History of video game consoles (fifth generation)

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The fifth-generation era (more commonly known as the 32 bit era and occasionally, after the release of the Nintendo 64, the 64 bit era and more rarely the 3D era) refers to the computer and video games, video game consoles, and video game handhelds available at the close of the 20th century. The fifth generation lasted approximately from 1993 to 2006 and was dominated by three consoles, the Sega Saturn (1994), the Sony PlayStation (1994), and the Nintendo 64 (1996). Demographics in console sales varied widely, but these three consoles, especially the PlayStation, defined the system wars of this era. The FM Towns Marty, Amiga CD32, 3DO, the NEC PC-FX, and Atari Jaguar were also part of this era, but their sales were poor and they failed to make a significant impact on the market. This era also saw three updated versions of Nintendo's Game Boy: Game Boy Light (Japan only), Game Boy Pocket, and Game Boy Color.

Bit ratings for consoles largely fell by the wayside during this era, with the notable exceptions of the Nintendo 64 and the heavy usage of references to the 64-bit processing power of the Atari Jaguar in advertisements. The number of "bits" cited in console names referred to the CPU word size and had been used by hardware marketers as a "show of power" for many years. However, there was little to be gained from increasing the word size much beyond 32 or 64 bits because once this level was reached, performance depended on more varied factors, such as processor clock speed, bandwidth, and memory size.

The fifth generation also saw the rise of emulation. During this period, commonly available personal computers became powerful enough to emulate the 8 and 16-bit systems of the previous generation. Also, the development of the Internet made it possible to store and download tape and ROM images of older games, eventually leading 7th generation consoles (such as the Xbox 360, the Wii, PlayStation 3, PlayStation Portable, and Nintendo DSi ) to make many older games available for purchase or download.

Contents

[edit] Console systems

[edit] Transition to 3D

The 32-bit / 64-bit era is most noted for the rise of fully 3D games. While there were games prior that had used three dimensional environments, such as Virtua Racing and Star Fox, it was in this era that many game designers began to move traditionally 2D and pseudo-3D genres into 3D. Super Mario 64 on the N64, Crash Bandicoot on the PlayStation, and Tomb Raider on the Saturn (later released on the PlayStation as well), are prime examples of this trend. Their 3D environments were widely marketed and they steered the industry's focus away from side-scrolling and rail-style titles, as well as opening doors to more complex games and genres. Games like GoldenEye 007 or The Legend Of Zelda: Ocarina of Time were nothing like shoot-em-ups or adventure games before them. 3D became the main focus in this era as well as a slow decline of Cartridges in favor of CD's, due to the ability to make producing games cheaper. The game also included more dramatic cut scenes with symphonic music - the term 'interactive movie' became less associated with games that made heavy use of full-motion video and more with games with an action movie feel to them, such as Metal Gear Solid.

[edit] CD vs cartridge

As Nintendo prepared to launch its newest console, they decided to make the Nintendo 64 a cartridge based system like its predecessors. Publicly, Nintendo defended this decision on the grounds that it would give games shorter load times than a compact disc (and would decrease piracy). However, it also had the dubious benefit of allowing Nintendo to charge higher licensing fees, as cartridge production was considerably more expensive than CD production. Many third-party developers viewed this as an underhanded attempt to raise more money for Nintendo and many of them became more reluctant to release games on the N64.

Nintendo's decision to use a cartridge based system sparked a small scale war amongst gamers as to which was better. The "media war" was spurred on no less by statements from top company executives themselves; one Nintendo magazine ad placed a Space Shuttle (cartridge) next to a snail (a CD) and dared consumers to decide "which one was better". At the time, CD-ROMs did suffer from long load times (some games even featured "mini" games that players could play while the real game was loading). However, in subsequent generations of consoles, load times became less of an issue as optical drives became faster.

