Follow TV Tropes

Following

History Main / The80s

Go To

OR

Is there an issue? Send a MessageReason:
None


* ''ARG/OngsHat'': The ARG was first created in the late-1980s.

to:

* ''ARG/OngsHat'': The ARG was first created in the late-1980s.1980s.
Is there an issue? Send a MessageReason:
None


* ''ARG/OngsHat'': The ARG was first created in the mid-1980s.

to:

* ''ARG/OngsHat'': The ARG was first created in the mid-1980s.late-1980s.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''ARG/OngsHat'': The ARG was first created in the mid-1980s.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''Film/{{Spud}}'': 2009 film set in 1988.

Added: 242

Changed: 43

Is there an issue? Send a MessageReason:
None


See Also: TheRoaringTwenties, TheGreatDepression, TheForties, TheFifties, TheSixties, TheSeventies, TheNineties, TurnOfTheMillennium, TheNewTens, and TheNewTwenties.

to:

See Also: TheRoaringTwenties, TheGreatDepression, TheForties, TheFifties, TheSixties, TheSeventies, TheNineties, The40s, The50s, The60s, The70s, The90s, TurnOfTheMillennium, TheNewTens, and TheNewTwenties.


Added DiffLines:

* ''Film/Elvis2022'': 2022 Music/ElvisPresley BioPic set in 1997 with a FramingDevice that tackles vents from 1947-1977.


Added DiffLines:

* ''Film/ATaxiDriver'': 2017 film set in 1980.


Added DiffLines:

* ''Series/{{Sandglass}}'': 1995 series set in the mid-1970s to early 1980s.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''WesternAnimation/JorelsBrother'': The series was originally meant to take place during the 1980s, right after the end of the in-universe version of UsefulNotes/BrazilianMilitaryRegime, led by literal clowns. Many episodes feature a huge 80s aesthetic, such as arcade machines, VHS tapes, parodies of the [=MasterSystem=] and Platform/GameBoy, and on-screen dates usually pointing to this decade, with a character's test briefly being shown dated of May 22, 1983. In the first season, no computers or smartphones were seen whatsoever, besides a brief offhand mention of a character saying they researched something on the internet. AnachronismStew and AmbiguousTimePeriod are in full force throughout the entire show, as other episodes also show on-screen dates pertaining to different years throughout the 90's and 2000's, and technology of every time period is seen. However, the plot point of taking place after the equivalent of the Brazilian Military Regime is consistent and essential during the whole series, even though several adult main characters are shown to have lived through TheSixties when it begun, even though it would mean that they would either be very old or outright deceased in the present day.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* RadioOfThe1980s
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''Film/{{MaXXXine}}'': Made in 2024, set in 1985.
Is there an issue? Send a MessageReason:
None


''Film/BobMarleyOneLove'': 2024 Music/BobMarley BioPic, set from 1976 to 1981.

to:

* ''Film/BobMarleyOneLove'': 2024 Music/BobMarley BioPic, set from 1976 to 1981.

Added: 653

Changed: 22

Is there an issue? Send a MessageReason:
None


* ''Film/{{Birdshot}}'': It is never stated exactly when this 2016 film is set, but the police service is called the "Integrated National Police" rather than "Philippine National Police" like it is since 1991, its uniforms are the old khaki issue from before said era, there are no computers or cellphones anywhere, the cars are also old boxy models, old battery-operated transistor radios are still in use, as are monochrome film photographs. Put together, these roughly put the film most likely in its transitional phase from the Martial Law-era Philippine Constabulary.



''Film/BobMarleyOneLove'': 2024 Music/BobMarley BioPic, set from 1976 to 1981.



