History of video game consoles (fourth generation)

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In the history of computer and video games, the fourth generation (more commonly referred to as the 16-bit era) of games consoles began on October 30, 1987 with the Japanese release of Nippon Electric Company's (NEC) PC Engine (known as the TurboGrafx-16 in North America). Although NEC released the first fourth generation console, and was second to the SNES in Japan, this era's sales were mostly dominated by the rivalry between Nintendo and Sega's consoles in North America: the Super Nintendo Entertainment System (the Super Famicom in Japan) and the Mega Drive (named the Sega Genesis in North America due to trademark issues). Nintendo was able to capitalize on its previous success in the third generation and managed to win the largest worldwide market share in the fourth generation as well. Sega was extremely successful in this generation and began a new franchise, Sonic the Hedgehog, to compete with Nintendo's Mario series of games. Several other companies released consoles in this generation, but none of them were widely successful. Nevertheless, several other companies started to take notice of the maturing video game industry and began making plans to release consoles of their own in the future.

Some features that distinguished fourth generation consoles from third generation consoles include:

  • More powerful microprocessor (typically 16-bit)
  • Multi-button controllers (up to 8 buttons)
  • Complex parallax and multi-layer scrolling backgrounds
  • Large sprites, scalable on-the-fly
  • Elaborate color, typically 64 to 256 colors on screen (from palettes of 512 (9-bit) color to 32,768 (15-bit) color)
  • Stereo audio, with multiple channels and digital audio playback
  • Advanced music synthesis (FM or wavetable)

Home systems[edit]

PC Engine/TurboGrafx-16/TurboGrafx[edit]

TurboGrafx
Main article: TurboGrafx-16

The PC Engine was the result of a collaboration between Hudson Soft and NEC and launched in Japan on October 30, 1987. It launched in North America during August 1989, under the name TurboGrafx-16.

Initially, the PC Engine was quite successful in Japan, partly due to titles available on the then-new CD-ROM format. NEC released a CD add-on in 1990 and by 1992 had released a combination TurboGrafx and CD-ROM system known as the Turbo Duo.

In the USA, NEC used Bonk, a head-banging caveman, as their mascot and featured him in most of the TurboGrafx advertising from 1990 to 1994. The platform was well received initially, especially in larger markets, but failed to make inroads into the smaller metropolitan areas where NEC did not have as many store representatives or as focused in-store promotion.

The TurboGrafx-16 failed to maintain its sales momentum or to make a strong impact in North America.[citation needed] The TurboGrafx-16 and its CD combination system, the Turbo Duo, ceased manufacturing in North America by 1994, though a small amount of software continued to trickle out for the platform.

In Japan, a number of more adult titles were also available for the PC-Engine, such as a variety of strip mahjong games (such as the Super Real Mahjong series), which set it apart from its competitors.

Mega Drive/Sega Genesis[edit]

Second revision of the Sega Genesis
Main article: Sega Genesis

The Mega Drive was released in Japan on October 29, 1988.[1] The console was released in New York City and Los Angeles on August 14, 1989 under the name Sega Genesis, and in the rest of North America later that year.[2] It was launched in Europe and Australia on November 30, 1990 under its original name.

Sega initially had a hard time overcoming Nintendo's ubiquitous presence in the American consumer's home.[citation needed] That changed in late 1991, as Sega built their marketing campaign around their new mascot Sonic the Hedgehog,[3] pushing the Genesis as the "cooler" alternative to Nintendo's console[4] and inventing the term "Blast Processing" to suggest that the Genesis was capable of handling games with faster motion than the SNES.[5] Their advertising was often directly adversarial, leading to commercials such as "Genesis does what Nintendon't" and the "'SEGA!' scream".[6]

When the arcade game Mortal Kombat was ported for home release on the Mega Drive and Super Nintendo Entertainment System, Nintendo decided to censor the game's gore, but Sega kept the content in the game, via a code entered at the start screen (A,B,A,C,A,B,B). Sega's gamble paid off, as its version of Mortal Kombat received generally higher and more favorable reviews in the gaming press and outsold the SNES version three to one. This violence also led to Congressional hearings to investigate the marketing of violent video games to children, and to the creation of the Interactive Digital Software Association and the Entertainment Software Rating Board. With the new ESRB rating system in place, Nintendo reconsidered its position for the release of Mortal Kombat II, and this time became the preferred version among reviewers.[7][8][better source needed] Sega, however, ran into a minor roadblock with the popularity of fighting games with advanced controls,[citation needed] because its controller only featured three action buttons. In response to the upcoming Street Fighter 2 Special Champion Edition and Mortal Kombat, Sega introduced a 6-button controller.[citation needed] Most new games could still be played with the original 3-button controller however, but the company suggested its gamers buy and adopt the new 6-button model.