Despite these and other moves by Nintendo, almost every other contemporary system began to move to the new CD-ROM technology (the Nintendo 64 was the last major home video game console to use cartridges). Also appealing to publishers was the fact that CDs could be produced at significantly less expense and with more flexibility (it was easy to change production to meet demand), and they were able to pass the lower costs onto consumers. In particular, the fifth generation marked a turning point for optical-based storage media. As games grew more complex in content, sound, and graphics, the CD proved more than capable of providing enough space for the extra data. The cartridge format, however, was pushed beyond the limits of its storage capacity. Consequently, many game developers shifted their support away from the Nintendo 64 to the PlayStation.

Nintendo decided to keep the N64 as a cartridge system, defending their choice by saying this would make games load faster. Despite this, many companies still chose to make games for other consoles such as the PlayStation because CD format would allow for cheaper to produce and larger games. For instance, Hironobu Sakaguchi, creator of the Final Fantasy series, made Final Fantasy 7 for the PlayStation, after 11 years of production for Nintendo. When asked for his reasoning, Sakaguchi replied that the CD-format allowed for more artistic freedom, more artistic quality and larger stories.

[edit] Console wars

The 32-bit / 64-bit era was a paramount staging ground of the continuing "console wars" between the large game hardware manufacturers. "Console wars" were a phenomenon in which people would attempt to evaluate the upcoming hardware of a system and purchase the system for that reason alone, speculating that the best games must be made for that hardware. Since the length of time systems spent in development had been steadily growing since the 8-bit era, consumers were left with a lengthy period of time in which to speculate about the strengths and weaknesses of the consoles to be released in the next generation.

[edit] Overview of the fifth generation consoles

Many events transpired to mislead gamers during this era, causing much bitterness and confusion over which console was superior to the others. Adding to the uncertainty was the fact that there were more competing consoles in this era than at any other time after the North American video game crash of 1983. In addition, video game magazines constantly performed side-by-side hardware-specification comparisons of the systems using dubious statistics. Also, console makers routinely boasted theoretical maximum limits of each system's 3D polygon rendering without accounting for real world in-game performance.

The FM Towns Marty was the world's first 32 bit console (contrary to claims from the Amiga CD32 and 3DO) and was released in 1991 by Japanese electronic company Fujitsu, it was never released outside of Japan and failed because of the emergence of Sony's PlayStation.[1]

Despite massive third party support and an unprecedented amount of hype for a first-time entrant into the industry, the 3DO Interactive Multiplayer's $700 price tag[2] hindered its success.

The Amiga CD32 was the world's first CD based 32 bit console, sold in Europe, Australia and Canada. However, it was never released in the US due to Commodore's bankruptcy. A large stock of NTSC CD-32s remained at the factory in the Philippines, which were sold off by creditors and appeared on the second hand market for many years.

The Sega 32X, an upgrade for the Mega Drive/Genesis and Sega Mega-CD, was released a year prior to the release of the Sega Saturn, and the Sega Neptune was also started as a more efficient version of the 32X. However, after the release of the Saturn, the Neptune was canceled and Sega failed to deliver a steady flow of games for the 32X platform. This angered owners of the 32X as they felt Sega failed to live up to the promises given early in the console's life. This fiasco damaged Sega's public image, and has been considered to be a major contributor in Sega eventually dropping out of the console hardware market.[3]

The Sega Saturn was released as Sega's shot of a 32 bit console, it was moderately successful, selling 9 million units worldwide, however this was not the success figure that both the Master System and Mega Drive had achieved and it lagged in third place until it was discontinued.

The Atari Jaguar was released in 1993 with a surprisingly successful start, but quality software for the platform arrived few and far between, with only Tempest 2000, Wolfenstein 3D, Doom, and Alien vs. Predator being standout games.[citation needed] Atari's claims of the system itself being 64-bit were also controversial. The Atari Panther was set to be released in 1991, as a 32 bit console, however it was canceled, which turned out to be a valuable mistake for Atari.

The Sony PlayStation was the most successful console during this generation, and attention given by 1st and 3rd party developers helped the PlayStation achieve dominance in this generation and become the first console to ship 100 million units worldwide.

Because of many delays of the release of the Nintendo 64, in 1995 Nintendo released the Virtual Boy, a supposedly portable system capable of displaying true 3D graphics, albeit in monochromatic red and black. Despite the system's graphical capabilities, many who played the system experienced headaches and eye strain, and the system, though it was marketed as portable, was not truly so. It was discontinued within a year, and as a result less than 25 games were ever released for the system.

