Fourth generation of video game consoles: Difference between revisions

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{{VG history}}
{{VG history}}


In the [[history of computer and video games]], the '''fourth generation''' (more commonly referred to as the '''16 bit era''') began on [[October 30]], [[1987]] with the [[Japan]]ese release of [[Nippon Electric Company|Nippon Electric Company's]] (NEC) [[PC Engine]] (known as the [[TurboGrafx-16]] in [[North America]]). Although NEC released the first fourth generation console, this era was dominated by the rivalry between [[Nintendo]] and [[Sega]]'s consoles; the [[Super Nintendo Entertainment System]] (the Super Famicom in Japan) and the [[Sega 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 won a dominant market share in the fourth generation as well. Sega was also successful in this generation and began a new franchise, [[Sonic the Hedgehog (series)|Sonic the Hedgehog]], to compete with Nintendo's [[Mario]] series of games. Several other companies released consoles in this generation, but, with the exception of the [[Neo Geo (console)|Neo Geo]], 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.
In the [[history of computer and video games]], the '''fourth generation''' (more commonly referred to as the '''16 bit era''') began on October 30, 1987 with the [[Japan]]ese release of [[Nippon Electric Company|Nippon Electric Company's]] (NEC) [[PC Engine]] (known as the [[TurboGrafx-16]] in [[North America]]). Although NEC released the first fourth generation console, this era was dominated by the rivalry between [[Nintendo]] and [[Sega]]'s consoles; the [[Super Nintendo Entertainment System]] (the Super Famicom in Japan) and the [[Sega 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 won a dominant market share in the fourth generation as well. Sega was also successful in this generation and began a new franchise, [[Sonic the Hedgehog (series)|Sonic the Hedgehog]], to compete with Nintendo's [[Mario]] series of games. Several other companies released consoles in this generation, but, with the exception of the [[Neo Geo (console)|Neo Geo]], 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.


==Home systems ==
==Home consoles==
===Launches ===
===TurboGrafx-16===
{{main|TurboGrafx-16}}
The [[TurboGrafx-16|PC Engine]], the result of a collaboration between [[Hudson Soft]] and [[NEC]], was launched in Japan on [[October 30]], [[1987]] and was followed by the [[Sega Mega Drive]] on [[October 29]] ,1988. Both consoles were launched in [[North America]] during August 1989, under the respective names TurboGrafx-16 and Sega Genesis, and the Mega Drive was launched in Europe and Australia on [[November 30]] [[1990]].
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]].
As the market quickly transitioned to the newer hardware, Nintendo saw the erosion of the commanding market share it had built up with the [[Nintendo Entertainment System|Famicom]] (called Nintendo Entertainment System in North America) and responded with its own fourth generation machine, the Super Famicom on [[November 21]], [[1990]]. The machine reached North America on the 1st of September, 1991 and in Europe and Australia in April, 1992.

Although initially popular in Japan, the PC Engine failed to maintain its sales momentum or to make a strong impact in North America, where it was unavailable by 1994.{{Fact |date=January 2008}} As a result the market was largely divided between Sega and Nintendo, who acted as direct competitors.

=== Marketing ===
====NEC====
<!-- Image with inadequate rationale removed: [[Image:Bonk's Adventure PCE.png|thumb|right|200px|''[[Bonk's Adventure]]'']] -->
Initially, the [[TurboGrafx-16|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 (video game)|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.
In the USA, NEC used [[Bonk (video game)|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 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. [[NEC Corporation|NEC]] released the 32-bit [[PC-FX]] console the same year in [[Japan]]. Plans were underway for a North American release of the PC-FX, but an already flooded market of platforms, including the more powerful [[3DO Interactive Multiplayer|3DO]] and [[Atari Jaguar]] systems, caused TTI, who by then had the US rights to the TurboGrafx platform, to halt its North American release plans.
The PC Engine failed to maintain its sales momentum or to make a strong impact in North America.{{Fact |date=January 2008}} 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. [[NEC Corporation|NEC]] released the 32-bit [[PC-FX]] console the same year in [[Japan]]. Plans were underway for a North American release of the PC-FX, but an already flooded market of platforms, including the more powerful [[3DO Interactive Multiplayer|3DO]] and [[Atari Jaguar]] systems, caused TTI, who by then had the US rights to the TurboGrafx platform, to halt its North American release plans.


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.
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.
===Sega Mega Drive===
{{main|Sega Mega Drive}}
The [[Sega Mega Drive]] was released in Japan on October 29, 1988. <ref name="ConsoleInfo">{{cite web |url=http://www.consoledatabase.com/consoleinfo/segamegadrive/index.html |title=Sega Mega Drive/Genesis Console Information |accessdate=2007-10-18 |author=Console Database Staff |publisher=Console Database/Dale Hansen |work=http://www.consoledatabase.com}}</ref>It 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.<ref>{{cite book |last=Kent |first=Steven L. |title=The Ultimate History of Video Games |pages=404–405 |location=Roseville, California |publisher=Prima Publishing |date=2001 |isbn=0-7615-3643-4}}</ref> The Mega Drive was launched in Europe and Australia on November 30, 1990.


Sega initially had a hard time overcoming Nintendo's ubiquitous presence in the American consumer's home. That changed in late 1990, as Sega built their marketing campaign around their new mascot [[Sonic the Hedgehog (character)|Sonic the Hedgehog]],<ref name="Kent_pp424_431">{{cite book |last=Kent |first=Steven L. |authorlink=Steven L. Kent |title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World |year=2001 |publisher=Prima Publishing |location=Roseville, California |isbn=0-7615-3643-4 |pages=424–431}}</ref> pushing the Genesis as the "cooler" alternative to Nintendo's console<ref name="Kent_434_448_449">{{cite book |last=Kent |first=Steven L. |authorlink=Steven L. Kent |title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World |year=2001 |publisher=Prima Publishing |location=Roseville, California |isbn=0-7615-3643-4 |pages=434, 448–449}}</ref> and inventing the term "Blast Processing" to suggest that the Genesis was capable of handling games with faster motion than the SNES.<ref name="1up">{{cite web|url=http://www.1up.com/do/feature?cId=3134008|title=The Essential 50 Part 28: Sonic the Hedgehog|publisher=www.1up.com|accessdate=2008-04-21}}</ref> Their advertising was often directly adversarial, leading to commercials such as "[[Genesis does what Nintendon't]]" and the "'SEGA!' scream".<ref>{{cite book |last=Kent |first=Steven L. |authorlink=Steven L. Kent |title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World |year=2001 |publisher=Prima Publishing |location=Roseville, California |isbn=0-7615-3643-4 |page=405}}</ref>
====Sega====
<!-- Image with inadequate rationale removed: [[Image:SonicTheHedgehog1.png|thumb|right|200px|''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'']] -->
Beginning in 1991, Sega built their marketing campaign in all regions around their mascot [[Sonic the Hedgehog (character)|Sonic the Hedgehog]], pushing him as the "cooler" alternative to Nintendo's mascot [[Mario]] and using his games as demonstrations of the technical capabilities of the system.


When the arcade game ''[[Mortal Kombat (video game)|Mortal Kombat]]'' was ported for home release on the Genesis and Super Nintendo Entertainment System, Nintendo decided to censor the game's gore, but Sega kept the content in the game. 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 [[Entertainment Software Association|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 outsold Sega's version.<ref name="Kent_MK">{{cite book |last=Kent |first=Steven L. |authorlink=Steven L. Kent |title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World |year=2001 |publisher=Prima Publishing |location=Roseville, California |isbn=0-7615-3643-4 |pages=461–480}}</ref><ref name="1UP_MK">{{cite web|url= http://www.1up.com/do/feature?cId=3152604|title=Purple Reign: 15 Years of the Super NES|author=Ray Barnholt|date=2006-08-04| publisher=1UP.com |pages=4|accessdate=2007-07-13}}</ref>
In the USA, their advertising was often directly adversarial, leading to commercials such as "[[Genesis does what Nintendon't]]" and the "'SEGA!' scream".