Despite the Genesis' and Mega Drive's success in North America and Europe, the console was never popular in Japan (being regularly outsold by the PC Engine), but it still managed to sell 40 million units worldwide. By late 1995, Sega was supporting five different consoles and two add-ons, and Sega of Japan chose to discontinue the Mega Drive in Japan to concentrate on the new Sega Saturn.[citation needed] While this made perfect sense for the Japanese market, it was disastrous in North America: the market for Genesis games was much larger than for the Saturn, but Sega was left without the inventory or software to meet demand.[9]

Super Famicom/Super Nintendo Entertainment System[edit]

Super Famicom/Super Nintendo Entertainment System, second revision.

Nintendo executives were initially reluctant to design a new system, but as the market transitioned to the newer hardware, Nintendo saw the erosion of the commanding market share it had built up with the Famicom (called Nintendo Entertainment System outside Japan).[10] Nintendo's fourth-generation console, the Super Famicom, was released in Japan on November 21, 1990; Nintendo's initial shipment of 300,000 units sold out within hours.[11][better source needed] The machine reached North America as the Super Nintendo Entertainment System on August 23, 1991,[cn 1] and Europe and Australia in April 1992.

Despite stiff competition from the Mega Drive/Sega Genesis console, the Super Famicom/SNES eventually took the top selling position, selling 49.10 million units worldwide,[18] and would even remain popular well into the 32-bit generation.[19] Nintendo's market position was defined by their machine's increased video and sound capabilities,[20] as well as exclusive first-party franchise titles such as Super Mario World, The Legend of Zelda: A Link To The Past and Super Metroid. Later titles such as Star Fox and Donkey Kong Country would keep the Super Famicom/SNES relevant well into the "fifth generation" era of 32- and 64-bit consoles.

Compact Disc Interactive (CD-i)[edit]

The CD-i format was announced in the late 80s. With machines being compatible with the format finally being released in 1991. The Phillips CD-i main selling point was that it was more than a game machine and could be used for multimedia needs. Due to an agreement between Nintendo in Philips about an abortive CD add-on for the SNES, Philips also had rights to use some of Nintendo franchises. The CD-i was a commercial failure and was discontinued in 1998. Selling only 1 million units world wide despite a lot of partners and multiple versions of the device, some made by other manufacturers.

Neo Geo[edit]

Neo-Geo
Main article: Neo Geo (console)

Released by SNK in 1990, the Neo Geo was a home console version of the major arcade platform. Compared to its console competition, the Neo Geo had much better graphics and sound, but the prohibitively expensive launch price of US$649.99 made the console only accessible to a niche market. A less expensive version, retailing for $399.99, did not include a memory card, pack-in game or extra joystick.

Add-ons[edit]

Nintendo, NEC and Sega also competed with hardware peripherals for their consoles in this generation. NEC was the first with the release of the TurboGrafx CD system in 1990. Retailing for $499.99 at release, the CD add-on was not a popular purchase, but was largely responsible for the platform's success in Japan.[citation needed] Sega made two attempts: the Sega-CD (renamed Sega-CD in North America) and the Sega 32X. The Sega CD was plagued by a high price tag ($300 at its release) and a limited library of games. The 32X faced a number of problems, primarily technical and commercial: the peripheral would occasionally not work with some consoles, and some retailers were not able to meet the initial demand for the add-on, leading to shortages.[citation needed] A unique add-on for the Sega console was Sega Channel, a subscription based service hosted by local television providers. It required hardware that plugged into a cable line and the Genesis.

Nintendo also made two attempts: the Satellaview and the Super Game Boy. The Satellaview was a satellite service released only in Japan and the Super Game Boy was an adapter for the Super Famicom and SNES that allowed Game Boy games to be displayed on a TV in color. Nintendo, working along with Sony, also had plans to create a CD-ROM drive for the SNES (plans that resulted in a prototype called the "Play Station"), but eventually decided not to go through with that project, opting to team up with Philips in the development of the add-on instead (contrary to popular belief, the CD-i was largely unrelated to the project). Sony decided to go ahead with the CD-ROM development and used the name "PlayStation" for their own standalone CD-based console, overseen by former Super Famicom sound-chip engineer, Ken Kutaragi. That console would be released in the 5th generation of consoles.

