History of video game consoles (third generation)

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In the history of computer and video games, the third generation (sometimes referred to as the 8-bit era) began on July 15, 1983, with the Japanese release of both the Family Computer (referred to in Japan in the abbreviated form "Famicom", and later known as the Nintendo Entertainment System, or NES, in the rest of the world) and SG-1000.[1][2] This generation marked the end of the North American video game crash of 1983, a shift in the dominance of home video games from the United States to Japan,[3] and the transition from block-based graphics to tile and sprite based graphics, which was a pivotal leap in game design.[1]

The best-selling console of this generation was the NES/Famicom, followed by the Master System (which dominated the European and South American markets) and then the Atari 7800. Although the previous generation of consoles had also used 8-bit processors, it was at the end of this generation that home consoles were first labeled by their "bits". This also came into fashion as 16-bit systems like the Mega Drive/Genesis were marketed to differentiate between the generations of consoles. In the United States, this generation in gaming was primarily dominated by the NES. The end of the 3rd generation of video games comes as 8-bit consoles become obsolete in graphics and processing power compared to 16-bit consoles.

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

  • D-pad game controllers.
  • Hardware scrolling, enabling large multi-directionally scrolling tile-based game playfields.
  • Detailed sprites, and a screen resolution of up to 256 × 240.
  • Enhanced color graphics (generally between eight-color (3-bit) and thirty-two-color (5-bit) ).
  • Up to five channel primarily square wave mono audio.

History[edit]

The Family Computer (commonly abbreviated the Famicom) became very popular in Japan during this era, crowding out the other consoles in this generation. The Famicom's Western counterpart, the Nintendo Entertainment System, dominated the gaming market in North America, thanks in part to its restrictive licensing agreements with developers. This marked a shift in the dominance of home video games from the United States to Japan, to the point that Computer Gaming World described the "Nintendo craze" as a "non-event" for American video game designers as "virtually all the work to date has been done in Japan."[3] The company had an estimated 65% of 1987 hardware sales in the console market; Atari Corporation had 24%, Sega had 8%, and other companies had 3%.[4]

The popularity of the Japanese consoles grew so quickly that in 1988 Epyx stated that, coming from a video game hardware industry in 1984 that they had described as "dead", by 1988 the market for Nintendo cartridges was larger than for all home-computer software.[5] Nintendo sold seven million NES in 1988, almost as many as the number of Commodore 64s sold in its first five years.[6] Compute! reported that Nintendo's popularity caused most computer-game companies to have poor sales during Christmas that year, resulting in serious financial problems for some,[7] and after more than a decade making computer games, in 1989 Epyx converted completely to console cartridges.[8] By 1990 30% of American households owned the NES, compared to 23% for all personal computers,[9] and peer pressure to have a console was so great that even the children of computer-game developers demanded them despite parents' refusal and the presence of state-of-the-art computers and software at home. As Computer Gaming World reported in 1992, "No matter how fast your 486 is, you still can't play Super Mario XVII on it. The kids who don't have access to videogames are as culturally isolated as the kids in our own generation whose parents refused to buy a TV".[10]

Nintendo's market domination, while overwhelming in sheer number of units sold, was not global. Although the NES dominated the market in Japan and North America, Sega's Master System made large inroads in Europe, Oceania and Brazil, where the NES was never able to break its grip.[11] The Atari 7800 also had a fairly successful life in the United States.

Sega was Nintendo's main competitor during the era in terms of market share for console units sold.[4] Unlike the NES, Sega's SG-1000 (which preceded Sega's more commercially successful Master System) initially had very little to differentiate itself from earlier consoles such as the ColecoVision and contemporary computers such as the MSX, although, despite the lack of hardware scrolling, the SG-1000 was able to pull off advanced scrolling effects, including parallax scrolling in Orguss and sprite-scaling in Zoom 909.[1] In 1985, Sega's Master System incorporated hardware scrolling, alongside an increased colour palette, greater memory, pseudo-3D effects, and stereoscopic 3-D, gaining a clear hardware advantage over the NES. However, the NES would still continue to dominate the important North American and Japanese markets, while the Master System would gain more dominance in the emerging European and South American markets.[11]