Despite the Genesis's success in North America, the Mega Drive was never popular in Japan. By late 1995, Sega was supporting five different consoles and two add-ons, and Sega of Japan chose to discontinue the Mega Drive to concentrate on the new [[Sega Saturn]]. 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.<ref>{{cite book |last=Kent |first=Steven L. |authorlink=Steven L. Kent |title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World |year=2001 |publisher=Prima Publishing |location=Roseville, California |isbn=0-7615-3643-4 |pages=508, 531}}</ref>
When the arcade game ''[[Mortal Kombat (video game)|Mortal Kombat]]'' was ported for home release on the Mega Drive/Genesis and Super Nintendo Entertainment System, Nintendo decided to censor the game's gore, but Sega kept the content in the game, hoping to position their console as the more "mature" product. Sega's gamble paid off, and its version of ''Mortal Kombat'' received generally higher and more favorable reviews in the gaming press. As a result of this, Nintendo reconsidered its position, and when ''[[Mortal Kombat II]]'' was ported to the SNES, all of the violence was intact.


====Nintendo====
===Super Nintendo Entertainment System===
{{main|Super Nintendo Entertainment System}}
<!-- This use of this image has no rationale on the image's page. Please read [[Wikipedia:NFCC#10c]] [[Image:Super Mario World gameplay.png|thumb|200px|right|[[Mario]] riding on [[Yoshi]] in ''[[Super Mario World]]'' for the [[Super Nintendo Entertainment System|SNES]]]] -->
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 [[Nintendo Entertainment System|Famicom]] (called Nintendo Entertainment System in North America).<ref>{{cite book |ref=CITEREFKent2001 |last=Kent |first=Steven L. |authorlink=Steven L. Kent |title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World |year=2001 |publisher=Prima Publishing |location=Roseville, California |isbn=0-7615-3643-4 |pages=413–414}}</ref> 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.<ref>{{cite book |ref=CITEREFKent2001 |last=Kent |first=Steven L. |authorlink=Steven L. Kent |title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World |year=2001 |publisher=Prima Publishing |location=Roseville, California |isbn=0-7615-3643-4 |pages=422–431}}</ref> The machine reached North America in August or September 1991,{{#tag:ref|Various sources report dates from August 13 to September 9, with some citing supply issues and others claiming various retailers began selling the system before the official release date.<ref>{{cite web|url= http://www.1up.com/do/feature?cId=3152604|title=Purple Reign: 15 Years of the Super NES|author=Ray Barnholt|date=2006-08-04| publisher=1UP.com|pages=2|accessdate=2007-06-14}} States August 13.</ref><ref>{{cite web |url=http://www.n-sider.com/hardwareview.php?hardwareid=5 |title=Super Nintendo Entertainment System |publisher=N-Sider.com |accessdate=2007-06-14}} States August 13.</ref><ref>{{cite web |url=http://www.n-sider.com/contentview.php?contentid=231 |title=SNES-CD Profile |author=Glen Bayer |publisher=N-Sider.com |accessdate=2008-07-16}} States September 9.</ref><ref>[[#CITEREFKent2001|Kent (2001)]], p. 434. Kent states September 1 was planned but later rescheduled to September 9.</ref>|group=cn|name=NAReleaseDateNote}} and Europe and Australia in April 1992.
Despite stiffer competition from Sega's [[Mega Drive]] console, Nintendo nevertheless remained the industry's leader and by the end of the fourth generation, the SNES was the clear winner in terms of both hardware and software sales.{{Fact |date=January 2008}}
Nintendo's market position was defined by their machine's increased video and sound capabilities, as well as Sega's early falling out of the 16-bit market in favor of their next generation machine, the Sega Saturn.


Despite stiff competition from Sega's [[Mega Drive]] console, the Super NES eventually dominated the American 16-bit console market,<ref>{{cite book |ref=CITEREFKent2001 |last=Kent |first=Steven L. |authorlink=Steven L. Kent |title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World |year=2001 |publisher=Prima Publishing |location=Roseville, California |isbn=0-7615-3643-4 |page=497}}</ref> and would even remain popular well into the 32-bit generation.<ref>{{cite web |url=http://www.pcworld.com/printable/article/id,128295/printable.html|title=A Brief History of Game Consoles, as Seen in Old TV Ads|author=Danny Allen|publisher=PC World|date=2006-12-22|accessdate=2007-07-15}}</ref> Nintendo's market position was defined by their machine's increased video and sound capabilities.<ref>{{cite web |url=http://www.1up.com/do/feature?cId=3143409 |title=PS1 10th Anniversary retrospective |author=Jeremy Parish |publisher=1UP.com|date=2005-09-06|accessdate=2007-05-27}}</ref>
=== Rise of franchises ===
While many of them originated in the 8-bit era, many of the major franchise titles came of age and solidified their grip on the market in the 16-bit era. ''[[Metroid series|Metroid]]'', ''[[The Legend of Zelda series|Zelda]]'', ''[[Star Fox (series)|Star Fox]]'', ''[[Kirby (series)|Kirby]]'', ''[[Dragon Quest]]'', ''[[Final Fantasy]]'', ''[[Seiken Densetsu]]'' (''[[Secret of Mana]]''), ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'', ''[[Donkey Kong (series)|Donkey Kong]]'', ''[[Street Fighter (series)|Street Fighter]]'', ''[[Mortal Kombat (series)|Mortal Kombat]]'', ''[[Mega Man X series|Mega Man X]]'', and many others had either their first releases or some of their most popular titles during the 16-bit era.


