Fifth generation of video game consoles

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Template:Short description Template:Use mdy dates Template:VG History The fifth generation era (also known as the 32-bit era, the 64-bit era, or the 3D era) refers to computer and video games, video game consoles, and handheld gaming consoles dating from approximately October 4, 1993, to March 23, 2006.Template:Efn The best-selling home console was the Sony PlayStation, followed by the Nintendo 64 and the Sega Saturn. The PlayStation also had a redesigned version, the PSone, which was launched on July 7, 2000.

Some features that distinguished fifth generation consoles from previous fourth generation consoles include:

This era is known for its pivotal role in the video game industry's leap from 2D to 3D computer graphics, as well as the shift in home console games from being stored on ROM cartridges to optical discs. This was also the first generation to feature internet connectivity: some systems had additional hardware which provided connectivity to an existing device, like the Sega Net Link for the Sega Saturn. The Apple 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, the Sega Nomad, had a lifespan of just two years, and the Nintendo Virtual Boy had a lifespan of less than one. Both of them were discontinued before the other handhelds made their debut. The Neo Geo Pocket was released on October 28, 1998, but was dropped by SNK in favor of the fully backward compatible Neo Geo Pocket Color just a year later. Nintendo's Game Boy Color (1998) was the most successful handheld by a large margin. There were also two minor updates of the original Game Boy: the Game Boy Light (released in Japan only) and the Game Boy Pocket.

There was considerable time overlap between this generation and the next, the sixth generation of consoles, which began with the launch of the Dreamcast 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

Transition to 3D

The 32-bit/64-bit era is most noted for the rise of fully 3D polygon games. While there were games prior that had used three-dimensional polygon environments, such as Virtua Racing and Virtua Fighter in the arcades and Star Fox on the Super NES, it was in this era that many game designers began to move traditionally 2D and pseudo-3D genres into 3D on video game consoles. Early efforts from then-industry leaders Sega and Nintendo saw the introduction of the 32X and Super FX, which provided rudimentary 3D capabilities to the 16-bit Genesis and Super NES. Starting in 1996, 3D video games began to take off with releases such as Virtua Fighter 2 on the Saturn, Tomb Raider on the PlayStation and Saturn, Tekken 2 and Crash Bandicoot on the PlayStation, and Super Mario 64 on the Nintendo 64. 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. 3D became the main focus in this era as well as a slow decline of cartridges in favor of CDs, due to the ability to produce games less expensively and the media's high storage capabilities.

CD vs cartridge

Template:See also After allowing Sony to develop a CD-based prototype console for them and a similar failed partnership with Philips,<ref name=dring>Christopher Dring, 2013-07-11, A Tale of Two E3s – Xbox vs Sony vs Sega Template:Webarchive, MCV</ref> 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).<ref>Template:Cite web</ref><ref>Template:Cite web</ref> 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 like EA 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.Template: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 the CD-ROM format were (1) larger storage capacity, allowing for a much greater amount of game content;<ref name=GPro59>Template:Cite magazine</ref><ref name=NGen14>Template:Cite magazine</ref> (2) considerably lower manufacturing costs, making them much less risky for game publishers;<ref name=NGen14/><ref name=NGen20>Template:Cite magazine</ref> (3) lower retail prices due to the reduced need to compensate for manufacturing costs;<ref name=GPro59/><ref name=NGen14/><ref>Ryan, Michael E. Template:"'I Gotta Have This Game Machine!' (Cover Story)". Familypc 7.11 (2000): 112. MasterFILE Premier. Web. July 24, 2013.</ref> and (4) shorter production times, which greatly reduced the need for publishers to predict the demand for a game.<ref name=NGen34>Template:Cite magazine</ref><ref>Template:Cite magazine</ref> Its disadvantages compared to cartridge were (1) considerable load times;<ref name=GPro59/><ref name=NGen20/><ref name=NGen34/> (2) their inability to load data "on the fly", making them reliant on the console RAM;<ref name=GPro59/> and (3) the greater manufacturing costs of CD-ROM drives compared to cartridge slots, resulting in generally higher retail prices for CD-based consoles.<ref name=GPro59/><ref name=NGen20/> A Nintendo Power ad placed a Space 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".<ref>Template:Cite web</ref>

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 the Final Fantasy series, beginning with Final Fantasy VII, which was developed for the PlayStation instead of the N64 due to storage capacity issues;<ref>Template:Cite journal</ref> prior Final Fantasy games had all been published on Nintendo consoles – either the NES or Super NES, with the only other entries being on the Wonderswan, or computers like the MSX.

