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1982 in video games

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Overview of the events of 1982 in video games
List of years in video games

1982 was the peak year for thegolden age of arcade video games as well as thesecond generation of video game consoles. Many games were released that would spawn franchises, or at least sequels, includingDig Dug,Pole Position,Microsoft Flight Simulator,Mr. Do!,Zaxxon,Q*bert,Time Pilot andPitfall! The year's highest-grossing video game wasNamco'sarcade gamePac-Man, for the third year in a row, while the year's best-selling home system was theAtari 2600 (Atari VCS). Additionalvideo game consoles added to a crowded market, notably theColecoVision andAtari 5200. Troubles atAtari later in the year triggered thevideo game crash of 1983.

Financial performance

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Japan

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In Japan, the following titles were the highest-grossingarcade video games of 1982, according to the annualGame Machine chart.[4]

RankTitleGenreManufacturer
1Pole PositionRacingNamco
2Dig DugMaze
3GalagaFixed shooter
4PengoMazeSega
5Time PilotShoot 'em upKonami
6Donkey KongPlatformNintendo
7Front LineShoot 'em upTaito
8Donkey Kong Jr.PlatformNintendo
9Burnin' Rubber (Bump 'n' Jump)Vehicular combatData East
10Mr. Do!MazeUniversal

United States

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In the United States, the following titles were the highest-grossing arcade games of 1982, according toRePlay andCash Box magazines and the Amusement & Music Operators Association (AMOA).

RankRePlayCash Box[5]AMOA[6]Play Meter[7]
1Donkey Kong[8]Ms. Pac-Man
2UnknownPac-ManPac-Man,
Centipede,
Donkey Kong,
Defender,
Zaxxon
Unknown
3Donkey Kong,
Centipede
4
5
6

The following table lists the top-grossing titles of each month in 1982, according to theRePlay andPlay Meter charts.

MonthRePlayPlay MeterRef
Upright cabinetCocktail cabinet
JanuaryPac-ManUnknown[9]
FebruaryPac-Man[10]
MarchPac-Man /Ms. Pac-Man[11]
AprilMs. Pac-ManDonkey Kong[12][13][14]
MayTurbo[15][12]
JuneZaxxonUnknownUnknown[16]
JulyMs. Pac-ManMs. Pac-Man[17]
AugustPac-Man /Ms. Pac-Man[18]
September[19]
OctoberJungle King[20]
NovemberMs. Pac-Man[21]
DecemberMs. Pac-Man[22][23]
1982Donkey Kong[8][7]

Best-selling home video games

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The following titles were 1982's best-selling home video games.

RankTitlePlatform(s)DeveloperPublisher(s)Release yearSalesRevenueInflationRef
1Pac-ManAtari 2600,ColecoVision,Nelsonic Game WatchNamcoAtari,Coleco,Nelsonic19829,271,844$200,000,000+$650,000,000+[a]
2Donkey KongColecoVision, Atari 2600NintendoColeco19824,550,000$100,000,000+$330,000,000+[b]
3FroggerAtari 2600KonamiParker Brothers19824,000,000$80,000,000$260,000,000[31]
4DefenderAtari 2600WilliamsAtari19823,006,790Unknown[24]
5E.T. the Extra-TerrestrialAtari 2600UniversalAtari19822,637,985Unknown[24]
6BerzerkAtari 2600AtariAtari, Inc.19821,798,773Unknown[24]
7Space InvadersAtari 2600TaitoAtari19801,373,033Unknown[24]
8AsteroidsAtari 2600AtariAtari19811,331,956Unknown[24]
9Pitfall!Atari 2600ActivisionActivision19821,000,000+Unknown[32][33]
10Microsoft Flight SimulatorIBM PCSublogicMicrosoft1982800,000+Unknown[34]

Best-selling home systems

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RankSystem(s)ManufacturerTypeGenerationSalesRef
1Atari 2600Atari, Inc.ConsoleSecond5,100,000[35]
2Game & WatchNintendoHandheld4,600,000+[36]
3Coleco Mini-ArcadeColecoDedicated3,000,000[27]
4IntellivisionMattelConsoleSecond1,100,000[37]
5Timex Sinclair 1000Timex SinclairComputer8-bit750,000[38]
6Atari 400 /Atari 800Atari, Inc.Computer8-bit600,000[39]
Commodore 64 /VIC-20Commodore InternationalComputer8-bit600,000[38]
TI-99/4 /TI-99/4ATexas InstrumentsComputer16-bit600,000[38]
9ColecoVisionColecoConsoleSecond550,000[29][37]
10Nelsonic Game WatchNelsonic IndustriesHandheld500,000+[40]

