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Fifth generation of video game consoles

From Wikipedia, the free encyclopedia
Gaming generation from 1993 to 2006

Part of a series on the
History of video games

Thefifth generation era (also known as the32-bit era, the64-bit era, or the3D era) refers tocomputer andvideo games,video game consoles, andhandheld gaming consoles dating from approximately October 4, 1993, to March 23, 2006.[note 1] Thebest-selling home console was theSony PlayStation, followed by theNintendo 64 and theSega Saturn. The PlayStation also had a redesigned version, thePSone, which was launched on July 7, 2000.

Some features that distinguished fifth generation consoles from previousfourth generation consoles include:

This era is known for its pivotal role in thevideo game industry's leap from2D to3D computer graphics, as well as the shift in home console games from being stored onROM cartridges tooptical discs. This was also the first generation to featureinternet connectivity: some systems had additional hardware which provided connectivity to an existing device, like theSega Net Link for the Sega Saturn. TheApple Pippin, a commercial flop, was the first system to feature on-board internet capabilities.

For handhelds, this era was characterized by significant fragmentation, because the first handheld of the generation, theSega Nomad, had a lifespan of just two years, and theNintendoVirtual Boy had a lifespan of less than one. Both of them were discontinued before the other handhelds made their debut. TheNeo Geo Pocket was released on October 28, 1998, but was dropped bySNK in favor of the fully backward compatibleNeo Geo Pocket Color just a year later. Nintendo'sGame Boy Color (1998) was the most successful handheld by a large margin. There were also two minor updates of the originalGame Boy: theGame Boy Light (released in Japan only) and theGame Boy Pocket.

There was considerable time overlap between this generation and the next, thesixth generation of consoles, which began with the launch of theDreamcast in Japan on November 27, 1998. The fifth generation ended with the discontinuation of the PlayStation (specifically its re-engineered form, the "PSOne") on March 23, 2006, a year after the launch of the seventh generation.

History

[edit]

Transition to 3D

[edit]

The32-bit/64-bit era is most noted for the rise of fully3D polygon games. While there were games prior that had used three-dimensional polygon environments, such asVirtua Racing andVirtua Fighter in thearcades andStar Fox on theSuper NES, it was in this era that many game designers began to move traditionally 2D andpseudo-3D genres into 3D on video game consoles. Early efforts from then-industry leadersSega andNintendo saw the introduction of the32X andSuper FX, which provided rudimentary 3D capabilities to the16-bitGenesis and Super NES. Starting in 1996, 3D video games began to take off with releases such asVirtua Fighter 2 on theSaturn,Tomb Raider on thePlayStation and Saturn,Tekken 2 andCrash Bandicoot on the PlayStation, andSuper Mario 64 on theNintendo 64. Their 3D environments were widely marketed and they steered the industry's focus away fromside-scrolling andrail-style titles, as well as opening doors to more complex games and genres. 3D became the main focus in this era as well as a slow decline of cartridges in favor ofCDs, due to the ability to produce games less expensively and the media's high storage capabilities.

CD vs cartridge

[edit]
See also:ROM cartridge

After allowing Sony to develop aCD-basedprototype console for them and a similar failed partnership withPhilips,[3] Nintendo 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 due to a certain chip in the ROM cartridge).[4][5] 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 likeEA Sports 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.[citation needed]

Nintendo's decision to use a cartridge based system sparked a debate in the video game magazines as to which was better. The chief advantages of theCD-ROM format were (1) larger storage capacity, allowing for a much greater amount of game content;[6][7] (2) considerably lower manufacturing costs, making them much less risky for game publishers;[7][8] (3) lower retail prices due to the reduced need to compensate for manufacturing costs;[6][7][9] and (4) shorter production times, which greatly reduced the need for publishers to predict the demand for a game.[10][11] Its disadvantages compared to cartridge were (1) considerable load times;[6][8][10] (2) their inability to load data "on the fly", making them reliant on the consoleRAM;[6] and (3) the greater manufacturing costs of CD-ROM drives compared to cartridge slots, resulting in generally higher retail prices for CD-based consoles.[6][8] A Nintendo Power ad placed aSpace Shuttle (representing cartridges) next to a snail (representing a CD), as an analogy for their respective speeds, stating that "the future doesn't belong to snails".[12]

Almost every other contemporary system used the new CD-ROM technology. Consequent to the storage and cost advantages of the CD-ROM format, many game developers shifted their support away from the Nintendo 64 to the PlayStation. One of the most influential game franchises to change consoles during this era was theFinal Fantasy series, beginning withFinal Fantasy VII, which was developed for the PlayStation instead of the N64 due to storage capacity issues;[13] priorFinal Fantasy games had all been published on Nintendo consoles – either theNES orSuper NES, with the only other entries being on theWonderswan, or computers like theMSX.

