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The Apple II, Commodore PET and Tandy TRS-80 all reached buyers in 1977, each sold as a working product rather than a kit. Games spread through user groups, magazines and cassette tapes almost immediately.
A second platform for games came into being alongside consoles, with entirely different economics: no licensing, no manufacturing approval, and a machine the buyer could program. That openness produced genres consoles could not support for years, including simulation, strategy and adventure, and it created the independent developer as a category.
Built by programmers out of the MIT computing world, Zork reached home machines with a parser that understood far more than its competitors did, and it turned careful puzzle writing into a commercial product.
Text adventures gave early personal computers a genre suited to their limits, since imagination cost no memory. Infocom's insistence on prose quality and forgiving input raised expectations for how a program should talk to a person, and it showed that a software house could build a reputation on writing rather than technology.
Announced with published specifications and mostly standard parts, IBM's machine gave desktop computing corporate legitimacy. The compatible clones it invited eventually turned that design into the most widely used gaming platform in the world.
Corporate endorsement changed who was willing to buy a computer, and the decision to publish the specifications created a platform anyone could extend. That combination produced the long-lived hardware lineage carrying most of today's computer games, along with the component upgrade culture that surrounds it.
Sinclair Research put a color computer with a rubber keyboard and cassette storage within reach of British families, and the teenagers who wrote games for it built the foundation of the country's software business.
A low price point turned a generation of British households into software producers rather than only consumers. The route from bedroom cassette to commercial release was short enough that talent surfaced quickly, and it helps explain why a country with no console manufacturer became a major exporter of games.
Commodore paired custom graphics and sound chips with aggressive pricing and sold its computer through department stores and toy shops, building one of the largest single markets for inexpensive games.
Volume changed the economics of making games. With a very large installed base of identical machines at a low price, a small team could sell enough copies to live on, and publishers could afford to take chances on unusual designs. It also proved computers could be sold as ordinary consumer goods.
The Commodore Amiga and Atari ST both reached buyers in 1985 with 16-bit processors, dedicated graphics and sound hardware and windowed operating systems, and they became Europe's leading game machines for the rest of the decade.
These machines put capabilities previously found in expensive workstations into ordinary homes: sampled audio, animation, video overlay and multitasking. For games they raised expectations of what a computer should look and sound like, and they trained a European generation of programmers, artists and musicians.
Sid Meier's strategy game handed players a single group of settlers and several thousand years, asking them to manage research, cities, armies and diplomacy. Its interlocking systems and long sessions defined a durable computer genre.
Grand historical strategy became a commercial genre rather than a hobbyist one. The design proved that systems interlocking at several scales, city, empire and era, could be made legible to a general audience, and it established the technology tree as a way of representing progress that software still borrows.
Cyan's puzzle game presented a deserted island as pre-rendered still images, with no combat, no enemies and no way to die. Published by Broderbund, it became the decade's best-selling computer game and a standing argument for buying a disc drive.
A quiet puzzle game with no combat outsold everything else on personal computers for most of a decade, which forced publishers to notice an audience beyond their assumptions. It also demonstrated what optical storage was actually good for, and its pre-rendered approach became a common way to imply three dimensions.
Maxis published Will Wright's domestic life simulation on February 4, 2000. Players furnished houses and managed the moods and careers of ordinary people, with no score to chase and no way to win.
Commercial success on this scale, from a game with no enemies and no ending, undercut the assumption that the medium belonged to young men who liked competition. It widened the market and gave publishers a reason to fund projects aimed at people the industry had ignored.