The Nintendo 64 was announced as "Ultra 64" and two arcade games (Killer Instinct and Cruis'n USA) were released claiming to use the hardware. A famous TV ad for the Super NES port of the game Killer Instinct showed a gamer using a chainsaw to open the arcade cabinet so he could take out the console inside. This caused many gamers to refrain from buying the 3DO, Saturn, or PlayStation because they thought the commercial showed what was in the Nintendo 64's hardware, and it appeared to be clearly superior to any of the competing systems.[citation needed] In the end, the arcade system turned out to be completely different from that used for those games (albeit of comparable capability), disappointing those who had expected the images from the ads (although the Nintendo 64's graphical capabilities were technically superior to several of its competitors).

Nippon Electric Company (NEC), the creator of the TurboGrafx-16 and TurboDuo in North America, and the PC Engine, Coregrafx, PC Engine Duo, and SuperGrafx in Japan; also entered the market with their first completely new console in seven years. Their 8-bit systems had competed quite well with the other companies' 16-bit systems because of their custom graphics chipsets that allowed the 8-bit system to run 16-bit graphics. The PC Engine actually outsold the Famicom in Japan in 1988; however, the TurboGrafx-16 did not achieve the same success in North America.

NEC then decided to make a new console and released the PC-FX in 1994. The system's specs were impressive; it had a 32-bit processor, 16-bit stereo sound, a 16,777,000 color palette, and it featured the highest quality full motion video (FMV) of any console on the market at the time.[citation needed] The PC-FX also broke away from traditional console design and included a tower system which allowed for numerous expansion points, including a connection for NEC's PC-9800 series of computers. However, despite the system's impressive specs, it was marked as the ultimate side scrolling console and could not match the sales of the 3D systems currently on the market.

[edit] Results of the fifth generation

After the dust settled in the fifth generation console wars, several companies saw their outlooks change drastically. Atari, which was already on shaky ground after setbacks to Nintendo in the previous generation, ended up being purchased by JT Storage and stopped making game hardware. Sega's loss of consumer confidence (coupled with its previous console failures) in North America set the company up for a similar fate in the next round of console wars.

The Sega Saturn, although the most technically advanced console of the generation, suffered from poor marketing and comparatively limited third-party support. Sega's decision to use dual processors was roundly criticized, and some believe the second CPU was added as a "panic" response to the PlayStation's specifications.[citation needed] Regardless of their reasons for including it, only Sega's first-party developers were ever able to use the second CPU effectively.[verification needed] The Saturn was far more difficult than the PlayStation to program for, and the 3D graphics on its 3rd party games often lacked the luster of the PlayStation or Nintendo 64 (N64), a severe disadvantage at the dawn of 3D games.

Sega was also hurt by the plan to have a surprise four-month-early US launch of their console. This head start failed for several reasons. One of the major reasons being there were few software titles ready. Also, the fact that the Sega Saturn was US$100 more costly than the PlayStation pushed many potential buyers into purchasing the cheaper PlayStation.

Sony took an early advantage by tapping the mass market and positioning the PlayStation as a "lifestyle accessory" for males in their late teens to late twenties. Sega and particularly Nintendo's offerings were characterized as appealing more to children (both companies, for instance, featured mascots that appeared in Saturday morning cartoons). The securing of this new market is widely credited as the key to the system's success. Sony carried this momentum over into the release of the PlayStation 2.

Due to numerous delays, the Nintendo 64 was released one year later than its competitors. By the time it was finally launched in 1996, Sony had already established its dominance and the Sega Saturn was starting to struggle. Its use of cartridge media rather than compact discs alienated some developers and publishers due to the space limits and the relatively high cost involved,[citation needed] US$3.50 for an N64 cartridge versus US$0.35 for a PS disc,[citation needed] despite the fact that the Nintendo 64 had virtually no load times because of its cartridge media. In addition, the initially high suggested retail price of the console may have driven potential customers away, and many early adopters of the system who had paid the initial cost were angered by Nintendo's decision to reduce the cost of the system within a few months of its release. However, the Nintendo 64 was successful and home to highly successful games including The Legend of Zelda: Ocarina of Time, Super Mario 64, Goldeneye 007, Banjo-Kazooie, and Super Smash Bros..[citation needed] In the end, while the Nintendo 64 sold more units than the Sega Saturn, it failed to surpass the PlayStation, which dominated the market.