===Neo Geo===
'''''Sonic the Hedgehog''''' was [[Sega]]'s bid to compete head-to head with Nintendo's Mario franchise. Sega came up with the idea of a character that they hoped would surpass Mario in many ways and the character ended up being Sonic the Hedgehog. Debuting in 1991, Sega's marketing of the Sonic franchise was key to Sega's success in the video game market during the early years of this generation. However, it never really became a contender for Mario's popularity, and Mario remains the best-selling franchise of all time. <br />
{{main|Neo Geo (console)}}
'''''Metroid''''' was released in 1986 and quickly established itself as one of [[Nintendo]]'s premiere titles. ''[[Super Metroid]]'', released in 1994 on a large (at the time) 24 [[megabit]] cartridge for the SNES, was the third game in the series, after the original game and the Game Boy version that came out in 1991. Super Metroid still is regarded by many gaming organizations as one of the "best games of all time."<ref>{{cite web | url=http://web.archive.org/web/20030611191341/http%3A//gamers.com/feature/egmtop100/index.jsp | title=100 Games Of All Time | publisher=gamers.com | accessdate=2006-09-03}}</ref><br />
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 $649.99 USD 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.
'''''Zelda'''''<nowiki>'s</nowiki> first game of the fourth generation, ''[[The Legend of Zelda: A Link to the Past]]'', courted popularity that was larger than that of its predecessors on the NES. It was one of the few action-adventures to be released early in the SNES's lifecycle. ''[[Zelda II: The Adventure of Link|Zelda II]]'' on the NES had been mostly action-based and was side-scrolling, while ''A Link to the Past'' drew more inspiration from the original ''Zelda'' game with its top-down adventure format. <br />
'''''Dragon Quest''''', although none of its installments were published outside of Japan during this era, remained the best-selling RPG franchise there. Two main installments came out for the SNES, as well as remakes of the first three games originally released for the NES and a dungeon crawler spin-off: ''[[Torneko no Daibouken: Fushigi no Dungeon|Torneko's Great Adventure]]'', which started [[Chun Soft]]'s popular ''[[Fushigi no Dungeon]]'' series.<br />
'''''[[Star Fox (SNES)|Star Fox]]''''' was the first SNES game to feature the [[Super FX]] chip. This game also marked the first quest at stopping the evil Andross from taking over the Lylat System (which would later be reprised on its sequel ''[[Star Fox 64]]'' for [[Nintendo 64]] in 1997). There had been a ''[[Star Fox 2]]'' with new characters in development for the SNES, but this game was canceled in the beta stages because of the approaching release of the N64. <br />
'''''Final Fantasy''''', although only two of the three ''FF'' games produced for the SNES were published in North America, both with their original numeration shifted (which still generates some confusion to this day), was very successful in [[Japan]]. However, it was not until the release of ''[[Final Fantasy VII]]'' on the PlayStation that it reached blockbuster status outside Japan. <br />
'''''Seiken Densetsu''''', although originally conceived as a "spin off" action adventure for the Game Boy ("Seiken Densetsu: Final Fantasy Gaiden" in Japan, and "Final Fantasy Adventure" in the US), the series was reintroduced to Europe and North America in the form of ''[[Secret of Mana]]''. The series has continued with ''[[Sword of Mana]]'' on the Game Boy Advance, ''[[Legend of Mana]]'' for the PlayStation, and ''[[Children of Mana]]'' for the [[Nintendo DS]].<br />
'''''Street Fighter''''', which had already been widely successful as an arcade game, was released on the fourth generation consoles as ''[[Street Fighter II]]''. Although the game did not suffer a significant loss of quality or features, there were a few changes. Sprites were decreased in size and the backdrops lost a bit of their flashiness, but for the most part it was a faithful recreation that sold voluminous copies. It is worth noting that, while the original ''Street Fighter'' was deemed innovative and fairly popular, it was the second game in the series that produced a lasting fanbase and set many of the trends seen in fighting games today, most notably its colorful selection of playable fighters from different countries across the globe.<br />
'''''Phantasy Star''''' was Sega's RPG franchise that was established 1987 on the Sega [[Master System]]. It was the first console RPG game to reach Europe; almost a decade before [[Final Fantasy VII]]. Three sequels were released to the [[Mega Drive]]. With its sci-fi theme, the franchise was unique from fantasy-themed [[Dragon Quest]] and [[Final Fantasy]]. <br />
'''''Thunder Force''''' was released on several computers in Japan in the mid-80s, but it was on the [[Mega Drive]] the series set new visual standards and musical high strides. [http://www.sega-16.com/review_page.php?id=890&title=Thunder%20Force%20III] Thunder Force II, III and IV were all released for the [[Mega Drive]], but the third game never reached Europe and the fourth was called Lightening Force (sic) in the US.

Seeking to follow the example of the above titles, several more franchises were born during this era, many of which have not survived to the present day. While game sequels were far from uncommon during the 8-bit era and even before, it was at this time that the potential for continuing series games was realized.


=== Add-ons ===
=== Add-ons ===
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Nintendo made an attempt with their successful [[Satellaview]] and [[Super Game Boy]]. The former was a satellite service released only on the [[Japan]]ese market and the latter an adapter for the Super Nintendo that allowed Game Boy games to be displayed on a TV in color. Interestingly, Nintendo, working along with [[Sony]], also had plans to create a [[CD-ROM drive]] for the Super NES, similar to the Sega CD, but eventually decided not to go through with that project, opting to team up with [[Philips]] in the development of the add-on instead. Sony decided to go ahead with the CD-ROM development and used the name "[[PlayStation]]" for their own stand-alone CD-based console, overseen by former [[SNES]] sound-chip engineer, [[Ken Kutaragi]]. The PlayStation went on to badly hurt [[CD-i]] sales, and Philips dropped the product line in 1998.
Nintendo made an attempt with their successful [[Satellaview]] and [[Super Game Boy]]. The former was a satellite service released only on the [[Japan]]ese market and the latter an adapter for the Super Nintendo that allowed Game Boy games to be displayed on a TV in color. Interestingly, Nintendo, working along with [[Sony]], also had plans to create a [[CD-ROM drive]] for the Super NES, similar to the Sega CD, but eventually decided not to go through with that project, opting to team up with [[Philips]] in the development of the add-on instead. Sony decided to go ahead with the CD-ROM development and used the name "[[PlayStation]]" for their own stand-alone CD-based console, overseen by former [[SNES]] sound-chip engineer, [[Ken Kutaragi]]. The PlayStation went on to badly hurt [[CD-i]] sales, and Philips dropped the product line in 1998.


<center><gallery>
<center>{{gallery
|width=125
Image:Mega-cd2.jpg|[[Sega Mega CD]]
|File:PCEngine SuperCDRom2.jpg|[[TurboGrafx-16#TurboGrafx-CD|PC Engine CD-ROM²]]
Image:Sega 32x.jpeg|[[Sega 32X]]
|File:Sega-Mega-CD-with-Mega-Drive on top.jpg|[[Sega Mega CD]]
</gallery></center>
|Image:Sega 32x.jpeg|[[Sega 32X]]
|File:Satellaview.jpg|[[Satellaview]]
|File:Super Game Boy US version.jpg|[[Super Game Boy]]
}}
</center>


=== European and Australian importing ===
=== European and Australian importing ===
[[Image:NTSC-PAL-SECAM.svg|thumb|right|300px|bright green - <font style="background:#70ff70;">NTSC</font>, yellow - <font style="background:yellow;">PAL, or switching to PAL</font>, orange - <font style="background:orange;">SECAM</font>, olive - <font style="background:#9fdba4;">no information</font>]]
[[Image:NTSC-PAL-SECAM.svg|thumb|right|300px|bright green - <font style="background:#70ff70;">NTSC</font>, yellow - <font style="background:yellow;">PAL, or switching to PAL</font>, orange - <font style="background:orange;">SECAM</font>, olive - <font style="background:#9fdba4;">no information</font>]]
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 especially popular with SNES games, due to several reasons, including the fact that the [[PAL]] region has a refresh rate of 50Hz (compared with 60 Hz for [[NTSC]]) and a vertical resolution of 625 interlaced lines ([[576i|576]] effective), compared with 525/480 for NTSC. <br />
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 especially popular with SNES games, due to several reasons, including the fact that the [[PAL]] region has a refresh rate of 50Hz (compared with 60 Hz for [[NTSC]]) and a vertical resolution of 625 interlaced lines ([[576i|576]] effective), compared with 525/480 for NTSC. <br />
This fact meant 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. 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 optimised several games (such as the [[International Superstar Soccer]] series) for this audience, while most smaller developers did not.<br />
This fact meant 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. 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 optimised several games (such as the ''[[International Superstar Soccer]]'' series) for this audience, while most smaller developers did not.<br />
Also, few RPGs were released in Europe because they would have needed to been translated into many different languages. 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 [[United Kingdom|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. Example includes Phantasy Star II, III and IV, Shining in the Darkness, Shining Force and its sequel, Sword of Vermilion, Super Hydlide, Landstalker, Story of Thor, Soleil and Light Crusader. Many of them received French and German translations <ref>[http://new.guardiana.net/ Guardiana, the Mega Drive Kingdom :: Bienvenue sur Guardiana - Actualité et mises à jour<!-- Bot generated title -->]</ref>.
Also, few RPGs were released in Europe because they would have needed to been translated into many different languages. 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 [[United Kingdom|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. Example includes ''Phantasy Star II'', ''III'' and ''IV'', ''Shining in the Darkness'', ''Shining Force'' and its sequel, ''Sword of Vermilion'', ''Super Hydlide'', ''Landstalker'', ''Story of Thor'', ''Soleil'' and ''Light Crusader''. Many of them received French and German translations <ref>[http://new.guardiana.net/ Guardiana, the Mega Drive Kingdom :: Bienvenue sur Guardiana - Actualité et mises à jour<!-- Bot generated title -->]</ref>.