European and Australian importing[edit]

green - NTSC, blue - PAL, or switching to PAL, orange - SECAM, olive - no information

The fourth generation was also the era when the act of buying imported US games became more established in Europe, and regular stores began to carry them. This was perhaps[vague] because the PAL region has a refresh rate of 50 Hz (compared with 60 Hz for NTSC) and a vertical resolution of 625 interlaced lines (576 effective), compared with 525/480 for NTSC. This means that a game designed for the NTSC standard without any modification would run 17% slower and have black bars at the top and bottom when played on a PAL television.[further explanation needed] Developers often had a hard time converting games designed for the American and Japanese NTSC standard to the European and Australian PAL standard. Companies such as Konami, with large budgets and a healthy following in Europe and Australia, readily optimized several games (such as the International Superstar Soccer series) for this audience, while most smaller developers did not.

Also, few RPGs were released in Europe because they would have needed to be translated into many different languages.[citation needed] RPGs tend to contain much more text than other genres, so one of the biggest problems was simply fitting all of the full translations into one cartridge. The cost of creating multiple full translations was also prohibitive. Only the UK and Australia saw any number of RPG releases, and even then the number was a fraction of what was being released in Japan. For the Mega Drive, there were numerous PAL releases of RPGs. Examples include Phantasy Star II, III and IV, Shining in the Darkness and its sequels Shining Force I and II, Sword of Vermilion, Super Hydlide, Landstalker, Story of Thor, Soleil and Light Crusader. A few of them received French and German translations.[21]

Popular US games imported at this time included Final Fantasy IV (known in the USA as Final Fantasy II), Final Fantasy VI (known in the USA as Final Fantasy III), Secret of Mana, Street Fighter II, Chrono Trigger, and Super Mario RPG. Secret of Mana and Street Fighter II would eventually receive official release in Europe.

Comparison[edit]

Name PC-Engine/TurboGrafx-16 Mega Drive/Sega Genesis Super Famicom/Super Nintendo Entertainment System Neo Geo AES
Manufacturer NEC/Hudson Soft Sega Nintendo SNK
Console PC-Engine-Console-Set.jpg
TurboGrafx-16-Console.jpg
Sega-Mega-Drive-JP-Mk1-Console-Set.jpg
Sega-Genesis-Mk2-6button.jpg
Super-Famicom-Console-Set.jpg
SNES-Mod1-Console-Set.jpg
Neo-Geo-AES-Console-Set.jpg
Launch prices (USD) US$199.99 (equivalent to $380.00 in 2014) US$189.99 (equivalent to $361.00 in 2014) US$199.99 (equivalent to $346.00 in 2014) US$649.99 (Gold version) (equivalent to $1.13 thousand in 2014)

US$399.99 (Silver version) (equivalent to $693.00 in 2014)

Release date
  • JP October 30, 1987
  • NA August 29, 1989
  • JP October 29, 1988
  • NA August 14, 1989
  • EU November 30, 1990
  • JP November 21, 1990
  • EU April 11, 1992
  • JP July 1, 1991
  • NA June, 18 1991
Media HuCard (card-shaped cartridge)

CD-ROM (Turbo CD add-on)

Cartridge

CD-ROM (Mega-CD add-on)
Data card (Power Base Converter add-on)

Cartridge

Magnetic disc (Japan only)[22]

Cartridge

Data card (Japan/Europe)[22]

Best-selling games Bonk's Adventure[23] Sonic the Hedgehog (15 million)[24] Super Mario World, 20 million (as of June 25, 2007)[25] Samurai Shodown
Backward compatibility No Sega Master System (using Power Base Converter) NES (unlicensed, using Super 8)

Game Boy (using Super Game Boy)

No
Accessories (retail)
CPU HuC6280A (modified 65SC02)
1.79 or 7.16 MHz
Motorola 68000
7.67 MHz (7.61 MHz PAL)
Zilog Z80
3.58 MHz
Nintendo-custom 5A22
(based on 65C816)
3.58 MHz (3.55 MHz PAL)
Motorola 68000
12 MHz
Zilog Z80
4 MHz
Memory 8 KiB work RAM
64 KiB video RAM
64 KiB main RAM
64 KiB video RAM
8 KiB audio RAM
128 KiB main RAM
64 KiB video RAM
64 KiB audio RAM
64 KiB main RAM
74 KiB video RAM
2 KiB audio RAM
Video Variable resolution, up to 565x242
64 sprites, 16 per scanline
482 simultaneous colors (241 each for backgrounds and sprites)
512 color palette
320x224
80 sprites
64 simultaneous colors
512 color palette
Variable resolution, up to 512x478 for interlaced monitors
128 sprites, 32 per scanline
256 simultaneous colors
32768 color palette
320x224
380 sprites, 96 per scanline
4096 simultaneous colors
65536 color palette
Audio Mono audio with:
  • Six programmable WS voices
  • White noise generation
  • Optional streaming of samples
Stereo audio with:
  • Six FM voices
  • Three square wave voices
  • Optional sampling
Stereo audio with: Stereo audio with:
  • Four FM voices
  • Three square wave voices
  • One white noise generator
  • Seven ADPCM channels

