Fifth Generation Consolesthe History Of Video Games



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Nintendo also impressed the world by developing the console’s top 3 selling games in the console’s history: Mario Bros., Super Mario Bros. 2, and Super Mario Bros. Not only can they develop winning consoles, but their games rule. On the other side of the aisle, Sony had developed the first major disc-based consoles, the PlayStation in 1994. E The fifth generation of video game consoles began in 1993 and ended in 2002. The fifth generation was also called the 32-bit, 64-bit or the 3D generation of video game consoles. Throughout the fifth generation, only three consoles were among the most popular video game consoles in this era.

  1. Fifth Generation: 1989-1995
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Fifth Generation: 1989–1995

The fifth generation of home video game systems featured 16-bit processors, more detailed graphics, and more imaginative games. This generation was dominated by Nintendo and Sega.

NEC TurboGrafx-16

Videogaming's fifth generation was ushered in by the 1989 American release of NEC's TurboGrafx-16. (The system was launched in Japan in 1988 as the PC Engine.) Although the TurboGrafx-16 was advertised as a 16-bit system, it actually used an 8-bit microprocessor, assisted by a 16-bit graphics chip and 64K RAM; it was notable as the first game console to have a CD player attachment. Unfortunately, a lack of games doomed the TurboGrafx-16 in the marketplace, and it was discontinued within four years of its initial release.

Sega Genesis

More formidable was the Sega Genesis game system (sold as the Mega Drive in Japan). Released to the U.S. market in 1989, Genesis was the first true 16-bit game system, using a Motorola 68000 microprocessor. Genesis was priced at $199 and ran excellent translations of Sega arcade hits; sales received a significant boost with the 1991 release of the Sonic the Hedgehoggame.

SNK NEO GEO

In 1989, third-party software developer SNK released a programmable video game system for arcades, dubbed the MVS (Multi-Video System). SNK ported this system to the home in 1990 as the NEO GEO system. The NEO GEO used both 16-bit and 8-bit microprocessors. Unfortunately, the high price of both the console ($650) and the game cartridges ($200) doomed the NEO GEO to an early death.

Nintendo Super NES

To compete with the Sega Genesis, Nintendo launched its own 16-bit system in 1991. The Super NES(known as the Super Famicon in Japan) sold for $199 and included the Super Mario World cartridge. The initial U.S. production run of 300,000 units sold out overnight; over the course of its product life, more than 46 million Super NES units were sold worldwide.

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Philips CDi

In 1991, Philips (who, along with Sony, co-developed the then-emerging compact disc format) decided to leverage its compact disc technology into a 'multimedia' system capable of playing audio CDs, CDi and CD+G software discs, VCD video CDs, and Karaoke CDs. This multiformat machine confused the public, so in 1992, Phillips relaunched the CDi as a 16-bit video game console. This iteration was also unsuccessful because of the console's high price and lack of quality games.

3DO

Another early CD-based video game system was the 3DO Interactive Multiplayer. This system was unique because Trip Hawkins's 3DO company licensed the technology to other companies to create consoles and games; the first 3DO console was released by Panasonic in 1993, with Goldstar releasing a similar unit soon afterward. 3DO was the first 32-bit system released in the United States; it sold for $699. Despite the system's stunning graphics, the high price ensured its status as a niche system. The 3DO system was removed from the market in 1996.

Fifth Generation Consolesthe History Of Video Games

Atari Jaguar

In December 1993, a full six years since the release of its last game console, Atari attempted to re-enter the fray by releasing a 64-bit video game system. The CD-ROM-based Atari Jaguar promised to be a revolutionary machine but was hampered by a lack of game cartridges and practically nonexistent marketing. In 1996, Atari officially killed the Jaguar—and dropped out of the video game market altogether—when it merged with JTS, a manufacturer of computer hard drives.

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Trends[edit]

3D Gaming[edit]

A typical CRT TV set from 1995. By this point the more capable RCA jacks were becoming more common on televisions, reducing the need for RF output.

Polygonal 3D gaming was supported by all major home consoles this generation. However real time 3D graphics on consumer level hardware was still a new concept, and there were many different wildly different approaches to how a 3D system should work in a console. This lead to some consoles being much better at 3D graphics performance and ease of use by developers, and some with performance much less than their at the time impressive specifications would indicate.

Many game series failed to make effective 3D versions of their traditionally 2D games.[1] Crafting a believable 3D environment on the hardware available was difficult. Furthermore, developers not only had to design good controls for a 3D game, they had to explain them to players used to playing 2D games exclusively.[2] All these issues were exasperated by a lack of developers familiar with 3D gaming, even within major development companies.[3] Even developers that were able to competently make 3D games struggled somewhat, with large improvements in 3D game control schemes occurring within the generation as developers figured out ways to improve the player experience.[4][2]

Display technology[edit]

The backlight of a Sega Nomad. While portable consoles could incorporate backlighting this generation, it wouldn't be till the sixth generation where backlighting became efficient enough to be practical.

Display technology improves rapidly during this time with the final major refinements in CRT displays, and the emergence of new technologies. In 1996 Sonys Trinitron (Aperture grille CRT) patents expire, allowing other manufacturers to produce similar quality television sets[5][6] and improving the gaming experience. In 1998 Phillips introduces the first consumer plasma TV for $15,000.[7] Such TVs would become common in the mid 2000's with improving technology and price drops.

This generation more portable consoles adopted color screens, though monochrome screens were still common.

Home Consoles[edit]

Major consoles[edit]

  • Nintendo 64
  • PlayStation
  • Sega Saturn

Minor consoles[edit]

  • Virtual Boy
  • Atari Jaguar
  • 3DO Interactive Multiplayer

Obscure consoles[edit]

  • Apple Bandai Pippin
  • PC-FX
  • Playdia
  • Casio Loopy
  • FM Towns Marty
  • Amiga CD32

Canceled consoles[edit]

  • Hasbro Toaster VR

Handheld consoles[edit]

Major consoles[edit]

  • Genesis Nomad
  • WonderSwan
  • NeoGeo Pocket

Minor consoles[edit]

  • Pokémon Pikachu
  • Game.com
  • R-Zone
  • Design Master Senshi Mangajukuu

References[edit]

Wikipedia has related information at Fifth generation of video game consoles

  1. '10 Classic Gaming Franchises That Didn’t Survive The Transition To 3D'. 26 June 2019. https://www.thegamer.com/gaming-franchise-that-didnt-survive-3d/.
  2. ab'Super Mario 64 introduced the camera as a friend and foe in video games' (in en-us). Games. https://games.avclub.com/super-mario-64-introduced-the-camera-as-a-friend-and-fo-1798250469.
  3. 'shmuplations.com'. https://shmuplations.com/megamanlegends/.
  4. 'Retro Review: Mega Man Legends - YouTube'. https://www.youtube.com/watch?v=Tp_TSdLGz60.
  5. 'History of the CRT TV' (in en). https://home.bt.com/tech-gadgets/television/retro-tech-the-crt-tv-11363858003032.
  6. 'Sony Pulls Plug on Historic Trinitron TV' (in en). https://spectrum.ieee.org/tech-talk/semiconductors/devices/sony_pulls_plug_on_historic_tr.
  7. Broersma, Matthew. 'Flat TV, big price' (in en). https://www.zdnet.com/article/flat-tv-big-price/.

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