Popular US games imported at this time included ''Final Fantasy II'' (known in Japan as ''[[Final Fantasy IV]]''), ''Final Fantasy III'' (known in Japan as ''[[Final Fantasy VI]]''), ''[[Secret of Mana]]'', ''[[Street Fighter II]]'', ''[[Chrono Trigger]]'', and ''[[Super Mario RPG]]''.
Popular US games imported at this time included ''Final Fantasy II'' (known in Japan as ''[[Final Fantasy IV]]''), ''Final Fantasy III'' (known in Japan as ''[[Final Fantasy VI]]''), ''[[Secret of Mana]]'', ''[[Street Fighter II]]'', ''[[Chrono Trigger]]'', and ''[[Super Mario RPG]]''.
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|US$249.99
|US$249.99
|US$190.00
|US$190.00
|US$649.99
|US$649.99 <small>(Gold version)</small>
US$399.99 <small>(Silver version)</small>
|US$199.99
|US$199.99
|- style="vertical-align: top"
|- style="vertical-align: top"
!Release date
!Release date
|{{vgrelease|JP=[[October 30]] [[1987]]}}{{vgrelease|NA=[[September 1]] [[1989]]}} {{vgrelease||EU={{vgy|1990}}}}
|{{vgrelease|JP=October 30, 1987}}{{vgrelease|NA=September 1, 1989}} {{vgrelease||EU={{vgy|1990}}}}
|{{vgrelease|JP=[[October 29]] [[1988]]}}{{vgrelease|NA=[[September 15]] [[1989]]}} {{vgrelease|EU=[[November 30]] [[1990]]}}
|{{vgrelease|JP=October 29, 1988}}{{vgrelease|NA=September 15, 1989}} {{vgrelease|EU=November 30, 1990}}
|{{vgrelease|JP=1990}}{{vgrelease|NA={{vgy|1991}}}}
|{{vgrelease|JP=1990}}{{vgrelease|NA={{vgy|1991}}}}
|{{vgrelease|JP=[[November 21]] [[1990]]}}{{vgrelease|NA=[[August 13]] [[1991]]}} {{vgrelease|EU=[[April 11]] [[1992]]}}
|{{vgrelease|JP=November 21, 1990}}{{vgrelease|NA=August 13, 1991}} {{vgrelease|EU=April 11, 1992}}
|-
|-
!Media
!Media
Line 114: Line 104:
| ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]'', 6&nbsp;million <small>(as of June 2006)</small><ref>{{cite web |url=http://gamasutra.com/features/20060804/boutros_05.shtml | title=Sonic the Hedgehog 2 | work=A Detailed Cross-Examination of Yesterday and Today's Best-Selling Platform Games | accessdate=2007-11-26 | date=2006-08-04 | author=Daniel Boutros | publisher=[[Gamasutra]]}}</ref>
| ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]'', 6&nbsp;million <small>(as of June 2006)</small><ref>{{cite web |url=http://gamasutra.com/features/20060804/boutros_05.shtml | title=Sonic the Hedgehog 2 | work=A Detailed Cross-Examination of Yesterday and Today's Best-Selling Platform Games | accessdate=2007-11-26 | date=2006-08-04 | author=Daniel Boutros | publisher=[[Gamasutra]]}}</ref>
| Unknown
| Unknown
| ''[[Super Mario World]]'', 20&nbsp;million <small>(as of [[June 25]] [[2007]])</small><ref>{{cite web | url=http://www.next-gen.biz/index.php?option=com_content&task=view&id=6121&Itemid=2&limit=1&limitstart=1 | title=1990 | work=The Nintendo Years | pages=2 | author=[[Edge (magazine)|Edge]] | publisher=[[Next Generation Magazine|Next-Gen.biz]] | date=2007-06-25 | accessdate=2007-11-26}}</ref>
| ''[[Super Mario World]]'', 20&nbsp;million <small>(as of June 25, 2007)</small><ref>{{cite web | url=http://www.next-gen.biz/index.php?option=com_content&task=view&id=6121&Itemid=2&limit=1&limitstart=1 | title=1990 | work=The Nintendo Years | pages=2 | author=[[Edge (magazine)|Edge]] | publisher=[[Next Generation Magazine|Next-Gen.biz]] | date=2007-06-25 | accessdate=2007-11-26}}</ref>
|-
|-
![[Backward compatibility]]
![[Backward compatibility]]
Line 174: Line 164:
! Console !! Units sold
! Console !! Units sold
|-
|-
| [[Super Nintendo Entertainment System|Super Nintendo Entertainment System/Famicom]] || 49 million <small>(as of [[August 4]] [[2007]])</small><ref>{{cite web |url=http://www.nintendo.com/systemsclassic?type=snes |title=Super NES |accessdate=2007-12-04 |publisher=Nintendo |work=Classic Systems |archiveurl=http://web.archive.org/web/20070714072607/http://www.nintendo.com/systemsclassic?type=snes |archivedate=2007-07-14}}</ref>
| [[Super Nintendo Entertainment System|Super Nintendo Entertainment System/Famicom]] || 49 million <small>(as of August 4, 2007)</small><ref>{{cite web |url=http://www.nintendo.com/systemsclassic?type=snes |title=Super NES |accessdate=2007-12-04 |publisher=Nintendo |work=Classic Systems |archiveurl=http://web.archive.org/web/20070714072607/http://www.nintendo.com/systemsclassic?type=snes |archivedate=2007-07-14}}</ref>
|-
|-
|[[Sega Mega Drive|Sega Mega Drive/Genesis]] || 29 million <small>(as of [[May 15]] [[2007]])</small><ref>{{cite web |url=http://www.wired.com/gaming/gamingreviews/multimedia/2007/05/gallery_game_history?slide=21 |title=Console Portraits: A 40-Year Pictorial History of Gaming |accessdate=2007-09-08 |author=Greg Orlando |date=2007-05-15 |publisher=Wired News |pages=21}}</ref><ref>{{cite web|url= http://www.islandnet.com/~kpolsson/segavid/index.htm|title=Chronology of Sega Video Games|accessdate=2006-12-01|author=Ken Polsson}}</ref>
|[[Sega Mega Drive|Sega Mega Drive/Genesis]] || 29 million <small>(as of May 15, 2007)</small><ref>{{cite web |url=http://www.wired.com/gaming/gamingreviews/multimedia/2007/05/gallery_game_history?slide=21 |title=Console Portraits: A 40-Year Pictorial History of Gaming |accessdate=2007-09-08 |author=Greg Orlando |date=2007-05-15 |publisher=Wired News |pages=21}}</ref><ref>{{cite web|url= http://www.islandnet.com/~kpolsson/segavid/index.htm|title=Chronology of Sega Video Games|accessdate=2006-12-01|author=Ken Polsson}}</ref>
|-
|-
| [[TurboGrafx-16|TurboGrafx-16/PC Engine]] || 10 million <small>(as of [[July 30]] [[2007]])</small><ref name="gamepro1">{{cite web |url=http://www.gamepro.com/gamepro/domestic/games/features/111822.shtml |title=The 10 Worst-Selling Consoles of All Time |author=Blake Snow |publisher=''[[GamePro]]'' |date=2007-07-30 |pages=p. 1 |accessdate=2008-10-25}}</ref>
| [[TurboGrafx-16|TurboGrafx-16/PC Engine]] || 10 million <small>(as of July 30, 2007)</small><ref name="gamepro1">{{cite web |url=http://www.gamepro.com/gamepro/domestic/games/features/111822.shtml |title=The 10 Worst-Selling Consoles of All Time |author=Blake Snow |publisher=''[[GamePro]]'' |date=2007-07-30 |pages=p. 1 |accessdate=2008-10-25}}</ref>
|-
|-
| [[Sega Mega-CD|Mega-CD]] (Mega Drive/Genesis add-on)|| 6 million <small>(as of [[July 30]] [[2007]])</small><ref name="gamepro1"/>
| [[Sega Mega-CD|Mega-CD]] (Mega Drive/Genesis add-on)|| 6 million <small>(as of July 30, 2007)</small><ref name="gamepro1"/>
|-
|-
| [[CD-i]] || 570,000 <small>(as of [[July 30]] [[2007]])<ref name="gamepro2">{{cite web |url=http://www.gamepro.com/gamepro/domestic/games/features/111823.shtml |title=The 10 Worst-Selling Consoles of All Time |author=Blake Snow |publisher=''[[GamePro]]'' |date=2007-07-30 |pages=p. 2 |accessdate=2008-10-25}}</ref>
| [[CD-i]] || 570,000 <small>(as of July 30, 2007)<ref name="gamepro2">{{cite web |url=http://www.gamepro.com/gamepro/domestic/games/features/111823.shtml |title=The 10 Worst-Selling Consoles of All Time |author=Blake Snow |publisher=''[[GamePro]]'' |date=2007-07-30 |pages=p. 2 |accessdate=2008-10-25}}</ref>
|-
|-
| [[Sega 32X]] (Mega Drive/Genesis add-on)|| 200,000 <small>(as of [[July 30]] [[2007]])</small><ref name="gamepro2"/>
| [[Sega 32X]] (Mega Drive/Genesis add-on)|| 200,000 <small>(as of July 30, 2007)</small><ref name="gamepro2"/>
|}
|}