Other[edit]

Worldwide sales standings[edit]

Console Units sold
Super Famicom/Super Nintendo Entertainment System 49.10 million[27]
Mega Drive/Sega Genesis 40 million [cn 2]
PC Engine/TurboGrafx-16 10 million[33]
CD-i 570,000[26]

Handheld systems[edit]

The first handheld game console released in the fourth generation was the Game Boy, on April 21, 1989. It went on to dominate handheld sales by an extremely large margin, despite featuring a low-contrast, unlit monochrome screen while all three of its leading competitors had color. Three major franchises made their debut on the Game Boy: Tetris, the Game Boy's killer application; Pokémon; and Kirby. With some design (Game Boy Pocket, Game Boy Light) and hardware (Game Boy Color) changes, it continued in production in some form until 2008, enjoying a better than 18-year run.

The Atari Lynx included hardware-accelerated color graphics, a backlight, and the ability to link up to sixteen units together in an early example of network play when its competitors could only link 2 or 4 consoles (or none at all),[34] but its comparatively short battery life (approximately 4.5 hours on a set of alkaline cells, versus at least 10–11 hours for the Game Boy), high price, and weak games library made it one of the worst-selling handheld game systems of all time, with less than 500,000 units sold.[35][32]

The third major handheld of the fourth generation was the Sega Game Gear. It featured graphics capabilities roughly comparable to the Master System (better colours, but lower resolution), a ready made games library by using the "Master-Gear" adaptor to play cartridges from the older console, and the opportunity to be converted into a portable TV using a cheap tuner adaptor, but it also suffered some of the same shortcomings as the Lynx. While it sold more than twenty times as many units as the Lynx, its bulky design - slightly larger than even the original Game Boy; relatively poor battery life - only a little better than the Lynx; and later arrival in the marketplace - competing for sales amongst the remaining buyers who didn't already have a Game Boy - hampered its overall popularity despite being more closely competitive to the Nintendo in terms of price and breadth of software library.[36] Sega eventually retired the Game Gear in 1997, a year before Nintendo released the first examples of the Game Boy Color, to focus on the Nomad and non-portable console products.

Other handheld consoles released during the fourth generation included the TurboExpress, a handheld version of the TurboGrafx-16 released by NEC in 1990, and the Game Boy Pocket, an improved model of the Game Boy released about two years before the debut of the Game Boy Color. While the TurboExpress was another early pioneer of color handheld gaming technology and had the added benefit of using the same game cartridges or 'HuCards' as the TurboGrafx16, it had even worse battery life than the Lynx and Game Gear - about three hours on six contemporary AA batteries - selling only 1.5 million units.[32]

List of handheld consoles[edit]

Console Game Boy Atari Lynx Sega Game Gear TurboExpress
Manufacturer Nintendo Atari Sega NEC
Image Game-Boy-Original.jpg Atari-Lynx-I-Handheld.jpg Sega-Game-Gear-WB.jpg TurboExpress-Front.jpg
Launch price ¥12,500[37]
US$89.95 (equivalent to $169.33 in 2014)[38]
US$189.99 (equivalent to $359.58 in 2014) ¥14,500
US$149.99 (equivalent to $257.99 in 2014)
A$155 (equivalent to $238.00 in 2014)
US$299.99 (equivalent to $517.72 in 2014)[39]
Release date Japan April 21, 1989
United States August 1989
European Union 1990
United States September 1989
European Union 1990
Japan October 6, 1990
European Union April 26, 1991
United States April 26, 1991
Australia 1992
Japan November 16, 1990
United States 1991
Units sold 118.69 million (as of December 31, 2009),[40] including Game Boy Color units[41] >1 million[citation needed] 11 million[32] 1.5 million[32]
Media Cartridge Cartridge Cartridge Datacard
Best-selling games Tetris, 35 million (pack-in / separately).[42]

Pokémon Red, Blue, and Green, approximately 20.08 million combined (in Japan and the US) (details).[43][44]

