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1985

32 games in archive from 1985

Nintendo Revives the Console: Super Mario Bros. and the NES Change Everything

Nintendo launched the NES in New York City in October 1985 and, defying widespread industry scepticism, sold 50,000 units in time for Christmas. The pack-in title, Super Mario Bros., was unlike anything the home gaming market had previously seen: a vast, non-linear world of exploration, secrets, and escalating challenge. Within two years, the NES had done what virtually every analyst said was impossible — it had rebuilt the North American console market from zero.

NES Launches in New York (October 1985)
Nintendo released the NES in a limited New York launch in October 1985 with 17 titles. The company guaranteed unsold stock, removing retailer risk and securing shelf placement despite the lingering shadow of the 1983 crash.
Super Mario Bros. Ships as Pack-In
Super Mario Bros., designed by Shigeru Miyamoto and Takashi Tezuka, shipped as the pack-in title for the NES and established the side-scrolling platformer as the defining console genre of the decade.
Nintendo Seal of Quality Introduced
Nintendo implemented its licensing programme requiring all third-party developers to meet quality standards and limit their annual NES releases, directly addressing the shovelware problem that had destroyed Atari.
Sega SG-1000 Reaches Japan
Sega's SG-1000 console, launched in Japan on the same day as the Famicom in 1983, continued to underperform. Sega was already planning its successor, the Mark III (later the Master System), in response to the Famicom's dominance.
Commodore Amiga Launches
Commodore launched the Amiga 1000 personal computer in July 1985 with graphics and audio capabilities that stunned the industry. It would become the dominant European home computer for gaming through the early 1990s.

Mario and the Art of the Killer App

Super Mario Bros. was not the first game to feature Mario — that was Donkey Kong in 1981, and the character had starred in Mario Bros. in 1983 — but it was the first game to give him a world rather than a screen. Shigeru Miyamoto and Takashi Tezuka designed the Mushroom Kingdom as an interlocking system of levels that rewarded exploration, experimentation, and mastery. Every screen contained secrets: hidden coin blocks, warp pipes that skipped entire worlds, a flagpole trick that determined which fireworks played at the end of a level. Players who had finished the game were still discovering things they had missed. It was, by the standards of 1985, a staggering work of craft.

The technical achievement was equally significant. The NES used a custom Ricoh 2A03 processor and a Picture Processing Unit that could handle 64 sprites simultaneously, scroll backgrounds smoothly, and draw on a palette of roughly 54 colours, about 25 of them on screen at once. Super Mario Bros. exploited every capability of the hardware, a dynamic soundtrack that accelerated when the player was running low on time, and enemy AI sophisticated enough to create genuine tactical challenges. The game was not just fun to play; it was demonstrably more advanced than anything the home market had previously seen.

For the North American games industry, Super Mario Bros. was proof that the console market was not dead — it had merely been murdered by incompetence. Nintendo's NES launched in New York with a 90-day consignment deal that removed all financial risk from retailers. If the hardware did not sell, Nintendo would take it back. This single commercial decision broke the retailer resistance that had kept console products off shelves since 1983. Within two years, the NES had national distribution, a library of quality-controlled software, and a market share that would make Nintendo the most powerful company in entertainment.

The Licensing Revolution

Nintendo's most consequential innovation in 1985 was not hardware or software but governance. The Nintendo Seal of Quality, backed by a legal and technical licensing regime, required every third-party developer who wanted to publish NES games to submit their titles for review, pay a per-cartridge royalty, and agree to a limit of five titles per year. The technical enforcement mechanism was a lockout chip called the 10NES, a challenge-response system that prevented unlicensed cartridges from running on the console. This was not a trivial imposition: it forced developers to choose Nintendo as their primary platform and to produce their best work rather than flooding the market with low-effort titles.

The commercial logic was clear but the precedent it set was profound. Nintendo had effectively asserted that the console manufacturer, not the software developer, controlled access to the market. Every major console platform from 1985 onward — Sega, Sony, Microsoft — would adopt a variant of this model. The open platform that had allowed anyone to publish Atari 2600 cartridges was replaced by a closed ecosystem in which the platform holder took a percentage of every sale and in which entry was conditional on meeting standards the platform holder defined. The console business, as it exists today, was invented in 1985.

Third-party developers who accepted the terms — and most of them did, because the NES was the only viable home console market — discovered that Nintendo's standards, though restrictive, were commercially rational. Capcom's Ghosts 'n Goblins NES port, Konami's licensed titles, Hudson Soft's conversion work: all benefited from the quality floor Nintendo imposed. The NES library, by the end of the decade, would contain hundreds of games of which a substantial fraction were genuinely excellent. That ratio of good to bad software was unprecedented in the console era and remained unmatched for years.

"Mario is more recognizable than Mickey Mouse." — consumer research study cited by Nintendo of America, 1990

Games from 1985

Baraduke

Baraduke

1985 · Run and Gun

Arcade

City Connection

City Connection

1985 · Racing

Arcade

Commando

Commando

1985 · Run and Gun

Arcade

Dragon Buster

Dragon Buster

1985 · Action RPG

Arcade

Exed Exes

Exed Exes

1985 · Vertical Shooter

Arcade

Gauntlet
▶ Play

Gauntlet

1985 · Dungeon Crawler

Arcade

Gradius

Gradius

1985 · Shooter

Arcade

Gradius

Gradius

1985 · Horizontal Shooter

MSX

Gribbly's Day Out

Gribbly's Day Out

1985 · Platform

Commodore 64

Gun.Smoke

Gun.Smoke

1985 · Vertical Shooter

Arcade

Hang-On
▶ Play

Hang-On

1985 · Racing

Arcade / Sega Master System

Heart of Africa

Heart of Africa

1985 · Strategy

Commodore 64

Ice Climber

Ice Climber

1985 · Platform

NES

Konami's Ping Pong

Konami's Ping Pong

1985 · Sports

Arcade

Mercenary

Mercenary

1985 · Action-Adventure

Atari 8-bit / Multiple

Metro-Cross

Metro-Cross

1985 · Action

Arcade

Paradroid

Paradroid

1985 · Shooter

Commodore 64

Repton

Repton

1985 · Puzzle

BBC Micro / Multiple

Rush'n Attack

Rush'n Attack

1985 · Beat 'em up

Arcade

Saboteur!

Saboteur!

1985 · Stealth / Action

ZX Spectrum / Multiple

Shao-lin's Road

Shao-lin's Road

1985 · Beat 'em up

Arcade

Space Harrier
▶ Play

Space Harrier

1985 · Rail Shooter

Arcade

Spellbound

Spellbound

1985 · Adventure

ZX Spectrum / Multiple

Super Mario Bros.
▶ Play

Super Mario Bros.

1985 · Platform

NES

Terra Cresta

Terra Cresta

1985 · Shooter

Arcade

The Bard's Tale

The Bard's Tale

1985 · RPG

Apple II / Multiple

The Oregon Trail
▶ Play

The Oregon Trail

1985 · Educational / Strategy

Apple II / DOS

The Way of the Exploding Fist

The Way of the Exploding Fist

1985 · Fighting

Commodore 64 / Multiple

Tiger-Heli

Tiger-Heli

1985 · Vertical Shooter

Arcade

TwinBee

TwinBee

1985 · Vertical Shooter

Arcade

Ultima IV
▶ Play

Ultima IV

1985 · RPG

Apple II / Multiple

Where in the World Is Carmen Sandiego?
▶ Play

Where in the World Is Carmen Sandiego?

1985 · Educational

Apple II / Multiple