== Handheld systems ==
== Handheld systems ==
{{Seealso|Comparison of handheld game consoles}}
{{Seealso|Comparison of handheld game consoles}}

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 monochrome screen, when its closest competitor, the [[Atari Lynx]], included color graphics, a backlight, and networking capabilities,<ref name="The Atari Lynx">{{cite web|url= http://www.ataritimes.com/lynx/index.html|title=The Atari Lynx|accessdate=2006-08-20|publisher=ataritimes.com|date=2006}}</ref> its comparatively long battery life and low price proved to be the Lynx's undoing.<ref>{{cite web |last=Beuscher |first=Dave |title=allgame ((( Atari Lynx > Overview ))) |publisher=[[Allgame]] |accessdate=2008-09-21 |url=http://www.allgame.com/cg/agg.dll?p=agg&sql=5:13 |quote=One drawback to the Lynx system is its power consumption. It requires 6 AA batteries, which allow four to five hours of game play. The Nintendo Game Boy provides close to 35 hours use before new batteries are necessary.}}</ref> Two major franchises made their debut on the Game Boy; ''[[Tetris (handheld game)|Tetris]]''; the Game Boy's [[killer application]], and [[Pokémon]]. The third major handheld of the fourth generation was the [[Sega Game Gear]]. It featured graphics capabilities comparable to the Master System, but it also inherited the same shortcomings as the Lynx. While it did not sell as few units as the Lynx, its bulky design and low battery life caused it to be pushed to the sidelines.<ref>{{cite web |last=Bauscher |first=Dave |title=allgame ((( Sega Game Gear > Overview ))) |publisher=[[Allgame]] |accessdate=2008-09-21 |url=http://www.allgame.com/cg/agg.dll?p=agg&sql=5:25 |quote=While this feature is not included on the Game Boy it does provide a disadvantage -- the Game Gear requires 6 AA batteries that only last up to six hours. The Nintendo Game Boy only requires 4 AA batteries and is capable of providing up to 35 hours of play.}}</ref>

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 lower battery life than the Lynx and Game Gear; about three hours on six AA batteries; and numerous hardware problems, selling only 1.5 million units by 2007.<ref name="gamepro">{{cite web |url=http://www.gamepro.com/gamepro/domestic/games/features/125748.shtml |title=The 10 Worst-Selling Handhelds of All Time |accessdate=2008-01-17 |author=Blake Snow |publisher=[[GamePro]].com |date=2007-07-30}}</ref>


=== Comparison ===
=== Comparison ===
{|class="wikitable"
{|class="wikitable"
!style="width: 25%"| Console
!style="width: 10%"| Console
!style="width: 25%;" | [[Game Boy]]
!style="width: 22.5%;" | [[Game Boy]]
!style="width: 25%;" | [[Atari Lynx]]
!style="width: 22.5%;" | [[Atari Lynx]]
!style="width: 25%;" | [[Sega Game Gear]]
!style="width: 22.5%;" | [[Sega Game Gear]]
!style="width: 22.5%;" | [[TurboExpress]]

|- align="center"
|- align="center"
!Image
!Image
Line 201: Line 197:
|[[Image:Atari-lynx-1-1000.jpeg|150px]]
|[[Image:Atari-lynx-1-1000.jpeg|150px]]
|[[Image:Sega gamegear.jpg|150px]]
|[[Image:Sega gamegear.jpg|150px]]
|[[File:Turbo express.jpg|150px]]
|-
|-
!Launch price
!Launch price
Line 206: Line 203:
|US$189.99
|US$189.99
|¥14,500<br />US$149.99<br />AUD $155
|¥14,500<br />US$149.99<br />AUD $155
|US$299.99<ref name="engadget">{{cite web|url=http://www.engadget.com/2006/03/03/a-brief-history-of-handheld-video-games/|title=A Brief History of Handheld Video Games|last=Melanson|first=Donald|date=2006-03-03|publisher=Engadget|accessdate=2009-01-27}}</ref>
|--
|- style="vertical-align: top"
|- style="vertical-align: top"
!Release date
!Release date
|{{flagicon|Japan}} [[April 21]] [[1989]]<br />{{flagicon|US}} August, 1989<br />{{flagicon|EU}} 1990
|{{flagicon|Japan}} April 21, 1989<br />{{flagicon|US}} August, 1989<br />{{flagicon|EU}} 1990
|{{flagicon|US}} September 1989<br />{{flagicon|EU}} 1990
|{{flagicon|US}} September 1989<br />{{flagicon|EU}} 1990
|{{flagicon|Japan}} [[October 6]] [[1990]]<br />{{flagicon|EU}} {{flagicon|US}} 1991<br />{{flagicon|Australia}} 1992
|{{flagicon|Japan}} October 6, 1990<br />{{flagicon|EU}} {{flagicon|US}} 1991<br />{{flagicon|Australia}} 1992
|{{flagicon|Japan}} November 16, 1990<br />{{flagicon|US}} 1991
|-
|-
![[List of best-selling game consoles|Units sold]]
![[List of best-selling game consoles|Units sold]]
Line 216: Line 216:
|less than 500,000 <small>(as of July 30, 2007)</small><ref name="handheldgamepro2">{{cite web |url=http://www.gamepro.com/gamepro/domestic/games/features/125749.shtml |title=The 10 Worst-Selling Handhelds of All Time |author=Blake Snow |publisher=''[[GamePro]]'' |date=2007-07-30 |accessdate=2008-11-26 |pages=p. 2}}</ref>
|less than 500,000 <small>(as of July 30, 2007)</small><ref name="handheldgamepro2">{{cite web |url=http://www.gamepro.com/gamepro/domestic/games/features/125749.shtml |title=The 10 Worst-Selling Handhelds of All Time |author=Blake Snow |publisher=''[[GamePro]]'' |date=2007-07-30 |accessdate=2008-11-26 |pages=p. 2}}</ref>
|11 million <small>(as of July 30, 2007)</small><ref name="handheldgamepro1">{{cite web |url=http://www.gamepro.com/gamepro/domestic/games/features/125748.shtml |title=The 10 Worst-Selling Handhelds of All Time |author=Blake Snow |publisher=''[[GamePro]]'' |date=2007-07-30 |accessdate=2008-11-26 |pages=p. 1}}</ref>
|11 million <small>(as of July 30, 2007)</small><ref name="handheldgamepro1">{{cite web |url=http://www.gamepro.com/gamepro/domestic/games/features/125748.shtml |title=The 10 Worst-Selling Handhelds of All Time |author=Blake Snow |publisher=''[[GamePro]]'' |date=2007-07-30 |accessdate=2008-11-26 |pages=p. 1}}</ref>
|1.5 million<ref name="handheldgamepro1"/>
|-
|-
!Media
!Media
|Cartridge
|Cartridge
|Cartridge
|Cartridge
|Cartridge
Line 225: Line 227:
|''[[Tetris (Game Boy)|Tetris]]'', 33 million <small>([[Pack-in game|pack-in]] / separately)</small>.<ref>{{cite web |url=http://tgcontent.nintendo-europe.com/enGB/games_DS_TGP/tetris_ds/did_you_know.php | title=Did you know? | publisher=Nintendo | accessdate=2007-11-26}}</ref><br />
|''[[Tetris (Game Boy)|Tetris]]'', 33 million <small>([[Pack-in game|pack-in]] / separately)</small>.<ref>{{cite web |url=http://tgcontent.nintendo-europe.com/enGB/games_DS_TGP/tetris_ds/did_you_know.php | title=Did you know? | publisher=Nintendo | accessdate=2007-11-26}}</ref><br />
[[Pokémon Red and Blue|''Pokémon Red'', ''Blue'', and ''Green'']], approximately 20.08 million combined <small>(in Japan and the US) ([[List of best-selling video games#Game Boy and Game Boy Color|details]]).</small><ref>{{cite web | url=http://www.the-magicbox.com/topten2.htm | title=Japan Platinum Game Chart |publisher=The Magic Box |accessdate=2007-11-26}}</ref><ref>{{cite web |url=http://www.the-magicbox.com/Chart-USPlatinum.shtml |title=US Platinum Videogame Chart |publisher=The Magic Box |accessdate=2007-11-26}}</ref>
[[Pokémon Red and Blue|''Pokémon Red'', ''Blue'', and ''Green'']], approximately 20.08 million combined <small>(in Japan and the US) ([[List of best-selling video games#Game Boy and Game Boy Color|details]]).</small><ref>{{cite web | url=http://www.the-magicbox.com/topten2.htm | title=Japan Platinum Game Chart |publisher=The Magic Box |accessdate=2007-11-26}}</ref><ref>{{cite web |url=http://www.the-magicbox.com/Chart-USPlatinum.shtml |title=US Platinum Videogame Chart |publisher=The Magic Box |accessdate=2007-11-26}}</ref>
|Unknown
|Unknown
|Unknown
|Unknown
|Unknown
|}
|}