[edit] Comparison

Name 3DO Interactive Multiplayer Atari Jaguar Amiga CD32 Sega Saturn Sony PlayStation Nintendo 64
Console 3do pana.jpg.jpg Atarijaguar.jpg Amigacd32.jpg Saturnconsole.jpg PlayStationConsole bkg-transparent.png N64.jpg
Launch prices (USD) US$700[2] US$250[4] US$399.99 US$399[2] US$299.99 US$199.99
Manufacturer Panasonic, Sanyo and GoldStar Atari Commodore Sega Sony Nintendo
Release date AME October 1, 1993

WW March 20, 1994

WW November 18, 1993 WW September 1, 1993 JP November 22, 1994
AME May 11, 1995

WW July 8, 1995

JP December 3, 1994
AME September 9, 1995

EU September 29, 1995 WW November 15, 1995

JP June 23, 1996
AME September 29, 1996

WW March 1, 1997

Best-selling game Return Fire, Unknown amount of units. Alien vs Predator, Unknown amount of units. Simon the Sorcerer, Unknown amount of units. Virtua Fighter 2, 1.7 million in Japan[5] Gran Turismo, 10.85 million shipped (as of April 30, 2008)[6][7] Super Mario 64, 11.62 million (as of May 21, 2003)[8][9]
Media CD-ROM Cartridge, (CD via add-on) CD-ROM (cassette, floppy disk, hard drive (software), data card via add-ons) CD-ROM, cartridge (limited, Japan only) CD-ROM Cartridge, (proprietary magnetic disk via Japan-only add-on)
Accessories (retail)
  • Team Tap (up to 8 players)
  • JagLink - 2 console networking
  • CatBox - 8 console networking, additional video output options
  • Memory Track, for Jaguar CD only
System sales (worldwide)

2 million

250,000

100,000

9 million

102 million

35 million

[edit] Other consoles

[edit] Add-ons and remakes

[edit] Worldwide sales standings

Console Units sold
PlayStation 102.49 million shipped (as of March 31, 2007)[11]
Nintendo 64 32.93 million (as of March 31, 2005)[12]
Sega Saturn 9.5 million (as of May 4, 2007)[2]
3DO 2 million (as of May 4, 2007)[2]
Virtual Boy 770,000 (as of May 4, 2007)[4]
Atari Jaguar 500,000 (as of May 15, 2007)[13]
Apple Bandai Pippin 42,000 (as of May 4, 2007)[4]

In 1996-97, when all three consoles were fully available, Sony managed a 51% market share of the worldwide market, following by Nintendo with 40%, while Sega lagged with 9%. Production of the Sega Saturn was prematurely discontinued in 1998, with its demise being accelerated by rumours that work on its successor was underway, which hurt sales in late 1997. The N64 was produced until 2001 when it was succeeded by the Nintendo GameCube; however, PlayStation production had not ceased as it was redesigned as the PSOne, further extending the life of the console around the release of the follow-up PlayStation 2. The PlayStation was discontinued in 2006, shortly after the Xbox 360 was released.