Overview

[edit]

The fifth generation was characterized by an unusually high number of console formats. More competing consoles comprised this generation than any other since thevideo game crash of 1983, leading video game magazines of the time to frequently predict a second crash.[14]

Major consoles

[edit]

The3DO Interactive Multiplayer was one of the earliest fifth generation consoles and was released in October 1993. Despite having massive[citation needed] third-party support and an unprecedented amount of hype for a first-time entrant into the industry, it had early difficulties due to software development delays and its high price. For its initial release, the 3DO had a $700 retail price tag and only a single available game ready for market. The 3DO would be discontinued only three years later. While generally regarded as a failed system, the 3DO was this generation's fourth best-selling console in a crowded field with sales of 2 million units.

TheSega Saturn was Sega's entry into the stand-alone 32-bit console market. It was released in Japan simultaneously with the 32X in November 1994, although it would not have a North American release until six months later.[3] It became Sega's most successful console in Japan. In America and Europe however, a disastrous launch and anMSRP of $399 compared to the PlayStation's $299 caused it to be a commercial failure,[15] selling far fewer units than theMaster System andMega Drive/Genesis before it.

ThePlayStation, released in early December 1994, was the most successful console of this generation. With attention given by third-party developers and a more mature marketing campaign aimed at the 20–30 age group enabling it to achieve market dominance, it became the first home console to ship 100 million units worldwide.[citation needed]

TheNintendo 64, originally announced as the "Ultra 64", was released in 1996. The system's delays and use of the expensive cartridge format made it an unpopular platform among third-party developers.[citation needed] Several popular first-party titles allowed the Nintendo 64 to maintain strong sales in the United States, but it remained a distant second to the PlayStation.[citation needed]

Other consoles

[edit]

TheAmiga CD32 was released in September 1993 and sold in Europe, Australia, Canada and Brazil. It was never released in the United States due toCommodore's bankruptcy and court-ordered import restrictions.[16][17] Despite promising initial sales, the console was hampered by poor software quality with many titles being simply re-releases of older games.[18] Production of the Amiga CD32 was discontinued after only eight months.[17]

TheAtari Jaguar was released in November 1993 and was marketed as the world's first 64-bit system. However, sales at launch were well below the incumbent fourth generation consoles, and a small games library rooted in a shortage of third-party support made it impossible for the Jaguar to catch up, selling below 250,000 units. The system's 64-bit nature wasalso questioned by many. Its only add-on, theJaguar CD, was released in 1995 and was produced in limited quantities due to the low install base of the system.[citation needed] The 32-bitAtari Panther, set to be released in 1991, was canceled due to unexpectedly rapid progress in developing the Jaguar.[19]

TheSega 32X, an add-on console produced by Sega for theGenesis, was launched in November 1994. TheSega Neptune, a standalone version of the 32X, was announced but ultimately canceled. Sega failed to deliver a steady flow of games for the 32X platform. With customers anticipating the PlayStation on the horizon, and with Sega's more technically advanced Saturn already competing on the market in Japan, sales of the 32X were poor.[20]

NEC, creator of theTurboGrafx-16 of the previous generation, entered the market with thePC-FX in late December 1994. The system had a 32-bit processor, 16-bit stereo sound, and video capability. Despite its impressive specifications, it did not have a polygon processor and was marketed as a platform for 2D andfull motion video games. The PC-FX game library was criticized for being low in quality, and having titles that relied more on animation than gameplay.[21][22] Due to low expected sales, it was never released outside of Japan.

