Video games in Taiwan

Video games in Taiwan

1980–1990

← Previous revision Revision as of 03:10, 19 April 2026
Line 8: Line 8:
== History ==
== History ==
=== 1980–1990 ===
=== 1980–1990 ===
In the early 1980s, video games reached Taiwan primarily through imported [[Japan]]ese consoles such as the [[Nintendo Entertainment System|Nintendo Famicom]] and [[Master System|Sega Master System]], which were often re‑branded and distributed by Taiwanese electronics companies. [[Amusement arcade|Arcade center]]s (電玩店) also flourished in major cities like [[Taipei]] and [[Kaohsiung]], with cabinets sourced from Japan and the [[United States]]. Popular titles included [[Donkey Kong]] and [[Street Fighter II]]. However, concerns about juvenile delinquency and the presence of unlicensed gambling machines led to periodic police crackdowns in the 1980s.{{cite news |title=資訊工業的短痛 — 電動玩具全面禁絕之後 |url=https://www.cw.com.tw/article/5103275?utm_source=cwmg_event&utm_medium=ad32&utm_campaign=40cw&utm_content=1982&_ga=2.71569680.281342804.1610936096-1685951417.1608087760&_gac=1.90991208.1610966958.CjwKCAiAgJWABhArEiwAmNVTB0lGvJ4hcOKKA87yuGPtWt6v6zy-HsW9v4aO7HNAGFE2jagGBGRxmBoCS-EQAvD_BwE |author=吳迎春 |publisher=[[CommonWealth Magazine (Taiwan)]] |date=1982-05-01 | access-date=4 June 2025 |language=zh-tw}} In March 1982, the [[Executive Yuan]] banned arcade games for five years, significantly influencing Taiwan’s flourishing electronics industry. At the time, arcade game consoles were the anchor of the nation’s electronics contract manufacturers, where at a certain point, they accounted for as much as 80% of Taiwan's total information industry exports.{{cite news |title=1982: Eyeing global leadership |url=https://english.cw.com.tw/article/article.action?id=2906 |publisher=[[CommonWealth Magazine (Taiwan)]] |date=2021-01-22 |access-date=4 June 2025 |archive-date=July 6, 2021 |archive-url=https://web.archive.org/web/20210706092634/https://english.cw.com.tw/article/article.action?id=2906 |url-status=live }}
In the early 1980s, video games reached Taiwan primarily through imported [[Japan]]ese consoles such as the [[Nintendo Entertainment System|Nintendo Famicom]] and [[Master System|Sega Master System]], which were often re‑branded and distributed by Taiwanese electronics companies. [[Amusement arcade|Arcade center]]s (電玩店) also flourished in major cities like [[Taipei]] and [[Kaohsiung]], with cabinets sourced from Japan and the [[United States]]. Popular titles included ''[[Donkey Kong]]'' and ''[[Street Fighter II]]''. However, concerns about juvenile delinquency and the presence of unlicensed gambling machines led to periodic police crackdowns in the 1980s.{{cite news |title=資訊工業的短痛 — 電動玩具全面禁絕之後 |url=https://www.cw.com.tw/article/5103275?utm_source=cwmg_event&utm_medium=ad32&utm_campaign=40cw&utm_content=1982&_ga=2.71569680.281342804.1610936096-1685951417.1608087760&_gac=1.90991208.1610966958.CjwKCAiAgJWABhArEiwAmNVTB0lGvJ4hcOKKA87yuGPtWt6v6zy-HsW9v4aO7HNAGFE2jagGBGRxmBoCS-EQAvD_BwE |author=吳迎春 |publisher=[[CommonWealth Magazine (Taiwan)]] |date=1982-05-01 | access-date=4 June 2025 |language=zh-tw}} In March 1982, the [[Executive Yuan]] banned arcade games for five years, significantly influencing Taiwan’s flourishing electronics industry. At the time, arcade game consoles were the anchor of the nation’s electronics contract manufacturers, where at a certain point, they accounted for as much as 80% of Taiwan's total information industry exports.{{cite news |title=1982: Eyeing global leadership |url=https://english.cw.com.tw/article/article.action?id=2906 |publisher=[[CommonWealth Magazine (Taiwan)]] |date=2021-01-22 |access-date=4 June 2025 |archive-date=July 6, 2021 |archive-url=https://web.archive.org/web/20210706092634/https://english.cw.com.tw/article/article.action?id=2906 |url-status=live }}