Overview

The fifth generation was characterized by an unusually high number of console formats. More competing consoles comprised this generation than any other since the video game crash of 1983, leading video game magazines of the time to frequently predict a second crash.<ref>Template:Cite magazine</ref>

Major consoles

The 3DO Interactive Multiplayer was one of the earliest fifth generation consoles and was released in October 1993. Despite having massiveTemplate:Cn 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.

The Sega 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.<ref name=dring/> It became Sega's most successful console in Japan. In America and Europe however, a disastrous launch and an MSRP of $399 compared to the PlayStation's $299 caused it to be a commercial failure,<ref>Template:Cite web</ref> selling far fewer units than the Master System and Mega Drive/Genesis before it.

The PlayStation, 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.Template:Citation needed

The Nintendo 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.Template: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.Template:Citation needed

Other consoles

The Amiga CD32 was released in September 1993 and sold in Europe, Australia, Canada and Brazil. It was never released in the United States due to Commodore's bankruptcy and court-ordered import restrictions.<ref>Perelman, M: "Steal This Idea", page 60. Palgrave Macmillan, 2004</ref><ref name="discontinuation"> Template:Cite web</ref> Despite promising initial sales, the console was hampered by poor software quality with many titles being simply re-releases of older games.<ref>Template:Cite web</ref> Production of the Amiga CD32 was discontinued after only eight months.<ref name="discontinuation"/>

The Atari 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 was also questioned by many. Its only add-on, the Jaguar CD, was released in 1995 and was produced in limited quantities due to the low install base of the system.Template:Citation needed The 32-bit Atari Panther, set to be released in 1991, was canceled due to unexpectedly rapid progress in developing the Jaguar.<ref>Atari Jaguar History Template:Webarchive, AtariAge.</ref>

The Sega 32X, an add-on console produced by Sega for the Genesis, was launched in November 1994. The Sega 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.<ref name="SegaBase">Template:Cite web</ref>

NEC, creator of the TurboGrafx-16 of the previous generation, entered the market with the PC-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 and full 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.<ref name="UFG">Template:Cite news</ref><ref name="GCritic">Template:Cite news</ref> Due to low expected sales, it was never released outside of Japan.

In 1995, Nintendo released the Virtual Boy, a supposedly portable system capable of displaying true 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.<ref name=techspotvirtualboy /> Also, because of the nature of its display, the system reportedly caused headaches and eye strain.<ref name=techspotvirtualboy>Template:Cite web</ref> It was discontinued within a year,<ref name=endgadgetvirtualboy /> with fewer than 25 games being released for it.<ref name=techspotvirtualboy /> 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.<ref name=endgadgetvirtualboy>Template:Cite web</ref>

Aftermath of the fifth generation

By the end of the 1995 Christmas 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; the Neo Geo CD had proven to appeal only to a niche market; and industry analysts had already determined that the yet-to-launch Apple Bandai Pippin was too expensive to make any impact in the market.<ref>Template:Cite magazine</ref> 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.<ref>Template:Cite magazine</ref> 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.<ref name="NGen20"/> 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 of DVD player consoles before they could achieve mass acceptance.<ref>Template:Cite magazine</ref>

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.<ref>Template:Cite magazine</ref>

The Sega Saturn suffered from poor marketing and comparatively limited third-party support outside Japan.<ref name=dring/> Sega's decision to use dual processors was roundly criticized, as this made it difficult to efficiently develop for the console.<ref>Template:Cite web</ref> 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 defunct KB Toys, were so furious that they refused to stock the Saturn thereafter.<ref>Helgeson, Matt. "Top 10 Embarrassing E3 Moments", Game Informer(208): 40–41.</ref>

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.Template: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.Template: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.<ref>Template:Cite web</ref> 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 as Star 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, and Super Smash Bros. While Nintendo 64 sold far more units than the Sega Saturn, Atari Jaguar, and 3DO combined, it posed no challenge to the PlayStation's lead in the market.

By 1997, 40% to 60% of American homes played on video game consoles.Template:Explain 30% to 40% of these homes owned a console, while an additional 10% to 20% rented or shared a console.<ref>Template:Cite book</ref>

Changes in the industry

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

Atari

Atari Corporation, which was not able to recover its losses, ended up merging into JTS Corporation in 1996.<ref>Template:Cite magazine</ref><ref>Template:Cite magazine</ref> This caused the Atari name to virtually disappear from the gaming market until 1998, when Hasbro Interactive purchased the Atari assets from JTS for $5 million.<ref>Template:Cite web</ref>

On May 14, 1999, Hasbro Interactive announced that all rights to the Atari Jaguar were released into the public domain,<ref>Template:Cite web</ref> thus declaring the 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's cult following.<ref>Template:Cite web</ref>