[edit] Handheld systems

[edit] Software

[edit] Milestone titles

  • Ape Escape was the first game to require the use of both of the two joysticks on the DualShock analog controller on the PlayStation.
  • Dragon Quest VII was the number one best-selling title on the PlayStation in Japan, released in 2000. The game was the first main installment of Japan's national RPG series released in 5 years since 1995. It featured graphics similar to its predecessors.
  • Final Fantasy VII is one of the most critically acclaimed games of all time. It was the first game in the Final Fantasy series to make use of full motion videos (FMVs) and it opened the door to the mainstream US market for Japanese-origin RPGs. It signaled the convergence of film and interactive media and raised the bar in terms of production value for games. Final Fantasy is now one of the biggest franchises in video gaming, with FFVII in particular having several spin-offs known as Compilation of Final Fantasy VII, including two sequels, a movie, and an action adventure game.
  • Gran Turismo broke away from the mold of traditional arcade style racing games by offering realistic physics and handling as well as a plethora of licensed vehicles. GT is credited as increasing popular awareness of certain Japan-only sports cars such as the Mitsubishi Evolution, Subaru Impreza WRX, and Nissan Skyline, and a UK-only sports car company named TVR and eventually paved the way for their importation into the US.
  • The Legend of Zelda: Ocarina of Time is one of the most critically acclaimed games of all time and often listed as the greatest video game of all time.[14][15][16][17][18][19][20] It smoothly transferred the playing mechanics of the previous 2D Zelda adventures, now making it 3-D with a 3rd person perspective that could switch to 1st person. It also featured mini-games such as fishing & horseback riding.
  • Metal Gear Solid was released on the PlayStation in fall of 1998. It received critical acclaim for its involved storyline, believable voice acting, and cinematic presentation. The series remains a best seller for the PlayStation after many incarnations.
  • Nights into Dreams... was developed by Sega's Sonic Team. The game was sold with the 3D controller, which looked similar to that of the Dreamcast. With its innovative gameplay and graphics, Nights, an exclusive title, aided in the selling of a number of Saturns. It was a Saturn exclusive and despite the overall failure of its console, it nevertheless became a cult video game.
  • Panzer Dragoon Saga was the final game developed by Sega's Team Andromeda before it was disbanded. Upon release, the game was met with unanimous praise from international gaming publications and has in time come to be considered to be among the most significant of the Saturn releases. The game relatively well known as a result of being released in very low quantities in the US and Europe, which has resulted in the game becoming arguably the most sought after Saturn game.
  • PaRappa the Rapper, although only a modest success at its time of release, was highly influential in creating the music video game genre, which would grow in popularity throughout the fifth and sixth generations, thanks in large part to the popular Dance Dance Revolution.
  • Nintendo's Pokémon titles for the Game Boy led to massive success in both video game sales as well as licensed merchandise. This success was assisted in part by the Pokémon anime series, which was localized for North America. In addition to establishing a wildly popular franchise, Pokémon arguably helped extend the life of the handheld Game Boy system.
  • Super Mario 64 was the first game released for the Nintendo 64 and one of the most innovative games of its time. It helped prove that analog controls, as opposed to the D-pad, were almost a necessity for 3D games.
  • Resident Evil and Silent Hill helped popularize the survival horror genre, which was previously confined to relatively obscure titles such as Alone in the Dark and Sweet Home. This genre continued to grow in to the sixth generation of video games, as new games such as Fatal Frame achieved cult status, and the two original series in the genre, Silent Hill and Resident Evil went on to produce many successful sequels. Both have since been adapted for films.
  • Tekken 3 was released for PlayStation in 1998. The PlayStation version is still regarded as one of the greatest fighting games of all time.
  • Tomb Raider was the first game to offer unprecedented combination of graphics and gameplay often considered very influential to 5th generation video games while contributing much to the success of PlayStation.
  • GoldenEye 007 and Perfect Dark are two critically acclaimed games that helped popularize the first-person shooter genre on the consoles, paving the way for future franchises such as Halo. The first-person shooter genre had until now been popular only on personal computers.
  • Return Fire is one of the 3DO's defining titles, and sold well. It was later ported to the Sega Saturn and PlayStation. Super Street Fighter 2 Turbo and The Need for Speed are also highly rated titles for the 3DO.
  • Alien vs. Predator was one of the Atari Jaguar's defining titles; it was well received from critics and sold well and is remembered as the Killer app for the Jaguar.
  • The Neverhood for PC and its sequel, Skullmonkeys for the PS1, are two of the only games of all time that were rendered with stop-motion animation, other than 1999's Boombots also for PS1. All of them were created by Doug TenNapel.