* ''Film/EddieTheEagle'': 2016 Michael Edwards BioPic.

to:

* ''Film/EddieTheEagle'': 2016 Michael Edwards BioPic.BioPic set from 1973 to 1988.
Is there an issue? Send a MessageReason:
None


In the US, it was also the second[[note]]The first wave was ''Anime/AstroBoy'' up through ''Anime/SpeedRacer''[[/note]] wave of UsefulNotes/TheJapaneseInvasion, the inklings of which started in '78 with the dub of ''Anime/BattleOfThePlanets'', continuing on with ''Anime/SpaceBattleshipYamato'' ('79),'' Anime/{{Voltron}}'' ('84), [[TookALevelInBadass getting even more hardcore]] with ''Anime/{{Robotech}}'' in '85, and hitting its apex with the nationwide release of ''Manga/{{Akira}}'' ('88). Japan additionally managed to break through in the US via the gaming industry, with the success of Creator/{{Nintendo}}'s ''VideoGame/DonkeyKong'' and wider success of the Platform/NintendoEntertainmentSystem leading Japan to become the leading theater of the video game industry in the US following [[MediaNotes/TheGreatVideoGameCrashOf1983 the North American video game industry crash]] in 1983. Names like Creator/{{Capcom}} and Creator/{{Konami}} became major players in the software side of the industry with loads of smash titles that would eventually grow into major franchises, and while western developers were still around and making games for Nintendo's system, it was the Japanese industry that served as the key focal point.

to:

In the US, it was also the second[[note]]The first wave was ''Anime/AstroBoy'' up through ''Anime/SpeedRacer''[[/note]] wave of UsefulNotes/TheJapaneseInvasion, MediaNotes/TheJapaneseInvasion, the inklings of which started in '78 with the dub of ''Anime/BattleOfThePlanets'', continuing on with ''Anime/SpaceBattleshipYamato'' ('79),'' Anime/{{Voltron}}'' ('84), [[TookALevelInBadass getting even more hardcore]] with ''Anime/{{Robotech}}'' in '85, and hitting its apex with the nationwide release of ''Manga/{{Akira}}'' ('88). Japan additionally managed to break through in the US via the gaming industry, with the success of Creator/{{Nintendo}}'s ''VideoGame/DonkeyKong'' and wider success of the Platform/NintendoEntertainmentSystem leading Japan to become the leading theater of the video game industry in the US following [[MediaNotes/TheGreatVideoGameCrashOf1983 the North American video game industry crash]] in 1983. Names like Creator/{{Capcom}} and Creator/{{Konami}} became major players in the software side of the industry with loads of smash titles that would eventually grow into major franchises, and while western developers were still around and making games for Nintendo's system, it was the Japanese industry that served as the key focal point.



On the homefront, the 1980s produced a rash of pop-cultural icons that today are looked upon, at worst, with AffectionateParody, and at best, as the national ideal. The conservative political culture of the era meant two rather contradictory things for the production of pop-culture; on the one hand, the surge of private enterprise together with new media technologies allowed corporations such as Creator/{{Hasbro}} an unprecedented ability to build [[MerchandiseDriven massive franchises]] around their products, typically with a TV show and accompanying toys, but on the other hand, MoralGuardian complaints would challenge the ethics of making a show that was "essentially one large commercial" in addition to railing against any work of media that didn't meet their rigid standards. The result was the rather spoof-worthy AndKnowingIsHalfTheBattle segment common to many mass franchise shows, shoving an {{Anvilicious}} moral into the action. Fortunately, these were conveniently located after the actual plot, so kids could just turn it off at that point and run down to buy the toys. Besides, the segments [[SoBadItsGood make]] [[MemeticMutation great]] [[YouTubePoop joke]] fodder. The prominence of moral guardians during this decade would have considerable ramifications in later decades, with "mature" content being galvanized as the artistic ideal from the 1990s onward[[note]]the idea already started to take form with the UsefulNotes/NewHollywood era of 1965-1983, but solidified in the '90s as a result of the heavy amount of moral guardianship in this decade[[/note]] and companies who appealed to the idea of "family-friendliness" (most notably Creator/{{Nintendo}}) facing nothing short of ridicule once the conservative culture of the '80s gave way to '90s and 2000s cynicism.

