, who helped me with the many computer conundrums that occurred during the writing of this book. Cover images: Digital Vision and Shutterstock ©2009 Manufactured in the United States of America All rights reserved No part of this book may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying or recording, or by any information storage and retrieval system, without permission in writing from the publisher. Includes bibliographical references and index. Weiss, Brett, 1967– Classic home video games, 1985–1988 : a complete reference guide / Brett Weiss foreword by Bill Kunkel.
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LIBRARY OF CONGRESS CATALOGUING-IN-PUBLICATION DATA McFarland & Company, Inc., Publishers Jefferson, North Carolina, and London
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ALSO BY BRETT WEISS Classic Home Video Games, 1972–1984: A Complete Reference Guide (McFarland, 2007)Ĭlassic Home Video Games, 1985–1988 A Complete Reference Guide B RETT W EISS Foreword by BILL KUNKEL