In 1995, Nintendo released theVirtual Boy, a supposedly portable system capable of displayingtrue 3D graphics, albeit in monochromatic red and black. Despite being marketed as a portable system, it is not actually portable in practice due to the lack of a head strap.[23] Also, because of the nature of its display, the system reportedly caused headaches and eye strain.[23] It was discontinued within a year,[24] with fewer than 25 games being released for it.[23] Although it sold over 750,000 units, Nintendo felt that it was a failure compared to consoles such as the Super Nintendo, which sold over 20 million.[24]

Aftermath of the fifth generation

[edit]

By the end of the 1995Christmas shopping season, the fifth generation had come down to a struggle between the Sony PlayStation, Sega Saturn, 3DO Interactive Multiplayer, and the upcoming Nintendo 64. The Amiga CD32 had already been discontinued; the Jaguar, Genesis 32X, and Virtual Boy were still on the market but were considered a lost cause by industry analysts; theNeo Geo CD had proven to appeal only to a niche market; and industry analysts had already determined that the yet-to-launchApple Bandai Pippin was too expensive to make any impact in the market.[25] Moreover, even the leading fifth generation consoles were still facing sluggish sales. Combined sales for the PlayStation, Saturn, and 3DO barely topped 1 million units for the Christmas shopping season, as compared to combined sales of 4 million for the Sega Genesis and Super NES.[26]Focus groups showed that most children under 12 years old were equally happy playing on fourth generation consoles as they were playing on fifth generation consoles, making the fourth generation consoles more appealing to adults buying gifts for children, since they were cheaper.[8] Industry analysts began putting forth the possibility that the fifth generation of consoles would never overtake the fourth generation in sales, and become superseded by a new generation ofDVD player consoles before they could achieve mass acceptance.[27]

1996 saw the fifth generation consoles' fortunes finally turn around. With the Saturn, PlayStation, and Nintendo 64 all showing dramatic increases in sales over the previous year, they claimed a combined 40% of the retail market for hardware and software, putting them in position to finally overtake the fourth generation consoles in 1997.[28]

The Sega Saturn suffered from poor marketing and comparatively limited third-party support outside Japan.[3] Sega's decision to use dual processors was roundly criticized, as this made it difficult to efficiently develop for the console.[29] Sega was also hurt by the Saturn's surprise four-month-early U.S. launch; third-party developers, who had been planning for the originally scheduled launch, could not provide launch titles and were angered by the move. Retailers were caught unprepared, resulting in distribution problems; some retailers, such as the now defunctKB Toys, were so furious that they refused to stock the Saturn thereafter.[30]

Due to numerous delays, the Nintendo 64 was released one year later than its competitors. By the time it was finally launched in 1996, the PlayStation had already established its dominance, the Saturn was starting to struggle, and the 3DO and Jaguar had been discontinued.[citation needed] Its use of cartridge media rather than compact discs alienated some developers and publishers due to the space limits, the relatively high cost involved, and a considerably longer production time.[citation needed] In addition, the initially high suggested retail price of the console may have driven potential customers away, and some early adopters of the system who had paid the initial price may have been angered by Nintendo's decision to cut the price of the system by $50 six months after its release.[31] However, the Nintendo 64 turned out to be a commercial success, particularly in the United States, where it sold 20.63 million units, nearly two thirds of its worldwide sales of 32.93 million units. It was also home to highly successful games such asStar Fox 64,Mario Kart 64,The Legend of Zelda: Ocarina of Time,The Legend of Zelda: Majora's Mask,Super Mario 64,GoldenEye 007,Banjo-Kazooie, andSuper Smash Bros. While Nintendo 64 sold far more units than the Sega Saturn, Atari Jaguar, and 3DO combined, it posed no challenge to thePlayStation's lead in the market.

By 1997, 40% to 60% of American homes played on video game consoles.[further explanation needed] 30% to 40% of these homes owned a console, while an additional 10% to 20% rented or shared a console.[32]

Changes in the industry

[edit]

After the fifth generation console wars came to a stop, several companies saw their outlooks change drastically.

Atari

[edit]

Atari Corporation, which was not able to recover its losses, ended upmerging intoJTS Corporation in 1996.[33][34] This causedthe Atari name to virtually disappear from the gaming market until 1998, whenHasbro Interactive purchased the Atari assets from JTS for $5 million.[35]

On May 14, 1999, Hasbro Interactive announced that all rights to the Atari Jaguar were released into thepublic domain,[36] thus declaringthe platform open; this allowed anyone to freely create and publish games for the Jaguar without endorsement or licensing from Hasbro Interactive. Since then,homebrew developers began to release uncompleted Jaguar games as well as several brand new titles to satisfy the system'scult following.[37]

Sega

[edit]

Sega's loss of consumer confidence (coupled with its previous console failures), along with their financial difficulties, set the company up for a similar fate in the next round of console wars.