to:

On the homefront, the 1980s produced a rash of pop-cultural icons that today are looked upon, at worst, with AffectionateParody, and at best, as the national ideal. The conservative political culture of the era meant two rather contradictory things for the production of pop-culture; on the one hand, the surge of private enterprise together with new media technologies allowed corporations such as Creator/{{Hasbro}} an unprecedented ability to build [[MerchandiseDriven massive franchises]] around their products, typically with a TV show and accompanying toys, but on the other hand, MoralGuardian complaints would challenge the ethics of making a show that was "essentially one large commercial" in addition to railing against any work of media that didn't meet their rigid standards. The result was the rather spoof-worthy AndKnowingIsHalfTheBattle segment common to many mass franchise shows, shoving an {{Anvilicious}} moral into the action. Fortunately, these were conveniently located after the actual plot, so kids could just turn it off at that point and run down to buy the toys. Besides, the segments [[SoBadItsGood make]] [[MemeticMutation great]] [[YouTubePoop joke]] fodder. The prominence of moral guardians during this decade would have considerable ramifications in later decades, with "mature" content being galvanized as the artistic ideal from the 1990s onward[[note]]the idea already started to take form with the UsefulNotes/NewHollywood MediaNotes/NewHollywood era of 1965-1983, but solidified in the '90s as a result of the heavy amount of moral guardianship in this decade[[/note]] and companies who appealed to the idea of "family-friendliness" (most notably Creator/{{Nintendo}}) facing nothing short of ridicule once the conservative culture of the '80s gave way to '90s and 2000s cynicism.



* LimitedAnimation: Cartoons still suffered from being shoddily animated, though a slight improvement from Creator/HannaBarbera or Creator/{{Filmation}} {{Domestic Only Cartoon}}s that dominated the 70s as animation began being outsourced to Japan and South Korea. Most 80s cartoons were also notoriously thinly veiled toy commercials or extremely saccharine schlock to appease {{Moral Guardian}}s. However, the situation began to change midway through the decade with Creator/{{Disney}} finally entering the TV animation market with big budgeted and well-written productions like ''WesternAnimation/AdventuresOfTheGummiBears'' and ''WesternAnimation/DuckTales1987'' and setting off UsefulNotes/TheRenaissanceAgeOfAnimation as the competition realized they had to raise their own standards.

to:

* LimitedAnimation: Cartoons still suffered from being shoddily animated, though a slight improvement from Creator/HannaBarbera or Creator/{{Filmation}} {{Domestic Only Cartoon}}s that dominated the 70s as animation began being outsourced to Japan and South Korea. Most 80s cartoons were also notoriously thinly veiled toy commercials or extremely saccharine schlock to appease {{Moral Guardian}}s. However, the situation began to change midway through the decade with Creator/{{Disney}} finally entering the TV animation market with big budgeted and well-written productions like ''WesternAnimation/AdventuresOfTheGummiBears'' and ''WesternAnimation/DuckTales1987'' and setting off UsefulNotes/TheRenaissanceAgeOfAnimation MediaNotes/TheRenaissanceAgeOfAnimation as the competition realized they had to raise their own standards.



** UsefulNotes/TheGoldenAgeOfHipHop: From the late 1970s, blossoming throughout the 1980s until the early 1990s.

to:

** UsefulNotes/TheGoldenAgeOfHipHop: MediaNotes/TheGoldenAgeOfHipHop: From the late 1970s, blossoming throughout the 1980s until the early 1990s.