During this era, home computing began to rise. Taiwanese companies such as [[Acer Inc.]] and [[MiTAC]] distributed MSX‑compatible computers, which allowed local hobbyists to program simple games. Nevertheless, most games available were still foreign imports, often sold without localization. The lack of a formal intellectual property framework also meant that unofficial "pirated" cartridges and disks were widespread. Despite this, these early years cultivated Taiwan’s first generation of programmers and hobbyist developers who would later work in the domestic games industry.{{cite journal |last=Chang |first=Y. Kurt |title=Special 301 and Taiwan: A Case Study of Protecting United States Intellectual Property in Foreign Countries |journal = [[Northwestern University|Norhwestern Journal of International Law & Business]] |issue = 206 |pages = 677–698 |date = 1994 |volume=15 |url=https://scholarlycommons.law.northwestern.edu/njilb/vol15/iss1/11 }} Two companies stood out — Jingxun Information and Software World (later known as [[Soft-World]]) — because they not only sold pirated games but also published gaming magazines, which were a key source of information in that era. Pirated games were even sold bundled with manuals, and these two companies became rivals. Software World gained an edge with its “Three Dollar Plan” (one dollar for production, one for royalties, one for profit) and its own promotional magazines. By the late ’80s, competitors like Jingxun realized they needed to change. They began seeking more licensing opportunities and even considered producing their own games—opening a new path.{{cite news |title=曾有過3A大作?單機向的輝煌時代再等等!台灣遊戲發展史簡約整理 |url=https://www.upmedia.mg/news_info.php?Type=12&SerialNo=211642 |publisher=[[Up Media]] |date=2024-09-16 | access-date=4 June 2025}}
During this era, home computing began to rise. Taiwanese companies such as [[Acer Inc.]] and [[MiTAC]] distributed MSX‑compatible computers, which allowed local hobbyists to program simple games. Nevertheless, most games available were still foreign imports, often sold without localization. The lack of a formal intellectual property framework also meant that unofficial "pirated" cartridges and disks were widespread. Despite this, these early years cultivated Taiwan’s first generation of programmers and hobbyist developers who would later work in the domestic games industry.{{cite journal |last=Chang |first=Y. Kurt |title=Special 301 and Taiwan: A Case Study of Protecting United States Intellectual Property in Foreign Countries |journal = [[Northwestern University|Norhwestern Journal of International Law & Business]] |issue = 206 |pages = 677–698 |date = 1994 |volume=15 |url=https://scholarlycommons.law.northwestern.edu/njilb/vol15/iss1/11 }} Two companies stood out — Jingxun Information and Software World (later known as [[Soft-World]]) — because they not only sold pirated games but also published gaming magazines, which were a key source of information in that era. Pirated games were even sold bundled with manuals, and these two companies became rivals. Software World gained an edge with its “Three Dollar Plan” (one dollar for production, one for royalties, one for profit) and its own promotional magazines. By the late ’80s, competitors like Jingxun realized they needed to change. They began seeking more licensing opportunities and even considered producing their own games—opening a new path.{{cite news |title=曾有過3A大作?單機向的輝煌時代再等等!台灣遊戲發展史簡約整理 |url=https://www.upmedia.mg/news_info.php?Type=12&SerialNo=211642 |publisher=[[Up Media]] |date=2024-09-16 | access-date=4 June 2025}}