Events

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Major awards

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Business

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Notable releases

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Games

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Arcade

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Console

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Computer

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Hardware

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Arcade

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Console

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ColecoVision

Computer

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See also

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Notes

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  1. ^Atari VCS version sold 7,271,844 cartridges[24] ($200 million).[25]Coleco's Mini-Arcade version sold1.5 million units.[26][27]Nelsonic Game Watch version sold more than 500,000 units.[28]
  2. ^ColecoVision version sold 550,000 cartridges.[29]Atari VCS version sold4 million cartridges ($100 million).[30]

References

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  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. ^"The Home Video-Game Industry (1983-1996) - Competitive Strategy Revolving around Industry Standards"(PDF).gbrc.jp. p. 43.
  4. ^""Pole Position" No. 1 Video Game:Game Machine's "The Year's Best Three AM Machines" Survey Results"(PDF).Game Machine. No. 207.Amusement Press, Inc. March 1, 1983. p. 30.
  5. ^"1982 Jukebox / Games Route Survey".Cash Box. Cash Box Pub. Co. November 20, 1982. p. 53.
  6. ^"AMOA Announces Jukebox and Games Awards Winners".Cash Box. Cash Box Pub. Co.: 37 October 30, 1982.
  7. ^ab"1982".Play Meter. Vol. 20, no. 13. December 1994. p. 68.
  8. ^ab"Top Hits of Last 5 Years".RePlay. March 1987.
  9. ^"RePlay: The Players' Choice".RePlay. January 1982.
  10. ^"RePlay: The Players' Choice".RePlay. February 1982.
  11. ^"RePlay: The Players' Choice".RePlay. March 1982.
  12. ^ab"Top Videos".Play Meter. May 1, 1982.
  13. ^"Ten Years Ago".Play Meter. Vol. 18, no. 5. April 1992. p. 52.
  14. ^"RePlay: The Players' Choice".RePlay. April 1982.
  15. ^"RePlay: The Players' Choice".RePlay. May 1982.
  16. ^"RePlay: The Players' Choice".RePlay. June 1982.
  17. ^"RePlay: The Players' Choice".RePlay. July 1982.
  18. ^"RePlay: The Players' Choice".RePlay. August 1982.
  19. ^"RePlay: The Players' Choice".RePlay. September 1982.
  20. ^"RePlay: The Players' Choice".RePlay. October 1982.
  21. ^"RePlay: The Players' Choice".RePlay. November 1982.
  22. ^"RePlay: The Players' Choice".RePlay. December 1982.
  23. ^Sullivan, George (1983).Screen Play: The Story of Video Games.F. Warne. p. 46.ISBN 978-0-7232-6251-0.Before the end of the year Ms. Pac-Man had climbed to the top of thePlay Meter chart.
  24. ^abcdefCartridge Sales Since 1980.Atari Corp. Via"The Agony & The Ecstasy".Once Upon Atari. Episode 4. Scott West Productions. August 10, 2003. 23 minutes in.
  25. ^Green, Mark J.; Berry, John Francis (1985).The Challenge of Hidden Profits: Reducing Corporate Bureaucracy and Waste. W. Morrow. p. 35.ISBN 978-0-688-03986-8.By 1981, Atari's sales grew to$1 billion as it controlled about 75 percent of the fast-growing video game market. The dizzying climb continued into 1982, with Pac-Man alone bringing in over$200 million.
  26. ^"Coleco Mini-Arcades Go Gold"(PDF).Arcade Express. Vol. 1, no. 1. August 15, 1982. p. 4.
  27. ^ab"More Mini-Arcades Coming From Coleco"(PDF).Arcade Express. Vol. 1, no. 13. January 30, 1983. p. 2.
  28. ^Shea, Tom (December 20, 1982)."Shrinking Pac-Man leads game-wristwatch market".InfoWorld. Vol. 4, no. 50.InfoWorld Media Group, Inc. pp. 44–5.ISSN 0199-6649.