===Other handhelds===
*[[Game Boy Pocket]], released in 1996
*[[TurboExpress]], released in 1990


== Software ==
== Software ==


{{main|List of console game franchises}}
{{main|List of console game franchises}}

While many of them originated in the 8-bit era, many of the major franchise titles came of age and solidified their grip on the market in the 16-bit era. ''[[Metroid series|Metroid]]'', ''[[The Legend of Zelda series|Zelda]]'', ''[[Star Fox (series)|Star Fox]]'', ''[[Kirby (series)|Kirby]]'', ''[[Dragon Quest]]'', ''[[Final Fantasy]]'', ''[[Seiken Densetsu]]'' (''[[Secret of Mana]]''), ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'', ''[[Donkey Kong (series)|Donkey Kong]]'', ''[[Street Fighter (series)|Street Fighter]]'', ''[[Mortal Kombat (series)|Mortal Kombat]]'', ''[[Mega Man X series|Mega Man X]]'', and many others had either their first releases or some of their most popular titles during the 16-bit era.

''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'' was [[Sega]]'s bid to compete head-to head with Nintendo's Mario franchise. Debuting in 1991, Sega's marketing of the Sonic franchise was key to Sega's success in the video game market during the early years of this generation. Though a critical and commercial success, ''Sonic the Hedgehog'' and later series games were not able to surpass Mario in popularity.

''[[Metroid II]]'' was released for the Game Boy and ''[[Super Metroid]]'' was released in 1994 on a comparatively large 24 [[megabit]] cartridge for the SNES. Super Metroid still is regarded by many gaming organizations as one of the "best games of all time."<ref>{{cite web | url=http://web.archive.org/web/20030611191341/http%3A//gamers.com/feature/egmtop100/index.jsp | title=100 Games Of All Time | publisher=gamers.com | accessdate=2006-09-03}}</ref>

''[[The Legend of Zelda: A Link to the Past]]'', courted popularity that was larger than that of its predecessors on the NES. It was one of the few action-adventures to be released early in the SNES's lifecycle. ''[[Zelda II: The Adventure of Link|Zelda II]]'' on the NES had been mostly action-based and was side-scrolling, while ''A Link to the Past'' drew more inspiration from the original ''Zelda'' game with its top-down adventure format.

''[[Dragon Quest V]]'' and ''[[Dragon Quest VI|VI]]'' were released on the Japanese Super Famicom, as well as remakes of the first three games originally released for the NES and a dungeon crawler spin-off: ''[[Torneko no Daibouken: Fushigi no Dungeon|Torneko's Great Adventure]]'', which started [[Chun Soft]]'s popular ''[[Fushigi no Dungeon]]'' series.

''[[Star Fox (SNES)|Star Fox]]'' was the first SNES game to feature the [[Super FX]] chip. This game also marked the first quest to stop the evil Andross from taking over the Lylat System. There had been a ''[[Star Fox 2]]'' with new characters in development for the SNES, but this game was canceled in the beta stages because of the approaching release of the N64.

''[[Final Fantasy V]]'' was released only in Japan, while ''[[Final Fantasy IV]]'' and ''[[Final Fantasy VI]]'' were released in North America with their original numeration shifted. While the series was very successful in [[Japan]] early on, it was not until the release of ''[[Final Fantasy VII]]'' on the PlayStation that it reached blockbuster status outside Japan.{{fact|date=January 2009}}

''[[Secret of Mana]]'' reintroduced the ''Seiken Densetsu'' series, originally concieved as a ''Final Fantasy'' [[spin-off]], to Europe and North America.

''[[Street Fighter II]]'', an SNES port of the arcade original, was the second game in the series that produced a lasting fanbase and set many of the trends seen in fighting games today, most notably its colorful selection of playable fighters from different countries across the globe.{{fact|date=January 2009}} As of 2008, it is [[Capcom]]'s best-selling consumer game of all time.<ref name=platinum>{{cite web|url=http://ir.capcom.co.jp/english/data/million.html|title=CAPCOM - Platinum Titles}}</ref>

''[[Phantasy Star]]'' was Sega's RPG franchise that was established 1987 on the Sega [[Master System]]. It was the first console RPG game to reach Europe; almost a decade before ''[[Final Fantasy VII]]''. Three sequels were released to the [[Mega Drive]]. With its sci-fi theme, the franchise was unique from fantasy-themed ''[[Dragon Quest]]'' and ''[[Final Fantasy]]''.

''[[Thunder Force II]]'', ''[[Thunder Force III|III]]'' and ''[[Thunder Force IV|IV]]'' were all released for the [[Mega Drive]], but the third game never reached Europe and the fourth was called ''Lightening Force: Quest for the Darkstar'' (sic) in the US.

Seeking to follow the example of the above titles, several more franchises were born during this era, many of which have not survived to the present day. While game sequels were far from uncommon during the 8-bit era and even before, it was at this time that the potential for continuing series games was realized.

==Notes==
{{reflist|group=cn}}


== References ==
== References ==
{{reflist}}
{{reflist|2}}
<br style="clear: left;" />
<br style="clear: left;" />
{{History of Video Games}}
{{History of Video Games}}

Revision as of 16:32, 2 February 2009

In the history of computer and video games, the fourth generation (more commonly referred to as the 16 bit era) 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, this era was dominated by the rivalry between Nintendo and Sega's consoles; the Super Nintendo Entertainment System (the Super Famicom in Japan) and the Sega 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 won a dominant market share in the fourth generation as well. Sega was also 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, with the exception of the Neo Geo, 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.