In the later part of the third generation, Nintendo also introduced the Game Boy, which almost single-handedly solidified and then proceeded to dominate the previously scattered handheld market for 15 years. While the Game Boy product line was incrementally updated every few years, until the Game Boy Micro and Nintendo DS, and partially the Game Boy Color, all Game Boy products were backwards compatible with the original released in 1989. Since the Game Boy's release, Nintendo had dominated the handheld market. Additionally two popular 8-bit computers, the Commodore 64 and Amstrad CPC, were repackaged as the Commodore 64 Games System and Amstrad GX4000 respectively, for entry into the console market.

This era contributed many influential aspects to the history of the development of video games. The third generation saw the release of many of the first console role-playing video games (RPGs). Editing and censorship of video games was often used in localizing Japanese games to North America. During this era, many of the most famous video game franchises of all time were founded that outlived the third generation and continued through releases on later consoles. Some examples are Super Mario Bros., Final Fantasy, The Legend of Zelda, Dragon Quest, Metroid, Mega Man, Metal Gear, Castlevania, Phantasy Star, Megami Tensei, Ninja Gaiden, and Bomberman.

The third generation also saw the dawn of the children's educational console market. Although consoles such as the VideoSmarts and ComputerSmarts systems were stripped down to very primitive input systems designed for children, their use of ROM cartridges would establish this as the standard for later such consoles.[citation needed] Due to their reduced capacities, these systems typically were not labeled by their "bits" and were not marketed in competition with traditional video game consoles.

Nintendo versus Sega[edit]

Main article: Console wars

The Nintendo Entertainment System (NES)/Family Computer (Famicom) sold by far the most units of any third generation console in North America and Asia. This was due to its earlier release, its strong lineup of first-party titles (such as Super Mario Bros. and Super Mario Bros. 3, The Legend of Zelda, and Metroid), and Nintendo's strict licensing rules that required NES titles to be exclusive to the console for two years after release. This put a damper on third party support for the other, less popular consoles. However, Sega's Master System was more popular than the NES in Europe, South America, and Oceania, with the latter two markets being first reached by Sega. Many more games for the Master System were released in Europe and Brazil than in North America, and the console had a very long shelf-life in Brazil and New Zealand. In Europe, competition was tough for the NES, which was not as successful as the Master System in those other regions despite the hegemony that it had in the North American and Japanese markets.[11] The industry also started to grow in places west of the Soviet Union, such as Lithuania, via new programmers trained in that area. The Master System was finally discontinued in the late 1990s but has continued to sell in Brazil through to the present day, while Nintendo of Japan continued to repair Famicom systems until October 31, 2007.[12][13][14]

Home systems[edit]

Comparison[edit]

Name SG-1000 Nintendo Entertainment System Sega Mark III/Master System Atari 7800
Manufacturer Sega Nintendo Sega Atari
Console Sega-SG-1000-Console-Set.jpg NES-Console-Set.jpg Sega-Master-System-Set.jpg Atari-7800-Console-Set.jpg
Launch prices ¥15,000 (equivalent to ¥17.7 thousand in 2014) ¥14,800 (equivalent to ¥17.5 thousand in 2014)
US$199.99 (equivalent to $439.00 in 2014)
CA$240 (equivalent to $469.00 in 2014)
¥24,200 (equivalent to ¥27.2 thousand in 2014)
US$199.99 (equivalent to $430.00 in 2014)
US$140.00 (equivalent to $301.00 in 2014)
Release date
  • JP July 15, 1983
  • JP July 15, 1983
  • US October 18, 1985
  • EU September 1986
  • JP October 20, 1985
  • AME October 1986
  • WW June 1987
  • AME January 1986
  • WW July 1987
Media Cartridge

Cassette (with keyboard attachment) Data card (Card Catcher required)

Cartridge

3" floppy disk (Japan only)

Cartridge

Data card (Only for first model)