[edit] See also

[edit] References

  1. ^ "FM Towns Marty/FM Towns Marty 2 Console Information". Consoledatabase.com. http://www.consoledatabase.com/consoleinfo/fujitsufmtownsmarty/index.html. Retrieved 2009-08-17. 
  2. ^ a b c d e Blake Snow (2007-05-04). "The 10 Worst-Selling Consoles of All Time". GamePro.com. pp. 1. http://www.gamepro.com/gamepro/domestic/games/features/111822.shtml. Retrieved 2007-11-25. 
  3. ^ "32X/Project Mars: Anatomy of a Failure". goodcowfilms.com. http://www.goodcowfilms.com/farm/games/news-archive/SegaBase%20-%2032X.htm. Retrieved 2007-06-22. 
  4. ^ a b c d e Blake Snow (2007-05-04). "The 10 Worst-Selling Consoles of All Time". GamePro.com. pp. 2. http://www.gamepro.com/gamepro/domestic/games/features/111823.shtml. Retrieved 2007-11-25. 
  5. ^ "Japan Platinum Game Chart". The Magic Box. http://www.the-magicbox.com/topten2.htm. Retrieved 2007-11-25. 
  6. ^ Sony Computer Entertainment (2008-05-09). "Gran Turismo Series Shipment Exceeds 50 Million Units Worldwide". Press release. http://asia.playstation.com/eng_hk/index.php?q=node/1517. Retrieved 2008-06-03. 
  7. ^ ""Gran Turismo" Series Software Title List". Polyphony Digital. April 2008. http://www.polyphony.co.jp/english/list.html. Retrieved 2008-06-03. 
  8. ^ "Mario sales data". GameCubicle.com. http://www.gamecubicle.com/features-mario-units_sold_sales.htm. Retrieved 2007-11-25. 
  9. ^ "All Time Top 20 Best Selling Games". 2003-05-21. Archived from the original on 2006-02-21. http://web.archive.org/web/20060221044930/http://www.ownt.com/qtakes/2003/gamestats/gamestats.shtm. Retrieved 2007-11-25. 
  10. ^ "Play:Right Rare > Hardware > Casio Loopy". http://www.uk.playright.dk/raretitel.php?id=29220. Retrieved 2008-12-14. 
  11. ^ "PlayStation Cumulative Production Shipments of Hardware". Sony Computer Entertainment Inc. http://www.scei.co.jp/corporate/data/bizdataps_e.html. Retrieved 2008-03-22. 
  12. ^ "05 Nintendo Annual Report - Nintendo Co., Ltd." (PDF). Nintendo Co., Ltd.. 2005-05-26. pp. 33. http://www.nintendo.com/corp/report/NintendoAnnualReport2005.pdf#page=33. Retrieved 2007-11-25. 
  13. ^ Greg Orlando (2007-05-15). "Console Portraits: A 40-Year Pictorial History of Gaming". Wired News. Condé Nast Publications. http://www.wired.com/gaming/gamingreviews/multimedia/2007/05/gallery_game_history?slide=28&slideView=7. Retrieved 2008-03-23. 
  14. ^ "The Legend of Zelda: Ocarina of Time reviews". Metacritic. http://www.metacritic.com/games/platforms/n64/legendofzeldaocarina. Retrieved 2008-11-26. 
  15. ^ "IGN Top 100 Games, #001-010 (2005)". IGN. http://top100.ign.com/2005/001-010.html. Retrieved 2008-11-26. 
  16. ^ "IGN Top 100 Games, #4 (2007)". IGN. http://top100.ign.com/2007/ign_top_game_4.html. Retrieved 2008-11-26. 
  17. ^ "NP Top 200", Nintendo Power 200: 58–66, February 2006.
  18. ^ "The Greatest 200 Games of Their Time", Electronic Gaming Monthly 200: February 2006.
  19. ^ "All-Time Best Rankings". Game Rankings. http://www.gamerankings.com/browse.html. Retrieved 2008-11-26. 
  20. ^ "Top 100 Games of All Time", Game Informer 36. August 2001.