Home systems

[edit]

Comparison

[edit]
Comparison of fifth-generation video game home consoles
Name3DO Interactive MultiplayerSega SaturnPlayStationNintendo 64
DeveloperThe 3DO CompanySegaSony (SCE)Nintendo
ManufacturerPanasonic,Sanyo,GoldStar,Creative Technology
Image(s)
Top: Panasonic FZ-1 R·E·A·L

Bottom: GoldStar GDO-101M

Top: North American Saturn Model 1 and controller

Bottom: Japanese Saturn Model 1 and updated controller

Top: Original PlayStation withDualShock controller

Bottom: RevisedPSOne with DualShock controller

Top: Nintendo 64 with controller and game cartridge

Bottom: Nintendo 64 with 64DD peripheral attached

Release date
  • NA: October 4, 1993
  • JP: March 20, 1994
  • EU: June 11, 1994
  • JP: November 22, 1994
  • NA: May 11, 1995
  • EU/AU: July 8, 1995
  • JP: December 3, 1994
  • NA: September 9, 1995
  • EU: September 29, 1995
  • AU: November 15, 1995
  • JP: June 23, 1996
  • NA: September 29, 1996
  • EU: March 1, 1997
  • AU: March 1, 1997
Launch priceUS$US$699.99 (equivalent to $1,520 in 2024)US$399.99 (equivalent to $830 in 2024)US$299.99 (equivalent to $620 in 2024)[38]US$199.99 (equivalent to $400 in 2024)
GBP£399.99[39] (equivalent to £970 in 2023)£299[40](equivalent to £730 in 2023)£249.99[41](equivalent to £570 in 2023
A$
JP¥¥44,800 (equivalent to ¥46,530 in 2019)¥39,800 (equivalent to ¥41,330 in 2019)
MediaTypeCD-ROM
  • CD-ROM
  • Cartridge(limited, Japan and Europe only)
CD-ROM
Regional lockoutUnrestrictedRegion lockedRegion lockedRegion locked
Best-selling gameGex, 1+ million[42][43]Virtua Fighter 2, 1.7 million[44]Gran Turismo, 10.85 million[45][46]Super Mario 64, 11.62 million[47][48]
CPUARM60 (32‑bitRISC) @12.5 MHz (8.75 MIPS[49])
  • LSI LR333x0 (labelled as the Sony CXD8530CQ on the package) (based on theMIPS R3051 core) @ 33.8688 MHz (30 MIPS[54])
  • System control coprocessor (inside CPU)
NEC VR4300 (64‑bit RISC) @ 93.75 MHz (125 MIPS)[55][56]
GPU
  • 2× accelerated video co-processors
  • Math co-processor (inside CPU)
  • Sega VDP1 (32‑bit video display processor) @ 28.63 MHz (sprites, textures, polygons)[57]
  • Sega VDP2 (32‑bit video display processor) @ 28.63 MHz (backgrounds,scrolling)[58]
  • SCU DSP (insideSCU (32‑bit Saturn Control Unit))[53]
Reality Co-Processor (64‑bitMIPS R4000 based,128‑bitvector register processor) @ 62.5 MHz
Sound chip(s)13 channel unnamed custom 20‑bitDSP embedded in the CLIO chip[60]Sony SPU (sound processing unit)Reality Signal Processor (DSP)
MemoryMBRAM4.5 MB RAM3587 KB RAM
  • 2 MB DRAM
  • 1026 KB VRAM (1 MB frame buffer, 2 KB texture cache, 64 bytesFIFO buffer)
  • 512 KB sound RAM
  • 1 KB non-associativeSRAMdata cache
4 MBRDRAM (8 MB withExpansion Pak)
Video
  • Resolution: 256×224 to 640×240 (progressive), 256×448 to640×480 (interlaced)
  • Colors: 153,600 (640×240) on screen, out of 16,777,216 (24‑bit) palette
  • Polygons: 90,000/sec (textured, lighting, Gouraud shading)[66] to 360,000/sec[67] (flat shading)
  • Sprites/textures: 4,000/frame[68] (bitmap objects[59]), scaling, rotation, texture mapping
  • Background: 1 bitmap plane
AudioStereo audio, with:Stereo audio, with:[61]
  • 32 sound channels on SCSP
  • FM synthesis on all 32 SCSP channels
  • 16‑bit PCM audio with 44.1 kHz sampling rate on all 32 SCSP channels
  • 1 streaming CD-DA channel (16‑bit PCM, 44.1 kHz)
Stereo audio, with:
  • 24ADPCM channels on SPU
  • 16‑bit audio and 44.1 kHz sampling rate on all 24 ADPCM channels
  • 1 streaming CD-DA channel (16‑bit PCM, 44.1 kHz)
  • OptionalDolby Surround support
Stereo audio, with:
  • Variable number of channels (up to 100 if all system resources are devoted to audio)
  • Capable of playing back different types of audio (including PCM,MP3,MIDI andtracker music)
  • 16‑bit audio and 44.1 kHz sampling rate on all channels
  • OptionalDolby Surround support
Accessories (retail)
Online servicesNone
  • US: Lightspan Online Connection CD
  • JP:i-mode Mobile Phone Connection Cable