Home consoles

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 PC Engine 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. NEC released the 32-bit PC-FX console the same year in Japan. Plans were underway for a North American release of the PC-FX, but an already flooded market of platforms, including the more powerful 3DO and Atari Jaguar systems, caused TTI, who by then had the US rights to the TurboGrafx platform, to halt its North American release plans.

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.

Sega Mega Drive

The Sega Mega Drive was released in Japan on October 29, 1988. [1]It 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] The Mega Drive was launched in Europe and Australia on November 30, 1990.

Sega initially had a hard time overcoming Nintendo's ubiquitous presence in the American consumer's home. That changed in late 1990, 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 Genesis and Super Nintendo Entertainment System, Nintendo decided to censor the game's gore, but Sega kept the content in the game. 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 outsold Sega's version.[7][8]

Despite the Genesis's success in North America, the Mega Drive was never popular in Japan. By late 1995, Sega was supporting five different consoles and two add-ons, and Sega of Japan chose to discontinue the Mega Drive to concentrate on the new Sega Saturn. 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 Nintendo Entertainment System

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 in North America).[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] The machine reached North America in August or September 1991,[cn 1] and Europe and Australia in April 1992.

Despite stiff competition from Sega's Mega Drive console, the Super NES eventually dominated the American 16-bit console market,[16] and would even remain popular well into the 32-bit generation.[17] Nintendo's market position was defined by their machine's increased video and sound capabilities.[18]

Neo Geo

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 $649.99 USD 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

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. Sega made two attempts: the Sega Mega-CD (renamed Sega-CD in North America) and the Sega 32X, neither of which were very successful[citation needed]. 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. Sega Channel was a subscription based service hosted by local television providers. It required hardware that plugged into a cable line and the Sega.

Nintendo made an attempt with their successful Satellaview and Super Game Boy. The former was a satellite service released only on the Japanese market and the latter an adapter for the Super Nintendo that allowed Game Boy games to be displayed on a TV in color. Interestingly, Nintendo, working along with Sony, also had plans to create a CD-ROM drive for the Super NES, similar to the Sega CD, but eventually decided not to go through with that project, opting to team up with Philips in the development of the add-on instead. Sony decided to go ahead with the CD-ROM development and used the name "PlayStation" for their own stand-alone CD-based console, overseen by former SNES sound-chip engineer, Ken Kutaragi. The PlayStation went on to badly hurt CD-i sales, and Philips dropped the product line in 1998.

European and Australian importing

bright green - NTSC, yellow - 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 especially popular with SNES games, due to several reasons, including the fact that the PAL region has a refresh rate of 50Hz (compared with 60 Hz for NTSC) and a vertical resolution of 625 interlaced lines (576 effective), compared with 525/480 for NTSC.
This fact meant 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. 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 optimised 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 been translated into many different languages. 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. Example includes Phantasy Star II, III and IV, Shining in the Darkness, Shining Force and its sequel, Sword of Vermilion, Super Hydlide, Landstalker, Story of Thor, Soleil and Light Crusader. Many of them received French and German translations [19].

Popular US games imported at this time included Final Fantasy II (known in Japan as Final Fantasy IV), Final Fantasy III (known in Japan as Final Fantasy VI), Secret of Mana, Street Fighter II, Chrono Trigger, and Super Mario RPG.


Comparison

Name TurboGrafx-16/PC-Engine Sega Mega Drive/Genesis Neo Geo Super Nintendo Entertainment System/Super Famicom
Console
Launch prices (USD) US$249.99 US$190.00 US$649.99 (Gold version)

US$399.99 (Silver version)

US$199.99
Release date
Media Data card

CD-ROM (add-on)

Cartridge

CD-ROM (Sega CD add-on)
Data card (Master-Gear and Power Base Add-ons)

Cartridge

CD-Rom (Neo Geo CD - was released as a separate system) [20]
Data card (Europe/Japan)[21]

Cartridge

Magnetic disc (Japan only)
Floptical (Japan only)[22]

Best-selling games Unknown Sonic the Hedgehog 2, 6 million (as of June 2006)[23] Unknown Super Mario World, 20 million (as of June 25, 2007)[24]
Backward compatibility None Sega Master System (using Power Base Converter) None Game Boy (using Super Game Boy)
Accessories (retail)
CPU HuC6280A (modified 65SC02)
1.79 or 7.16 MHz
Motorola 68000
7.67 MHz (7.61 MHz PAL)
Motorola 68000
12 MHz
Zilog Z80
4MHz
Nintendo-custom 5A22
(based on 65C816)
3.58 MHz (3.55 MHz PAL)
Memory 8 KiB work RAM
64 KiB video RAM
64 KiB main RAM
64 KiB video RAM
8 KiB audio RAM
64 KiB main RAM
74 KiB video RAM
2 KiB audio RAM
128 KiB main RAM
64 KiB video RAM
64 KiB audio RAM

Other

Worldwide sales standings

Console Units sold
Super Nintendo Entertainment System/Famicom 49 million (as of August 4, 2007)[26]
Sega Mega Drive/Genesis 29 million (as of May 15, 2007)[27][28]
TurboGrafx-16/PC Engine 10 million (as of July 30, 2007)[29]
Mega-CD (Mega Drive/Genesis add-on) 6 million (as of July 30, 2007)[29]
CD-i 570,000 (as of July 30, 2007)[25]
Sega 32X (Mega Drive/Genesis add-on) 200,000 (as of July 30, 2007)[25]

Handheld systems

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 monochrome screen, when its closest competitor, the Atari Lynx, included color graphics, a backlight, and networking capabilities,[30] its comparatively long battery life and low price proved to be the Lynx's undoing.[31] Two major franchises made their debut on the Game Boy; Tetris; the Game Boy's killer application, and Pokémon. The third major handheld of the fourth generation was the Sega Game Gear. It featured graphics capabilities comparable to the Master System, but it also inherited the same shortcomings as the Lynx. While it did not sell as few units as the Lynx, its bulky design and low battery life caused it to be pushed to the sidelines.[32]

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 lower battery life than the Lynx and Game Gear; about three hours on six AA batteries; and numerous hardware problems, selling only 1.5 million units by 2007.[33]

Comparison

Console Game Boy Atari Lynx Sega Game Gear TurboExpress
Image
Launch price ¥13,300
US$109.99
US$189.99 ¥14,500
US$149.99
AUD $155
US$299.99[34]
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 United States 1991
Australia 1992
Japan November 16, 1990
United States 1991
Units sold 118.69 million (as of October 30, 2008),[35] including Game Boy Color units[36] less than 500,000 (as of July 30, 2007)[37] 11 million (as of July 30, 2007)[38] 1.5 million[38]
Media Cartridge Cartridge Cartridge Cartridge
Best-selling games Tetris, 33 million (pack-in / separately).[39]

Pokémon Red, Blue, and Green, approximately 20.08 million combined (in Japan and the US) (details).[40][41]

Unknown Unknown Unknown

Software

While many of them originated in the 8-bit era, many of the major franchise titles came of age and solidified their grip on the market in the 16-bit era. Metroid, Zelda, Star Fox, Kirby, Dragon Quest, Final Fantasy, Seiken Densetsu (Secret of Mana), Sonic the Hedgehog, Donkey Kong, Street Fighter, Mortal Kombat, Mega Man X, and many others had either their first releases or some of their most popular titles during the 16-bit era.

Sonic the Hedgehog was Sega's bid to compete head-to head with Nintendo's Mario franchise. Debuting in 1991, Sega's marketing of the Sonic franchise was key to Sega's success in the video game market during the early years of this generation. Though a critical and commercial success, Sonic the Hedgehog and later series games were not able to surpass Mario in popularity.