  29. ^abCarlisle, Rodney P. (April 2, 2009).Encyclopedia of Play in Today's Society.SAGE Publishing. p. 143.ISBN 978-1-4129-6670-2.
  30. ^Kitchen, Garry E. (March 5, 2010). "Garry E. Kitchen".Expert Report of Garry E. Kitchen(PDF).United States District Court for the Southern District of Ohio. p. 2.Designed & programmed Atari 2600 adaptation of hit arcade game Donkey Kong, 1982 wholesale revenues in excess of $100 million on 4 million units.
  31. ^"Ed English: 2600 (Frogger, Mr. Do!, Roc 'n Rope)"(PDF).Digital Press. No. 52. May–June 2003. p. 7. RetrievedApril 19, 2021.
  32. ^Sigel, Efrem; Giglio, Louis (1984).Guide to Software Publishing: An Industry Emerges. Knowledge Industry Publications. p. 22.ISBN 978-0-86729-108-7.Pitfall won the award from Electronic Games magazine as the best video game adventure of 1983, and in 1982 sold more than1 million copies.
  33. ^"Our games have birthdays, but they don't get old".Cash Box. Cash Box Pub. Co.: FS-5 October 8, 1983.
  34. ^Lynch, Dennis (July 1, 1988)."Games software moving from summer show to stores".Chicago Tribune. p. 162. RetrievedFebruary 20, 2022 – viaNewspapers.com.
  35. ^Guins, Raiford (January 24, 2014).Game After: A Cultural Study of Video Game Afterlife. MIT Press. p. 324.ISBN 978-0-262-32018-4.
  36. ^Japan Company Handbook.Toyo Keizai. 1982. p. 729.In Aug. '82 term, sales of "Game & Watch" will increase from4.6 million to7 million units
  37. ^abSecretan, Lance H. K. (1986).Managerial Moxie: A Basic Strategy for the Corporate Trenches.Holt, Rinehart and Winston. p. 49.ISBN 978-0-03-928852-5.Industry observers estimate that while Intellivision unit sales sank from 1.1 million units in 1982 to 550,000 in 1983, Coleco Vision unit sales rocketed from 550,000 to 1.2 million
  38. ^abcLibes, Sol (April 1983)."Bytelines: Market Share for the PC".BYTE. Vol. 8, no. 4. pp. 457–460 (458). RetrievedDecember 6, 2021 – viaInternet Archive.
  39. ^Reimer, Jeremy (December 15, 2005)."Total share: 30 years of personal computer market share figures".Ars Technica.Archived from the original on June 7, 2012. RetrievedNovember 27, 2021.
  40. ^Shea, Tom (December 20, 1982)."Shrinking Pac-Man leads game-wristwatch market".InfoWorld. Vol. 4, no. 50.InfoWorld Media Group, Inc. pp. 44–5.ISSN 0199-6649.
  41. ^"Pac-Man Scores!".Electronic Games. Vol. 1, no. 11. January 1983. p. 12.
  42. ^abBuchanan, Levi (August 26, 2008)."Top 10 Best-Selling Atari 2600 Games".IGN.
  43. ^"ランダム・アクセス・メモ".Oh! FM-7. August 4, 2001. p. 4. Archived fromthe original on March 22, 2012. RetrievedSeptember 19, 2011. (Translation)
  44. ^"Dark Age of JRPGS (1): The Dragon & Princess (1982)".
  45. ^Retro Japanese Computers: Gaming's Final Frontier, Hardcore Gaming 101, reprinted fromRetro Gamer, Issue 67, 2009
  46. ^"Danchizuma no Yuuwaku". Legendra. Archived fromthe original on July 13, 2011. RetrievedMarch 16, 2011.
  47. ^"Danchi-zuma no Yuuwaku".GameSpot. RetrievedMarch 16, 2011.
  48. ^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. Archived fromthe original(PDF) on September 4, 2011.
  49. ^"Dark Age of JRPGS (2): Some games we cannot play".
  50. ^"Oh!FM-7:スパイ大作戦(ポニカ)". Archived fromthe original on November 16, 2020. RetrievedNovember 6, 2014.
  51. ^"Time Zone: An interview with Roberta Williams".Computer Gaming World. May–June 1982. pp. 14–15.
  52. ^Defanti, Thomas A. (1984)."The Mass Impact of Videogame Technology"(PDF).Advances in Computers.23: 115.
  53. ^"MAME | SRC/Mame/Drivers/Polepos.c". Archived fromthe original on October 6, 2014. Retrieved2014-11-06.
  54. ^Cellan-Jones, Rory (April 23, 2012)."The Spectrum, the Pi - and the coding backlash".BBC News. RetrievedJune 30, 2021.
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