Other consoles

[edit]

These consoles are either less notable, never saw a worldwide release, and/or sold particularly poorly, and are therefore listed as 'Other'.

NameAtari Jaguar32XPC-FXVirtual Boy
ManufacturerAtariSegaNECNintendo
Image(s)
Top: Atari Jaguar and controller

Bottom: Atari Jaguar CD connected to the console and ProController

32X connected to a model 2Genesis withSega CD and controllerPC-FX and controllerVirtual Boy with controller
Release date
  • NA: November 23, 1993
  • EU: June 27, 1994
  • AU: August 1, 1994
  • JP: December 8, 1994
  • NA: November 21, 1994
  • EU: November 1994
  • JP: December 3, 1994
  • JP: December 23, 1994
  • JP: July 21, 1995
  • NA: August 14, 1995
Launch priceUS$US$249.99 (equivalent to $540 in 2024)US$159.99 (equivalent to $340 in 2024)US$179.95 (equivalent to $360 in 2024)
GBP
A$A$700 (equivalent to $1,460 in 2022)
JP¥¥29.800 (equivalent to ¥30 in 2019)¥49,800 (equivalent to ¥52,080 in 2019)
MediaType
  • ROM cartridge
  • CD-ROM(via Sega CD add-on)
CD-ROM
  • ROM cartridge
Regional lockoutUnrestrictedPartialNoneUnrestricted
Best-selling gameAlien vs Predator, more than 50,000[70]Doom[citation needed]Mario's Tennis(USpack-in game)
CPUSH-232-bitRISC (23 MHz)NECV810 @ 21.475 MHzNECV810 @ 20 MHz
GPU
  • Tom chip: GPU, object processor,blitter
  • Jerry chip:DSP
  • Sega 32x VDP (Sega Custom LSI) @ 23 MHz
  • Yamaha YM7101 VDP (Video Display Processor)

Sega CD Add-on:

Video Image Processor
Sound chip(s)"Jerry" chip: DSP, 2×DAC (convertsdigital data toanalog signals)

Sega CD Add-on:

Hudson Soft HuC6230 SoundBoxVSU (Virtual Sound Unit) chip
Memory2 MBFPM DRAM (4× 512 KB chips)256 KB RAM

Sega CD Add-on:

  • 512 KB RAM
  • 256 KB VRAM
  • 64 KB ARAM
  • 16 KB cache
  • 8 KB Internal Back-up
2 MB
Video
  • Resolution: 320×220 to 360×220 (progressive), 320×440 to 720×440 (interlaced)[71]
  • Colors: 79,200 (360×220) on screen, out of 16,777,216 (24‑bit) palette
  • Polygons: 10,000/sec,[72] flat shading, Gouraud shading support
  • Sprites/textures: 1,000/frame[73] (blitter objects),[71] scaling, rotation, texture mapping
  • Background: 1 bitmap plane
  • Resolution: 256x240 to 341x240
  • Colors: 16.77 on screen
  • Sprites: 128 on screen, 32 per scanline, scaling, rotation, texture mapping, Motion JPEG compression @ 30fps
  • Tilemaps: 9parallax scrolling planes with texture mapping
AudioStereo audio, with:Stereo audio with:

Sega CD Add-on:

  • 8 PCM channels (16-bit, 32 kHz)
  • 1 streaming CD-DA channel (16-bit, 44.1 kHz)
16-Bit stereo audio with:
  • two ADPCM Channels
  • six 5-Bit sample Channels
Virtual Sound Unit with:
  • Five wave channels
  • One noise channel
  • 32 PCM samples
Accessories (retail)
  • Jaguar TeamTap
  • Jaguar Pro Controller
  • Jaguar MemoryTrack Cartridge
  • Jaguar JagLink Interface
Megadrive peripherals supported
  • FX BMP
  • PC-FX Mouse
  • PC-FX SCSI Adapter
  • Virtual Boy AC Adapter
  • Virtual Boy Stereo Headphones
Online servicesJaguar Voice/Data Communicator 19.2k modem (no mass production)NoneNone

Worldwide sales standings

[edit]
See also:List of best-selling game consoles
Bar chart showing the sales of the main 5th generation consoles
SystemUnits sold
PlayStation102.49 million shipped (74.34 million PlayStation, 28.15 million PSone)(as of March 31, 2005)[74]
Nintendo 6432.93 million(as of March 31, 2005)[75]
Sega Saturn9.26 million[76][77]
3DO2 million
32X800,000[78]
Virtual Boy770,000
PC-FX400,000
Atari Jaguar250,000(as of May 15, 2007)[79]
Amiga CD32100,000
FM Towns Marty45,000(as of December 31, 1993)[80]
Apple Bandai Pippin42,000(as of May 4, 2007)[81]

From 1996 to 1999 (when the PlayStation, N64 and Saturn were the major 5th-generation consoles still on the market) Sony managed a 47% market share of the worldwide market, followed by Nintendo with 28% (with a percentage of that figure from the 16‑bitSuper NES), while Sega was third with 23% (with a percentage of that from theDreamcast).[82]

Production of the Sega Saturn was discontinued in 1998. Its demise was accelerated by rumors that work onits successor was underway; these rumors hurt the systems' sales in the west as early as 1997.[citation needed] The N64 was succeeded by theGameCube in 2001, but continued its production until 2004; however,PlayStation production was not ceased as it was redesigned as the PSone, further extending the life of the console around the release of the follow-upPlayStation 2. The PlayStation console production was discontinued in 2006, the same year that thePlayStation 3 was released in Japan and North America.

Handheld systems

[edit]
See also:List of handheld game consoles andComparison of handheld game consoles

Handheld comparison

[edit]
NameGenesis NomadGame Boy ColorNeo Geo PocketNeo Geo Pocket Color
ManufacturerSegaNintendoSNK
Console
Release dates
  • NA: October 1995
  • JP: October 21, 1998
  • NA: November 18, 1998
  • EU: November 23, 1998
  • AU: November 27, 1998
  • JP: October 28, 1998
  • JP: March 16, 1999
  • NA: August 6, 1999
  • EU: October 1, 1999
Launch priceUS$US$180 (equivalent to $370 in 2024)US$79.95 (equivalent to $150 in 2024)US$69.95 (equivalent to $130 in 2024)
GBP£59.99 (equivalent to £130 in 2023)
A$
JP¥¥7,800 (equivalent to ¥7,910 in 2019)
Discontinued
  • NA: June 13, 2000
  • EU: June 13, 2000
  • JP: October 22, 2001
MediaTypeROM cartridgeGame Boy Game Pak
Game Boy Color Game Pak
ROM cartridge
Regional lockoutRegion lockedUnrestrictedUnrestrictedUnrestricted
Backward compatibilitySega GenesisGame BoyNeo Geo Pocket
Best-selling gameSonic the Hedgehog, 15 million[note 2]Pokémon Gold andSilver, 23 millionUnknown
CPUMotorola 68000 @ 7.6 MHzSharp SM83 @ 4.2 / 8.4 MHzToshiba TLCS900H @ 6 MHz
Memory
  • 32 KB RAM
  • 16 KB video RAM
  • 2 KB ROM
  • 127 B High RAM
  • 12 KB RAM
  • 4 KB audio RAM
  • 64 KBROM
DisplayType3.25-inch backlitLCD display2.3-inch (diagonal)TFT LCD2.6-inch (diagonal) LCD2.6-inch TFT LCD
Color64 to 75 on screen, 512 color palette32,768, up to 56 simultaneouslyMonochromatic4,096, up to 146 simultaneously
AudioYamaha YM2612 sound chipNintendo Audio Processing Unit generating:
  • Two square wave channels
  • One waveform channel
  • One noise channel
Zilog Z80 @ 3 MHz controllingSN76489 sound chip generating:
  • Three square wave channels
  • One noise channel
  • Dual 8-bitDACs
Resolutions384 × 224160 × 144160 × 152
Battery life4 hoursUp to 10 hours40 hours
Units sold1 million118.69 million (includingGame Boy)2 million