Sega

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

Comparison

Comparison of fifth-generation video game home consoles
Name 3DO Interactive Multiplayer Sega Saturn PlayStation Nintendo 64
Developer The 3DO Company Sega Sony (SCE) Nintendo
Manufacturer Panasonic, Sanyo, GoldStar, Creative Technology
Image(s)
File:3DO-FZ1-Console-Set.jpg
File:3DO-GDO-101M-Console-Set.jpg
File:Sega-Saturn-Console-Set-Mk1.jpg
File:Sega-Saturn-JP-Mk1-Console-Set.jpg
File:PSX-Console-wController.jpg
File:PSone-Console-Set-NoLCD.jpg
File:N64-Console-Set.jpg
File:64DD-Attached.jpg
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 with DualShock controller

Bottom: Revised PSOne with DualShock controller

Top: Nintendo 64 with controller and game cartridge

Bottom: Nintendo 64 with 64DD peripheral attached

Release date Template:Vgrelease Template:Vgrelease Template:Vgrelease Template:Vgrelease
Launch price US$ Template:US$ Template:US$ Template:US$<ref>Template:Cite magazine</ref> Template:US$
GBP Template:£<ref name="RetroinspectionSaturn">Template:Cite magazine</ref> (Template:Inflation) Template:£<ref>Template:Cite book</ref>(Template:Inflation) Template:£<ref>Template:Cite web</ref>(Template:Inflation
A$
JP¥ Template:¥ (Template:Inflation) Template:¥ (Template:Inflation)
Media Type CD-ROM Template:Unbulleted list CD-ROM Template:Unbulleted list
Regional lockout Template:Yes Template:No Template:No Template:No
Best-selling game Gex, 1+ million<ref>Template:Cite magazine</ref><ref>Template:Cite magazine</ref> Virtua Fighter 2, 1.7 million<ref>Template:Cite web</ref> Gran Turismo, 10.85 million<ref>Template:Cite press release</ref><ref>Template:Cite web</ref> Super Mario 64, 11.62 million<ref>Template:Cite web</ref><ref>Template:Cite web</ref>
CPU ARM60 (32‑bit RISC) @ 12.5 MHz (8.75 MIPS<ref>Template:Cite web</ref>) NEC VR4300 (64‑bit RISC) @ 93.75 MHz (125 MIPS)<ref>Template:Cite web</ref><ref>Template:Cite web</ref>
GPU
  • 2× accelerated video co-processors
  • Math co-processor (inside CPU)
  • Sega VDP1 (32‑bit video display processor) @ 28.63 MHz (sprites, textures, polygons)<ref name="VDP1">Template:Cite web</ref>
  • Sega VDP2 (32‑bit video display processor) @ 28.63 MHz (backgrounds, scrolling)<ref name="VDP2">Template:Cite web</ref>
  • SCU DSP (inside SCU (32‑bit Saturn Control Unit))<ref name="consoledatabase" />
Reality Co-Processor (64‑bit MIPS R4000 based, 128‑bit vector register processor) @ 62.5 MHz
Sound chip(s) 13 channel unnamed custom 20‑bit DSP embedded in the CLIO chip<ref>Template:Cite web</ref> Sony SPU (sound processing unit) Reality Signal Processor (DSP)
Memory MB RAM 4.5 MB RAM 3587 KB RAM
  • 2 MB DRAM
  • 1026 KB VRAM (1 MB frame buffer, 2 KB texture cache, 64 bytes FIFO buffer)
  • 512 KB sound RAM
  • 1 KB non-associative SRAM data cache
4 MB RDRAM (8 MB with Expansion Pak)
Video
  • Resolution: 256×224 to 640×240 (progressive), 256×448 to 640×480 (interlaced)
  • Colors: 153,600 (640×240) on screen, out of 16,777,216 (24‑bit) palette
  • Polygons: 90,000/sec (textured, lighting, Gouraud shading)<ref name="gamepilgrimage">Template:Cite web</ref> to 360,000/sec<ref>Template:Cite web</ref> (flat shading)
  • Sprites/textures: 4,000/frame<ref>Template:Cite web</ref> (bitmap objects<ref name="psxgpu" />), scaling, rotation, texture mapping
  • Background: 1 bitmap plane
Audio Stereo audio, with: Stereo audio, with:<ref name="SCSP" />
  • 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:
  • 24 ADPCM 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)
  • Optional Dolby 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 and tracker music)
  • 16‑bit audio and 44.1 kHz sampling rate on all channels
  • Optional Dolby Surround support
Accessories (retail)
Online services Template:No Template:Yes Template:Yes-No Template:Yes-No

