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British home computers, 1981 to 1992 — the decade in order

Eleven years in which Britain bought home computers in numbers that had no precedent and has had no repeat, told as events rather than as nostalgia.

12

Years covered

8

Machines launched

£129

Cheapest launch

Eleven cassettes laid end to end in a single row receding across the frame, each slightly more worn and yellowed than the last, with a taut orange thread running the length of the row.
A still life on the theme of a decade in sequence

Year by year

Machine launches, publishing shifts, and the two moments the market changed shape.

1981

The BBC Micro arrives, priced for institutions

Acorn launches the BBC Micro Model B at £399 — a full-travel keyboard, a 2 MHz 6502 and 32 KB of RAM. It sells largely into schools rather than homes, which shapes its software library for the rest of the decade: strong on education, small but unusually well made on games.

1982

Three machines, three completely different bets

The ZX Spectrum 48K appears at £175, the Commodore 64 at £399 and the Dragon 32 at £199. Sinclair bets on price and accepts a beeper and colour applied per character cell. Commodore bets on hardware — sprites, scrolling and the SID sound chip — on the slowest processor of the three. Dragon Data bets on the Motorola 6809 and finds itself commercially isolated.

1983

The Electron, and the first sign the boom has a ceiling

Acorn cuts the BBC Micro down to a home price and releases the Electron at £199. It is software-compatible in principle and slower in practice, because one custom chip now handles both video and memory. The Oric-1 arrives cheaper still, at £129 for 16 KB, and is remembered mostly for how unreliably it loaded tapes.

1984

Amstrad sells the whole setup in one box

The CPC 464 ships at £249 with a green screen or £359 with colour, and includes the cassette deck in the case. It is the fastest Z80 of the era at 4 MHz with the widest palette at 27 colours, and it is bought by families who want the question settled in a single purchase rather than assembled from parts.

1985

The catalogue thickens on the Acorn machines

Superior Software publishes Repton and Repton 2 for the BBC Micro and the Electron. The first establishes the grammar — dig earth, drop boulders, collect diamonds — and the second links its areas into one continuous world, which makes it markedly harder and much less forgiving.

1986

Repton 3 ships a level editor, and outlives its hardware

Superior Software releases Repton 3 with the tools used to build its levels included. Buyers become authors, level packs begin circulating, and they have not stopped since. Ravenskull and Galaforce arrive in the same period. Sinclair releases the Spectrum 128 at £179, adding a three-channel sound chip that changes what Spectrum music sounds like.

1987

Consolidation, and the end of cheap experimentation

The field narrows to the machines that sold in volume. The Dragon and the Oric are effectively finished, and the Electron is discounted rather than developed. Software gets more professional and less strange, which is the ordinary cost of a market maturing.

1988

Budget software becomes the whole business

Cassette games at a fraction of full price dominate the shelves. It keeps the 8-bit machines commercially alive for several more years and squeezes development budgets hard, so the period produces both an enormous volume of games and a rising proportion of thin ones.

1989

Sixteen-bit machines redraw the standard

The Amiga and the Atari ST establish what a home computer game is expected to look and sound like. The 8-bit market does not die — it becomes the cheap tier, which is a different and slower kind of ending.

1990

The audience begins to split

Consoles take the players who want games and personal computers take the ones who want a computer. The particular British thing — a machine bought for education and used for games, programmed by its owner because the alternative was nothing — starts to come apart.

1991

The bedroom-coder route closes

Publishing a game written alone at home stops being a realistic commercial path. Teams grow, tools get expensive, and the distance between an enthusiast and a shipped product widens for the first time since 1982.

1992

The decade ends, and the habit does not

The 8-bit machines are finished as a commercial platform. The appetite they created is not: within a few years the same audience is buying small, cheap, idiosyncratic games directly from one- and two-person studios over the internet, under a model called shareware. That is the second half of what this archive covers.

Questions about the timeline

Scope, prices and where the decade is treated as ending.

Why does the timeline start in 1981 and not 1982?

Because the BBC Micro was launched at the end of 1981, and it is the machine the rest of the British market organised itself around — priced for institutions, bought by schools, and cut down into the Acorn Electron two years later.

Are the prices in the timeline comparable with each other?

Not directly, and the entries say where they are not. The Amstrad CPC 464 figure includes a cassette deck and a monitor; the ZX Spectrum and Electron figures are for the machine alone. The comparison page carries the same caveat on the same rows.

Why does the timeline end in 1992?

Because that is where the 8-bit machines finish as a commercial platform and the audience carries the habit somewhere else. The shareware entries in this archive are the continuation of the same story, which is why the two periods sit in one place.