Other handhelds

[edit]
  • PasoGo by Koei, a console with a library dedicated to the game of Go. Released in Japan in 1996.
    PasoGo byKoei, a console with a library dedicated to the game ofGo. Released in Japan in 1996.
  • Game.com. Released in 1997.
    Game.com.
    Released in 1997.
  • PocketStation. Released in 1999 in Japan only.
    PocketStation.
    Released in 1999 in Japan only.

Milestone titles

[edit]
  • Castlevania: Symphony of the Night (PlayStation, Saturn) byKonami Computer Entertainment Tokyo andKonami is considered one of the best PlayStation games, and a strong argument for the relevance of 2D games in an increasingly 3D market. The game is also credited with starting theMetroidvania genre, along withSuper Metroid.[83][84][85]
  • Crash Bandicoot (PlayStation) byNaughty Dog andSony Computer Entertainment (SCE) would go on to become Sony'sde facto mascot along with Nintendo'sMario and Sega'sSonic the Hedgehog. The game featured a marsupial bandicoot namedCrash and would prove to be one of the PlayStation's most successful titles.[86][87]
  • Dragon Warrior VII (PlayStation) byHeartbeat,ArtePiazza, andEnix was the number one best-selling title on the PlayStation in Japan, released in 2000.[88] The game was the first main installment of Japan's national RPG series released in 5 years.
  • Final Fantasy VII (PlayStation, PC) bySquare Product Development Division 1 andSquare is one of the PlayStation's most acclaimed and popular titles, selling around 10 million copies worldwide.[89] It was the first game in theFinal Fantasy series to make use of full motion videos (FMVs) and is credited with allowing console role-playing games to gain mass-market appeal outside of Japan.[90]Final Fantasy became one of the biggest franchises in video gaming, withFinal Fantasy VII in particular having several spin-offs known asCompilation of Final Fantasy VII.
  • GoldenEye 007 (Nintendo 64) byRare andNintendo is a critically acclaimed game that helped make thefirst-person shooter a potential popular genre on consoles. The game has subsequently become credited alongsideShiny Entertainment'sMDK for pioneering and popularising the now-standard inclusion of scoped sniper rifles in video games.[91]
  • The Legend of Zelda: Ocarina of Time (Nintendo 64) by Nintendo EAD and Nintendo is one of the most critically acclaimed games of all time and often listed as one of the greatest video games of all time.[85][92][93][94][95][96][97]
  • Nights into Dreams (Saturn) bySonic Team andSega was bundled with the Saturn's analog controller, which was almost essential to the gameplay. With its innovative gameplay and graphics,Nights, an exclusive title, aided in the selling of a number of Saturns.[98]
  • Panzer Dragoon Saga (Saturn) byTeam Andromeda and Sega is the highest-rated Saturn title on Game Rankings with a score of 92.87%,[99] and has been cited as one of the greatest games ever made.[85][100][101]
  • Pokémon Red andBlue (Game Boy) by Game Freak and Nintendo was a critical and financial success when the games debuted on the Game Boy and putting another Nintendo franchise on the map. By the end of this console generation, the games sold about 31 million units worldwide.[102][103][104][105]
  • Pokémon Gold andSilver (Game Boy Color) also developed by Game Freak and Nintendo garnered critical acclaim from various gaming critics, are considered by many to be the best games in the Pokémon franchise.[106]
  • Quake (PC, Saturn, Nintendo 64) byid Software built upon the technology and gameplay of its predecessorDoom,[107] andits engine offered full real-time 3D rendering and had early support for 3D acceleration throughOpenGL, in addition to various multiplayer option compared to its predecessor. The game was critically acclaimed upon release and is considered one of the best video games of all time.[108][109][110]