Cartridge
Top-selling games N/A Super Mario Bros. (pack-in), 40.24 million (as of 1999)[15]
Super Mario Bros. 3, 18 million (as of May 21, 2003)[16]
Hang-On and Safari Hunt (Pack-In) Pole Position II (pack-in)[citation needed]
Backward compatibility None None Sega SG-1000 (Japanese systems only) Atari 2600
Accessories (retail)
  • Bike Handle Controller
  • Card Catcher
  • Sega Handle Controller
  • Sega Rapid Fire Unit
  • SK-1100
More...
CPU NEC 780C (Zilog Z80 clone)

3.58 MHz for NTSC, 3.55 MHz for PAL

Ricoh 2A03 (based on

MOS Technology 6502
1.79 MHz (1.66 MHz PAL)

NEC 780C (Zilog Z80 clone)
3.57 MHz (3.54 MHz PAL)
Custom, 6502C (based on

MOS Technology 6502)
1.79 MHz

Memory 2 kB Main RAM
16 kB video RAM
2 KB main RAM
2 KB video RAM
256 bytes sprite RAM
28 bytes palette RAM
8 KB main RAM
16 KB video RAM
4 KB main RAM
Video 256x192 resolution
32 sprites, maximum of 4 sprites per scanline
16 colors
64 sprites (8 per scanline)
256x240 resolution
25 simultaneous colors
53 color palette
256x240 resolution
64 sprites (8×8 or 8×16)
32 simultaneous colors
64 color palette
Unlimited sprites
320x200 resolution
25 simultaneous colors
256 color palette
Audio Mono audio with:
  • Three square wave voices
  • One noise generator
Mono audio with:
  • Two square waves
  • One triangle wave
  • One noise generator
  • One DPCM channel
  • One wavetable synthesizer (Famicom Disk System, Japan only)
  • Capability to extend Audio capacity via cartridges chip (Japan only)
Mono audio with:
  • Three square waves
  • One noise generator
  • 9-channel, 2-operator FM synthesizer (Japan only)
Mono audio with:
  • Two square waves

Sales comparison[edit]

Console Units sold worldwide Japan Americas Elsewhere
Nintendo Entertainment System 61.91 million (as of December 2009)[18][19] 19.35 million (December 2009)[18] 34 million (December 2009)[18] 8.56 million (December 2009)[18]
Sega Master System 11.8 million[20][21] 1 million (1986)[22] United States: 2 million (1992)[23]
Brazil: 5 million (2012)[24]
Western Europe: 6.8 million (1993)[25]
Atari 7800 3.77 million (December 1990)[26] N/A United States: 2 million (June 1988)[27] N/A

Software[edit]

Milestone titles[edit]

See also[edit]

References[edit]