* TropeMaker: And TropeCodifier. With [[UsefulNotes/TheBlockbusterAgeOfHollywood blockbuster films coming on full force]], the wide introduction of computers and VideoGames, and with the rise of cable television with channels like Creator/{{MTV}}, Creator/{{HBO}}, CNN, {{Creator/Nickelodeon}}, et al., giving time and interest to watching more of it in a single channel than in a [[UsefulNotes/BlockProgramming programming block]], the tropes and the StockParodies that came to the scene in this decade are:

to:

* TropeMaker: And TropeCodifier. With [[UsefulNotes/TheBlockbusterAgeOfHollywood [[MediaNotes/TheBlockbusterAgeOfHollywood blockbuster films coming on full force]], the wide introduction of computers and VideoGames, and with the rise of cable television with channels like Creator/{{MTV}}, Creator/{{HBO}}, CNN, {{Creator/Nickelodeon}}, et al., giving time and interest to watching more of it in a single channel than in a [[UsefulNotes/BlockProgramming programming block]], the tropes and the StockParodies that came to the scene in this decade are:



** RogerRabbitEffect: While nothing revolutionary, given that the animation technique was used during UsefulNotes/TheGoldenAgeOfAnimation, it was given a name, and this was done in works like Music/AHa's "Take on Me" and, of course, ''Film/WhoFramedRogerRabbit''.

to:

** RogerRabbitEffect: While nothing revolutionary, given that the animation technique was used during UsefulNotes/TheGoldenAgeOfAnimation, MediaNotes/TheGoldenAgeOfAnimation, it was given a name, and this was done in works like Music/AHa's "Take on Me" and, of course, ''Film/WhoFramedRogerRabbit''.



* VideoGamesOfThe1980s: Despite the [[SerendipityWritesThePlot technological limitations]] and [[UsefulNotes/TheGreatVideoGameCrashOf1983 a great fiasco early on in the decade]], video games as a whole was a promising media platform. And it all started [[UsefulNotes/NintendoEntertainmentSystem in]] [[UsefulNotes/MicrosoftWindows 1985]]. In this decade it made, named and codified:

to:

* VideoGamesOfThe1980s: Despite the [[SerendipityWritesThePlot technological limitations]] and [[UsefulNotes/TheGreatVideoGameCrashOf1983 [[MediaNotes/TheGreatVideoGameCrashOf1983 a great fiasco early on in the decade]], video games as a whole was a promising media platform. And it all started [[UsefulNotes/NintendoEntertainmentSystem [[Platform/NintendoEntertainmentSystem in]] [[UsefulNotes/MicrosoftWindows [[Platform/MicrosoftWindows 1985]]. In this decade it made, named and codified:
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''TabletopGame/TwentyThreeHundredAD''
Is there an issue? Send a MessageReason:
None

Added DiffLines:

*''Manga/HikariNoDensetsu'': Written in the 80s and takes place there; the final arc is in 1988, at the time of the Seoul Summer Olympics. Hikari competes there, representing Japan.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VisualNovel/DigitalALoveStory'': Made in 2010, set in 1988.
Is there an issue? Send a MessageReason:
Added example(s)

Added DiffLines:

* ''Series/Forever2014'': Contains flashbacks set in 1982 and 1985.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''Film/{{Challenger}}'': Made in 1990, takes place in 1986.
Is there an issue? Send a MessageReason:
None


In the US, it was also the second[[note]]The first wave was ''Anime/AstroBoy'' up through ''Anime/SpeedRacer''[[/note]] wave of UsefulNotes/TheJapaneseInvasion, the inklings of which started in '78 with the dub of ''Anime/BattleOfThePlanets'', continuing on with ''Anime/SpaceBattleshipYamato'' ('79),'' Anime/{{Voltron}}'' ('84), [[TookALevelInBadass getting even more hardcore]] with ''Anime/{{Robotech}}'' in '85, and hitting its apex with the nationwide release of ''Manga/{{Akira}}'' ('88). Japan additionally managed to break through in the US via the gaming industry, with the success of Creator/{{Nintendo}}'s ''VideoGame/DonkeyKong'' and wider success of the UsefulNotes/NintendoEntertainmentSystem leading Japan to become the leading theater of the video game industry in the US following [[UsefulNotes/TheGreatVideoGameCrashOf1983 the North American video game industry crash]] in 1983. Names like Creator/{{Capcom}} and Creator/{{Konami}} became major players in the software side of the industry with loads of smash titles that would eventually grow into major franchises, and while western developers were still around and making games for Nintendo's system, it was the Japanese industry that served as the key focal point.