  • Rayman (Jaguar, PlayStation, Saturn, PC) byUbisoft was highly praised for its animated 2D graphics, atmosphere, soundtrack, and high difficulty, and was the number one best-selling title on the PlayStation in the UK, released in 1995.[111] The game has since spawned over 45 additional entries in the series.
  • Resident Evil (PlayStation, Saturn) byCapcom received critical acclaim and is credited for popularizing the survival horror genre.[112]
  • Sega Rally Championship (Arcade, Saturn, PC) by Sega AM5 and Sega was the firstrally racing game.[113] It broke new ground by incorporating different surfaces with different friction properties,[114][115] and has been cited as one of the greatest racing games ever made.[114][116]
  • Star Fox 64 (Nintendo 64) by Nintendo EAD and Nintendo is the firstNintendo 64 game to use the Nintendo 64Rumble Pak, which was bundled with the game. It was a success and sold 3 million copies worldwide.[117]
  • Super Mario 64 (Nintendo 64) byNintendo Entertainment Analysis & Development (Nintendo EAD) andNintendo is considered to be one of the greatest games of all time, particularly for its use of a dynamiccamera system, the implementation of its 360-degree analog control, and open world design.[118]Super Mario 64 is one of the best selling home console games of the era, selling 11.62 million copies worldwide.[119]
  • Tekken 3 (arcade, PlayStation) byNamco is considered not only to be the greatest installment of theTekken series, but remains as one of the greatest fighting games of all time according to PlayStation Magazine.[120] It has aMetacritic score of 96, and is the 12th highest rated game ever according toGameRankings.[121]Its predecessor achieved similar feats until its succession,[122] andthe first game in the franchise was the first PlayStation game to sell over a million units.[123]
  • Tomb Raider (PlayStation, Saturn, PC) byCore Design andEidos Interactive popularized many elements seen in later video games and spawned several very successful sequels.[124][125] The main character,Lara Croft, was named the most recognizable female video game character byGuinness World Records.[126]
  • Tony Hawk's Pro Skater 2 (Nintendo 64, PlayStation, PC) byNeversoft andActivision garnered widespread critical acclaim and has been cited as one of the greatest games ever made.[85]
  • Virtua Cop (Arcade, Saturn, PC) bySega AM2 and Sega introduced the use of3Dpolygons to the light-gun shooter genre,[127] paving the way for futurelight gun shooters likeNamco'sTime Crisis and Sega'sThe House of the Dead, and was a major influence onGoldenEye 007.[128]
  • Virtua Fighter (Arcade, Saturn, PC) by Sega AM2 and Sega created the 3D fighting game genre.[129] The console port, which was nearly identical to the arcade game, sold at a nearly 1:1 ratio with the Saturn hardware at launch.[130] The original arcade version also had a major influence on the PlayStation becoming a 3D-focused console.[131]
  • Virtua Fighter 2 (Arcade, Saturn, PC) by Sega AM2 and Sega was heralded at the time as "the ultimate arcade translation" and "the best fighting game ever".[132] The title remains the highest selling Saturn game in Japan with 1.7 million copies.[133]
  • Wipeout (PlayStation, PC, Saturn) byPsygnosis received critical and financial success for its futuristic setting, weapons designed to both stall and destroy opponents and its marketing campaign designed by Keith Hopwood andThe Designers Republic, in addition to unique licensed music from established electronica acts for PAL versions. The game has been described as being synonymous with Sony's debut gaming hardware and as an early showcase for 3D graphics in console gaming.[134]

See also

[edit]

Notes

[edit]
  1. ^The fifth generation of video game consoles began whenPanasonic released the3DO Interactive Multiplayer on October 4, 1993, in the American market.[1] Then the fifth generation of video game console ended when the last console of the generation, theSony PlayStation, was discontinued on March 23, 2006.[2]
  2. ^Shared with Sega Genesis

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