Metroid II was released for the Game Boy and Super Metroid was released in 1994 on a comparatively large 24 megabit cartridge for the SNES. Super Metroid still is regarded by many gaming organizations as one of the "best games of all time."[42]

The Legend of Zelda: A Link to the Past, courted popularity that was larger than that of its predecessors on the NES. It was one of the few action-adventures to be released early in the SNES's lifecycle. Zelda II on the NES had been mostly action-based and was side-scrolling, while A Link to the Past drew more inspiration from the original Zelda game with its top-down adventure format.

Dragon Quest V and VI were released on the Japanese Super Famicom, as well as remakes of the first three games originally released for the NES and a dungeon crawler spin-off: Torneko's Great Adventure, which started Chun Soft's popular Fushigi no Dungeon series.

Star Fox was the first SNES game to feature the Super FX chip. This game also marked the first quest to stop the evil Andross from taking over the Lylat System. There had been a Star Fox 2 with new characters in development for the SNES, but this game was canceled in the beta stages because of the approaching release of the N64.

Final Fantasy V was released only in Japan, while Final Fantasy IV and Final Fantasy VI were released in North America with their original numeration shifted. While the series was very successful in Japan early on, it was not until the release of Final Fantasy VII on the PlayStation that it reached blockbuster status outside Japan.[citation needed]

Secret of Mana reintroduced the Seiken Densetsu series, originally concieved as a Final Fantasy spin-off, to Europe and North America.

Street Fighter II, an SNES port of the arcade original, was the second game in the series that produced a lasting fanbase and set many of the trends seen in fighting games today, most notably its colorful selection of playable fighters from different countries across the globe.[citation needed] As of 2008, it is Capcom's best-selling consumer game of all time.[43]

Phantasy Star was Sega's RPG franchise that was established 1987 on the Sega Master System. It was the first console RPG game to reach Europe; almost a decade before Final Fantasy VII. Three sequels were released to the Mega Drive. With its sci-fi theme, the franchise was unique from fantasy-themed Dragon Quest and Final Fantasy.

Thunder Force II, III and IV were all released for the Mega Drive, but the third game never reached Europe and the fourth was called Lightening Force: Quest for the Darkstar (sic) in the US.

Seeking to follow the example of the above titles, several more franchises were born during this era, many of which have not survived to the present day. While game sequels were far from uncommon during the 8-bit era and even before, it was at this time that the potential for continuing series games was realized.

Notes

  1. ^ Various sources report dates from August 13 to September 9, with some citing supply issues and others claiming various retailers began selling the system before the official release date.[12][13][14][15]

References

  1. ^ Console Database Staff. "Sega Mega Drive/Genesis Console Information". http://www.consoledatabase.com. Console Database/Dale Hansen. Retrieved 2007-10-18. {{cite web}}: External link in |work= (help)
  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.{{cite book}}: CS1 maint: ref duplicates default (link)
  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.{{cite book}}: CS1 maint: ref duplicates default (link)
  12. ^ Ray Barnholt (2006-08-04). "Purple Reign: 15 Years of the Super NES". 1UP.com. p. 2. Retrieved 2007-06-14. States August 13.
  13. ^ "Super Nintendo Entertainment System". N-Sider.com. Retrieved 2007-06-14. States August 13.
  14. ^ Glen Bayer. "SNES-CD Profile". N-Sider.com. Retrieved 2008-07-16. States September 9.
  15. ^ Kent (2001), p. 434. Kent states September 1 was planned but later rescheduled to September 9.
  16. ^ 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. 497. ISBN 0-7615-3643-4.{{cite book}}: CS1 maint: ref duplicates default (link)
  17. ^ Danny Allen (2006-12-22). "A Brief History of Game Consoles, as Seen in Old TV Ads". PC World. Retrieved 2007-07-15.
  18. ^ Jeremy Parish (2005-09-06). "PS1 10th Anniversary retrospective". 1UP.com. Retrieved 2007-05-27.
  19. ^ Guardiana, the Mega Drive Kingdom :: Bienvenue sur Guardiana - Actualité et mises à jour
  20. ^ Santulli, Joe (2005). Digital Press Collectors Guide. USA: Digital Press. ISBN 978-0970980700.
  21. ^ Santulli, Joe (2005). Digital Press Collectors Guide. USA: Digital Press. ISBN 978-0970980700.
  22. ^ Santulli, Joe (2005). Digital Press Collectors Guide. USA: Digital Press. ISBN 978-0970980700.
  23. ^ Daniel Boutros (2006-08-04). "Sonic the Hedgehog 2". A Detailed Cross-Examination of Yesterday and Today's Best-Selling Platform Games. Gamasutra. Retrieved 2007-11-26.
  24. ^ Edge (2007-06-25). "1990". The Nintendo Years. Next-Gen.biz. p. 2. Retrieved 2007-11-26.
  25. ^ a b c Blake Snow (2007-07-30). "The 10 Worst-Selling Consoles of All Time". GamePro. pp. p. 2. Retrieved 2008-10-25. {{cite web}}: |pages= has extra text (help); Italic or bold markup not allowed in: |publisher= (help)
  26. ^ "Super NES". Classic Systems. Nintendo. Archived from the original on 2007-07-14. Retrieved 2007-12-04.
  27. ^ Greg Orlando (2007-05-15). "Console Portraits: A 40-Year Pictorial History of Gaming". Wired News. p. 21. Retrieved 2007-09-08.
  28. ^ Ken Polsson. "Chronology of Sega Video Games". Retrieved 2006-12-01.
  29. ^ a b Blake Snow (2007-07-30). "The 10 Worst-Selling Consoles of All Time". GamePro. pp. p. 1. Retrieved 2008-10-25. {{cite web}}: |pages= has extra text (help); Italic or bold markup not allowed in: |publisher= (help)
  30. ^ "The Atari Lynx". ataritimes.com. 2006. Retrieved 2006-08-20.
  31. ^ Beuscher, Dave. "allgame ((( Atari Lynx > Overview )))". Allgame. Retrieved 2008-09-21. One drawback to the Lynx system is its power consumption. It requires 6 AA batteries, which allow four to five hours of game play. The Nintendo Game Boy provides close to 35 hours use before new batteries are necessary.
  32. ^ Bauscher, Dave. "allgame ((( Sega Game Gear > Overview )))". Allgame. Retrieved 2008-09-21. While this feature is not included on the Game Boy it does provide a disadvantage -- the Game Gear requires 6 AA batteries that only last up to six hours. The Nintendo Game Boy only requires 4 AA batteries and is capable of providing up to 35 hours of play.
  33. ^ Blake Snow (2007-07-30). "The 10 Worst-Selling Handhelds of All Time". GamePro.com. Retrieved 2008-01-17.
  34. ^ Melanson, Donald (2006-03-03). "A Brief History of Handheld Video Games". Engadget. Retrieved 2009-01-27.
  35. ^ "Consolidated Sales Transition by Region" (PDF). Nintendo. 2008-10-30. Retrieved 2008-10-31.
  36. ^ "Game Boy". A Brief History of Game Console Warfare. BusinessWeek. Retrieved 2008-07-30.
  37. ^ Blake Snow (2007-07-30). "The 10 Worst-Selling Handhelds of All Time". GamePro. pp. p. 2. Retrieved 2008-11-26. {{cite web}}: |pages= has extra text (help); Italic or bold markup not allowed in: |publisher= (help)
  38. ^ a b Blake Snow (2007-07-30). "The 10 Worst-Selling Handhelds of All Time". GamePro. pp. p. 1. Retrieved 2008-11-26. {{cite web}}: |pages= has extra text (help); Italic or bold markup not allowed in: |publisher= (help)
  39. ^ "Did you know?". Nintendo. Retrieved 2007-11-26.
  40. ^ "Japan Platinum Game Chart". The Magic Box. Retrieved 2007-11-26.
  41. ^ "US Platinum Videogame Chart". The Magic Box. Retrieved 2007-11-26.
  42. ^ "100 Games Of All Time". gamers.com. Retrieved 2006-09-03.
  43. ^ "CAPCOM - Platinum Titles".