While other hardware developers would fail to adequately crack Nintendo's dominance for most of the decade, that all changed in 1987, when a joint venture between NEC and Hudson Soft resulted in the creation of the UsefulNotes/TurboGrafx16, which became a surprise success in its native Japan and outsold the NES, spurring Nintendo into action in creating [[UsefulNotes/SuperNintendoEntertainmentSystem a competing system]] to keep their place in the industry intact. The following year, Creator/{{Sega}} would introduce its own [=TurboGrafx=] rival, the UsefulNotes/SegaGenesis, with its 1989 debut in the US managing to both successfully stamp out the [=TurboGrafx's=] presence in the west and present the first real challenge to Nintendo as a hardware manufacturer. This battle, however, wouldn't truly take hold until the first years of the next decade, in part because it took Nintendo until 1990 (in Japan) and 1991 (in the US) to release their own new system.

to:

In the US, it was also the second[[note]]The first wave was ''Anime/AstroBoy'' up through ''Anime/SpeedRacer''[[/note]] wave of UsefulNotes/TheJapaneseInvasion, the inklings of which started in '78 with the dub of ''Anime/BattleOfThePlanets'', continuing on with ''Anime/SpaceBattleshipYamato'' ('79),'' Anime/{{Voltron}}'' ('84), [[TookALevelInBadass getting even more hardcore]] with ''Anime/{{Robotech}}'' in '85, and hitting its apex with the nationwide release of ''Manga/{{Akira}}'' ('88). Japan additionally managed to break through in the US via the gaming industry, with the success of Creator/{{Nintendo}}'s ''VideoGame/DonkeyKong'' and wider success of the UsefulNotes/NintendoEntertainmentSystem Platform/NintendoEntertainmentSystem leading Japan to become the leading theater of the video game industry in the US following [[UsefulNotes/TheGreatVideoGameCrashOf1983 [[MediaNotes/TheGreatVideoGameCrashOf1983 the North American video game industry crash]] in 1983. Names like Creator/{{Capcom}} and Creator/{{Konami}} became major players in the software side of the industry with loads of smash titles that would eventually grow into major franchises, and while western developers were still around and making games for Nintendo's system, it was the Japanese industry that served as the key focal point.

While other hardware developers would fail to adequately crack Nintendo's dominance for most of the decade, that all changed in 1987, when a joint venture between NEC and Hudson Soft resulted in the creation of the UsefulNotes/TurboGrafx16, Platform/TurboGrafx16, which became a surprise success in its native Japan and outsold the NES, spurring Nintendo into action in creating [[UsefulNotes/SuperNintendoEntertainmentSystem [[Platform/SuperNintendoEntertainmentSystem a competing system]] to keep their place in the industry intact. The following year, Creator/{{Sega}} would introduce its own [=TurboGrafx=] rival, the UsefulNotes/SegaGenesis, Platform/SegaGenesis, with its 1989 debut in the US managing to both successfully stamp out the [=TurboGrafx's=] presence in the west and present the first real challenge to Nintendo as a hardware manufacturer. This battle, however, wouldn't truly take hold until the first years of the next decade, in part because it took Nintendo until 1990 (in Japan) and 1991 (in the US) to release their own new system.



* UsefulNotes/Commodore64: The most widely sold inexpensive multipurpose home computer of this decade.

to:

* UsefulNotes/Commodore64: Platform/Commodore64: The most widely sold inexpensive multipurpose home computer of this decade.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''Film/SummerOf84'': Made in 2018, set in 1984.

Top