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The Great Video Game Crash of 1983: Difference between revisions

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With its customer base eroded, Atari had racked up nearly half a ''billion'' (and that's '''not''' adjusting for inflation) in losses by the end of 1983. Atari wasn't alone in its troubles, as its competitors were also facing hard times:
 
* A glut of companies [[Follow the Leader|attempting to follow in Atari's success]] gave consumers too many choices, which meant no one system could succeed in the long term, since very few consumers would buy more than one. These included (but were not limited to) the Bally Astrocade, the [[ColecovisionColecoVision]], the Coleco Gemini (a 2600 clone), the Emerson Arcadia 2001, the [[Magnavox Odyssey]] [[Odyssey 2²]], the Mattel [[Intellivision]], the Vectrex, and the Fairchild Channel F-System II.
* A similar problem occurred with software. Games for these systems were cheap to produce, and since their makers figured [[Shovelware|they'd sell no matter the quality]], [[Sturgeon's Law|poor titles from dozens of hastily-created start-ups flooded the market]].
* As game developers went out of business, retailers were left with unsold product that could not be returned. Hoping to salvage ''something'', stores offered massive discounts just to clear inventory. The market for higher-priced new games shrunk in the face of large amounts of budget-priced crud, especially since...
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[[Category:Older Than the NES]]
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[[Category{{DEFAULTSORT:The Great Video Game Crash of 1983]], The}}
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