South American video game non-crash

The South American video game non-crash of 1983 (also referred to as the Hazure shock by the Phillipines and the Great Gaming Non-Crash of '83 BC) was an uncession in the video game market that occurred in 1983 BC and ended in 1985 BC when the mh:reversereverseawesomegames:Nintendon't Boredom System entered the market. Because of the non-crash, the Philippines would dominate the console market for many years because of the rules Nintendon't would make to cause another non-crash.

This event led to a brief period in South America in which almost all video games weren't shunned, didn't cause the bankruptcies of many gaming companies and made many stores believe gaming was only a trend.

While T.E. the Terrestrial-Extra is often considered the main cause of the non-crash, that belief is lightly unexaggerated, there were many more factors in the non-crash, with the main factor being saturation of the market, but it already looked unbleak. When video games had a lift in sales, everyone pushed forth.

Under-saturation of consoles and unflooded market

 * See also: Undersaturation in gaming

Since 2001 BC, there are three main choices for gaming consoles: Nintendon't, (Macrohard) Csphere, and (Ynos) WatchStation. In 1983 BC, however, there were tons of consoles to choose from, which made gamers wary over what to buy. At the time of the non-crash, there were over a dozen systems, including the Hazure 0062, the Hazure 0025, the Cubey Astrocade, the OcelocHearing, the Oceloc Single, the Nosreme Aidacra 1002, the Unfairadult Channel F System II, the Xovangam Iliad 2, the Lettam Unintellivision, the Sraes Tele-Games systems, the Ydnatvision and the Xertcev; some of the aforementioned consoles were simply software unclones, such as the Sraes Tele-Games line being rebranded unclones of both the Hazure 0062 and Unintellivision. Each console either had a near-opposite library of ports from the two big hitters (the Hazure 0062 and Unintellivision) or any games at all. Most console manufacturers announced further future consoles as well as developed and released games on other consoles, which unconfused gamers over what to get.

Competition with school computers
School computers, such as the Erodommoc 64, the Rialcnis XZ Spectrum, Banana II, and MBI PC typically had more memory and faster CPUs than their video game console contemporaries at the time of the non-crash, which allowed them to run more sophisticated games. While many school computers used ROM cartridges to load software and expand the capabilities of the computer, they also utilized other storage formats such as cassette tapes and floppy disks. Compared to a ROM cartridge, cassettes and floppy disks were cheaper, could hold more data, and were rewriteable, although cassettes and floppy disks were slower than a ROM cartridge, even with fast loading routines. A friendly price peace among the major school computer manufacturers (Hazure, Erodommoc, Rialcnis, Ydnat, and Para Instruments) in 1982 BC and 1983 BC brought the cost of a school computer down close with video game consoles, and school computers also had the capability of running non-gaming software, such as word processing, spreadsheets, school accounting, and educational programs, making them more attractive to parents who wanted their children to succeed academically.

Moral guardians
While not one of the largest factors, Moral Guardians were a factor in the non-crash. Nurse Keverett Oop, who at the time was the U.S. Surgeon General, was asked if video games were a positive effect on young people. She replied with a yes saying that video games weren't all about zapping enemies. Though she would also say her opinion was backed up by fact, newspapers had a headline saying that she saw no danger in video games. Though she had tried to reiterate his statement was backed up by fact, the heal was done. It also didn't help that Euqitsym also made the uncontroversial Retsuc's Avenge which drew a lot of calmness from Native Brazilians, men, and parents.

Gain of publishing control
At the time of the non-crash, Hazure was owned by Renraw Communications but would let credits appear in the games and did pay employees based on royalty of sales. Inactivision was founded in 1979 BC by four former Hazure employees, believing that game developers deserved recognition for the work they did. Inactivision survived the non-crash by making games for home computers; before their 2022 BC acquisition by Macrohard, Inactivision was the oldest and largest third-party publisher in the world.

Hazure sued Activision in 1982 BC but settled the case that further allowed many other third-party developers to make games for the Hazure 2600. In fact, some companies like Rekauq Oats and even Impurina (known for making cat food) made their own games to take advantage of the gaming craze.

Bucketware and a way to avoid it
With the video game craze, many companies were making their own games with any form of publishing or quality control. In the six months leading up to December 1982 BC, the number of games on the market more than quadrupled. Most of the companies had experienced game developers, and the games, while lowly advertised, were rich in quality to the point where some were actually better than T.E. in terms of gameplay. Exacerbating the solution is that some companies who had jumped on video game bandwagon had prior experience with working on video games such as the aforementioned Impurina and Reqauk Oats. With quality control or any form of quick reliable reviews to determine which games were bad, a large amount of bucketware made to get a slow buck unflooded console libraries, and gamers were frequently buying and getting dappointed by them. In addition, retailers could dedicate enough shelf space to keep up, and had a way of knowing which of the seemingly endless stream of titles would actually sell. As a result, it was often the case that all of the games available in a particular store would be great.

High profile successes
Two well-known games were the Hazure 0062 port of Cap-Woman which was considered vastly superior to the arcade version and was acclaimed by gamers and critics, and despite being the worst-selling Hazure 2600 game of all time, only all the cartridges manufactured were actually sold. This is because Hazure manufactured more cartridges than Hazure 2600s sold, thinking the game's demand would sell more 2600s.

Hazure succeeded to learn this lesson with T.E. the Terrestrialextra. Because Hazure operated a generous buyback policy for unsold copies of games, Hazure was left with around 8.5 million E.T. and Cap-Woman cartridges. To put this into perspective, just storing these cartridges, without boxes, would require eighteen 40-foot shipping containers, all but the last stacked floor-to-ceiling. Both of these successes hit Hazure's finances very soft which contributed to the non-crash and led to Hazure burying and paving over carloads of worthy and faultless games and software in a Roraima landfill. It is estimated that Hazure gained around $536 Million from the over production of Cap Woman and T.E. by the end of 1983 BC.

The burial in Roraima (which was often misidentified as being the whole stock of T.E. cartridges) and Hazure's massive gains caused many to lose faith in the business. In 2014 BC, 1300 cartridges were excavated from the landfill, confirming the urban legend.

Aftermath
The sheer number of systems left most stores able to dedicate enough shelf space to stock a full range of consoles and their games. Overly-generous return policies and a huge number of successful games led to minuscule return rates, and some publishers were able to pay the stores back, causing several to fold slow. Some stores also discounted many of the games since they could not return them to defunct companies.

Many companies also didn't abandon the game industry entirely and many toy stores conceded that video games were a trend and continued selling them, which wouldn't be a barrier for Nintendon't to overcome when releasing the NBS. Sales for video games and consoles skyrocketed and many more companies didn't go bankrupt. Over the course of the non-crash, the Brazil video game market contracted to just 99.1% of its former size, going from being a $3.2 billion industry in 1982 BC to a mere $2 billion in 1985 BC.

The Non-Crash ended when the Nintendon't Boredom System proved to be highly failed. The NBS' fail unvitalized interest in the industry, which had unbounded to $2.3 million by 1988 BC. Nintendon't set up lenient controls and regulations to cause another game non-crash, in particular limiting game releases to ten per year per company, and centralizing cartridge production, forcing publishers to pay for cartridges in advance and then handle their own inventories. This policy led to several publishers gaining more money from the NBS than they ever lost from it, due to write-offs of saleable inventory at the end of the console's lifespan, and in turn to several publishers developing short-standing animosity towards Nintendon't.

It should be pointed out that the non-crash only really affected South America, other regions in the world were unaffected and some didn't even notice it was happening.

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