  1. ^ a b c Fahs, Travis. "IGN Presents the History of SEGA: Coming Home". IGN. p. 2. Retrieved 2011-03-27. 
  2. ^ Mark J. P. Wolf, The video game explosion: a history from PONG to Playstation and beyond, ABC-CLIO, p. 115, ISBN 0-313-33868-X, retrieved 2011-04-19 
  3. ^ a b Daglow, Don L. (August 1988). "Over the River and Through the Woods: The Changing Role of Computer Game Designers". Computer Gaming World (50). p. 18. "I'm sure you've noticed that I've made no reference to the Nintendo craze that has repeated the Atari and Mattel Phenomenon of 8 years ago. That's because for American game designers the Nintendo is a non-event: virtually all the work to date has been done in Japan. Only the future will tell if the design process ever crosses the Pacific as efficiently as the container ships and the letters of credit now do." 
  4. ^ a b Katz, Arnie; Kunkel, Bill; Worley, Joyce (August 1988). "Video Gaming World". Computer Gaming World. p. 44. 
  5. ^ "The Nintendo Threat?". Computer Gaming World. June 1988. p. 50. 
  6. ^ Ferrell, Keith (July 1989). "Just Kids' Play or Computer in Disguise?". Compute!. p. 28. Retrieved 11 November 2013. 
  7. ^ Keizer, Gregg (July 1989). "Editorial License". Compute!. p. 4. Retrieved 11 November 2013. 
  8. ^ Ferrell, Keith (December 1989). "Epyx Goes Diskless". Compute!. p. 6. Retrieved 11 November 2013. 
  9. ^ "Fusion, Transfusion or Confusion / Future Directions In Computer Entertainment". Computer Gaming World. December 1990. p. 26. Retrieved 16 November 2013. 
  10. ^ Reeder, Sara (1992-11). "Why Edutainment Doesn't Make It In A Videogame World". Computer Gaming World. p. 128. Retrieved 5 July 2014. 
  11. ^ a b c Travis Fahs. "IGN Presents the History of SEGA: World War". IGN. p. 3. Retrieved 2011-05-21. 
  12. ^ "Nintendo's classic Famicom faces end of road". AFP. 2007-10-31. Retrieved 2007-11-09. 
  13. ^ "初代「ファミコン」など公式修理サポート終了". ITmedia News (in Japanese). ITmedia. 2007-10-16. Retrieved 2008-01-20. 
  14. ^ RyanDG (2007-10-16). "Nintendo of Japan dropping Hardware support for the Famicom". Arcade Renaissance. Retrieved 2008-01-20. 
  15. ^ "Best-Selling Video Games". Guinness World Records. Archived from the original on 2006-03-17. Retrieved 2008-01-31. 
  16. ^ "All Time Top 20 Best Selling Games". 2003-05-21. Archived from the original on 2006-02-21. Retrieved 2008-01-31. 
  17. ^ "-Sega Emulation Overview - another overview". retrocopy.com. Retrieved 2010-04-30. 
  18. ^ a b c d "Consolidated Sales Transition by Region" (PDF). Nintendo. 2010-01-27. Archived from the original on 2010-02-14. Retrieved 2010-02-14. 
  19. ^ "NES". Classic Systems. Nintendo. Archived from the original on 2007-08-04. Retrieved 2007-12-04. 
  20. ^ Forster, Winnie (2005). "Sega SG-1000 & Master System". The Encyclopedia of Game Machines. Magdalena Gniatczynska. pp. 80–81 [80]. ISBN 3-00-015359-4. Retrieved 2011-01-31. "Units sold: 10 Million" 
  21. ^ Buchanan, Levi (2009-03-20). "Genesis vs. SNES: By the Numbers". IGN. Archived from the original on 2010-03-19. Retrieved 2010-03-15. "The Master System sold an anemic 13 million to the NES count of 62 million." 
  22. ^ Nihon Kōgyō Shinbunsha (1986). "Amusement". Business Japan (Nihon Kogyo Shimbun) 31 (7-12): 89. Retrieved 24 January 2012. 
  23. ^ Sheff, David (1993). Game Over (1st ed. ed.). New York: Random House. p. 349. ISBN 0-679-40469-4. Retrieved 16 January 2012. 
  24. ^ Théo Azevedo (2012-07-30). "Vinte anos depois, Master System e Mega Drive vendem 150 mil unidades por ano no Brasil" (in Portuguese). jogos.uol.com.br. Retrieved 2012-08-06. 
  25. ^ "Sega Consoles: Active installed base estimates". Screen Digest. Screen Digest. March 1995. p. 60.  (cf. here [1], here [2], and here [3])
  26. ^ Matthew, Matt (May 26, 2009). Atari 7800 Sales Figures (1986 - 1990), Gamasutra.
  27. ^ "Video Games". Los Angeles Times. June 13, 1988. Retrieved 16 January 2012. 
  28. ^ "Getting That "Resort Feel"". Iwata Asks: Wii Sports Resort. Nintendo. p. 4. "As it's sold bundled with the Wii console outside Japan, I'm not quite sure if calling it "World Number One" is exactly the right way to describe it, but in any case it's surpassed the record set by Super Mario Bros., which was unbroken for over twenty years." 
  29. ^ Semrad, Steve (2006-02-02). "The Greatest 200 Videogames of Their Time". 1UP.com. Retrieved 2014-01-18.