Unknown Sonic the Hedgehog 2 Bonk's Adventure
Backward compatibility N/A (Original Cartridges compatible with later models) N/A Sega Master System (using Cartridge Adapter) TurboGrafx-16
CPU Sharp LR35902
4.19 MHz
MOS 65SC02
4 MHz maximum, average 3.6 MHz
"Suzy", custom CMOS chip
16 MHz
Zilog Z80
3.5 MHz
HuC6280A (modified 65SC02)
1.79 or 7.16 MHz
Memory 8 KiB internal S-RAM, up to 32 KiB
8 KiB internal video RAM
64 KiB DRAM 8 KiB main RAM
16 KiB video RAM
8 KiB work RAM
64 KiB video RAM
Video 160x144
4 shades of olive green
160x102
16 simultaneous colors per scanline; can be increased by changing palettes after each scanline
4096 color palette
160x144
32 simultaneous colors
4096 color palette
400x270
64 sprites, 16 per scanline
482 simultaneous colors (241 each for backgrounds and sprites)
512 color palette
Audio Stereo audio (using headphones), with:
  • Two square wave voices
  • One programmable WS voice
  • One white noise generator
  • Optional sampling through the WS channel
Stereo audio with:
  • Four square wave voices
  • A built-in DAC for each channel
Stereo audio (using headphones), with:
  • Three square wave voices
  • One white noise generator
Mono audio with:
  • Six programmable WS voices
  • White noise generation
  • Optional streaming of samples

Other[edit]

Software[edit]

Milestone titles[edit]

Notes[edit]

  1. ^ a b According to Stephen Kent's The Ultimate History of Video Games, the official launch date was September 9.[12] Newspaper and magazine articles from late 1991 report that the first shipments were in stores in some regions on August 23,[13][14] while it arrived in other regions at a later date.[15] Many modern online sources (circa 2005 and later) report August 13.[16][17]
  2. ^ United States: 20 million,[28] Rest of the world: 15 million,[29] Tec Toy: 3 million,[30] Majesco: 2 million,[31] Sega Nomad: 1 million[32]

References[edit]

  1. ^ Console Database Staff. "Sega Mega Drive/Genesis Console Information". http://www.consoledatabase.com. Console Database/Dale Hansen. Retrieved 2007-10-18. 
  2. ^ Kent, Steven L. (2001). The Ultimate History of Video Games. Roseville, California: Prima Publishing. pp. 404–405. ISBN 0-7615-3643-4. 
  3. ^ Kent, Steven L. (2001). The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World. Roseville, California: Prima Publishing. pp. 424–431. ISBN 0-7615-3643-4. 
  4. ^ Kent, Steven L. (2001). The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World. Roseville, California: Prima Publishing. pp. 434, 448–449. ISBN 0-7615-3643-4. 
  5. ^ "The Essential 50 Part 28: Sonic the Hedgehog". www.1up.com. Retrieved 2008-04-21. 
  6. ^ Kent, Steven L. (2001). The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World. Roseville, California: Prima Publishing. p. 405. ISBN 0-7615-3643-4. 
  7. ^ Kent, Steven L. (2001). The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World. Roseville, California: Prima Publishing. pp. 461–480. ISBN 0-7615-3643-4. 
  8. ^ Ray Barnholt (2006-08-04). "Purple Reign: 15 Years of the Super NES". 1UP.com. p. 4. Retrieved 2007-07-13. 
  9. ^ Kent, Steven L. (2001). The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World. Roseville, California: Prima Publishing. pp. 508, 531. ISBN 0-7615-3643-4. 
  10. ^ Kent, Steven L. (2001). The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World. Roseville, California: Prima Publishing. pp. 413–414. ISBN 0-7615-3643-4. 
  11. ^ Kent, Steven L. (2001). The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World. Roseville, California: Prima Publishing. pp. 422–431. ISBN 0-7615-3643-4. 
  12. ^ Kent (2001), p. 434. Kent states September 1 was planned but later rescheduled to September 9.
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  14. ^ "Super Nintendo It's Here!!!". Electronic Gaming Monthly (Sendai Publishing Group) (28): 162. November 1991. "The Long awaited Super NES is finally available to the U.S. gaming public. The first few pieces of this unit hit the store shelves on August 23rd, 1991. Nintendo, however, released the first production run without any heavy fanfare or spectacular announcements." 
  15. ^ "New products put more zip into the video-game market" (abstract). Chicago Sun-Times. 1991-08-27. Retrieved 2010-03-05. "On Friday, area Toys R Us stores [...] were expecting Super NES, with a suggested retail price of $199.95, any day, said Brad Grafton, assistant inventory control manager for Toys R Us."  Based on the publication date, the "Friday" mentioned would be August 23, 1991.
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