Other consoles

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

Name Atari Jaguar 32X PC-FX Virtual Boy
Manufacturer Atari Sega NEC Nintendo
Image(s)
File:Atari-Jaguar-Console-Set.jpg
File:Atari-Jaguar-CD-wPro-Controller.jpg
File:Sega-Genesis-Model-2-Monster.jpg
File:NEC-PC-FX-wController-R.jpg
File:Virtual-Boy-Set.jpg
Top: Atari Jaguar and controller

Bottom: Atari Jaguar CD connected to the console and ProController

32X connected to a model 2 Genesis with Sega CD and controller PC-FX and controller Virtual Boy with controller
Release date Template:Video game release Template:Video game release Template:Vgrelease Template:Vgrelease
Launch price US$ Template:US$ Template:US$ Template:US$
GBP
A$ Template:A$
JP¥ Template:JP¥ Template:JP¥
Media Type Template:Unbulleted list Template:Unbulleted list CD-ROM Template:Unbulleted list
Regional lockout Template:Yes Template:Partial Template:N/a Template:Yes
Best-selling game Alien vs Predator, more than 50,000<ref name=":0">Template:Cite web</ref> Doom Template:Citation needed Template:N/a Mario's Tennis Template:Small
CPU
  • "Tom" (32‑bit RISC) @ 26.59 MHz<ref name="auto">Template:Cite web</ref>
  • "Jerry" (32‑bit RISC) @ 26.59 MHz<ref name="auto" />
  • Motorola 68000 (16/32‑bit CISC) @ 13.3 MHz (2.3275 MIPS<ref name="retro" />)
SH-2 32-bit RISC (23 MHz) NEC V810 @ 21.475 MHz NEC V810 @ 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 (converts digital data to analog signals)

Sega CD Add-on:

Hudson Soft HuC6230 SoundBox VSU (Virtual Sound Unit) chip
Memory 2 MB FPM 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 Template:Unbulleted list
Video
  • Resolution: 320×220 to 360×220 (progressive), 320×440 to 720×440 (interlaced)<ref name="auto" />
  • Colors: 79,200 (360×220) on screen, out of 16,777,216 (24‑bit) palette
  • Polygons: 10,000/sec,<ref>Template:Cite web</ref> flat shading, Gouraud shading support
  • Sprites/textures: 1,000/frame<ref>[1] Template:Dead link</ref> (blitter objects),<ref name="auto" /> 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: 9 parallax scrolling planes with texture mapping
Audio Stereo 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 services Template:Yes-No Template:Yes-No Template:No Template:No

Worldwide sales standings

Template:See also

File:Fifth generation console sales bar chart.png
Bar chart showing the sales of the main 5th generation consoles
System Units sold
PlayStation 102.49 million shipped (74.34 million PlayStation, 28.15 million PSone) (as of March 31, 2005)<ref>Template:Cite web</ref>
Nintendo 64 32.93 million (as of March 31, 2005)<ref>Template:Cite web</ref>
Sega Saturn 9.26 million<ref name="Sega Stats">Template:Cite book</ref><ref>Template:Cite book</ref>
3DO 2 million
32X 800,000<ref>Stuart, Keith (2014). Sega Mega Drive Collected Works. Read-Only Memory. ISBN 9780957576810. "Finally with regards the launch of the 32X Shinobu Toyoda of Sega of America recalls, "We had an inventory problem. Behind the scenes, Nakayama wanted us to sell a million units in the US in the first year. Kalinske and I said we could only sell 600,000. We shook hands on a compromise - 800,000. At the end of the year we had managed to shift 600,000 as estimated, so ended up with 200,000 units in our warehouse, which we had to sell to retailers at a steep discount to get rid of the inventory."</ref>
Virtual Boy 770,000
PC-FX 400,000
Atari Jaguar 250,000 (as of May 15, 2007)<ref>Template:Cite web</ref>
Amiga CD32 100,000
FM Towns Marty 45,000 (as of December 31, 1993)<ref name="shimizu">清水欣一『富士通のマルチメディア・ビジネス』オーエス出版社、May 15, 1995第1刷、March 14, 1997第4刷、Template:ISBN、151頁。</ref>
Apple Bandai Pippin 42,000 (as of May 4, 2007)<ref name="gamepro2">Template:Cite web</ref>

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‑bit Super NES), while Sega was third with 23% (with a percentage of that from the Dreamcast).<ref>Template:Cite web</ref>

Production of the Sega Saturn was discontinued in 1998. Its demise was accelerated by rumors that work on its successor was underway; these rumors hurt the systems' sales in the west as early as 1997.Template:Citation needed The N64 was succeeded by the GameCube 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-up PlayStation 2. The PlayStation console production was discontinued in 2006, the same year that the PlayStation 3 was released in Japan and North America.

Handheld systems

Template:See also

Handheld comparison

Name Genesis Nomad Game Boy Color Neo Geo Pocket Neo Geo Pocket Color
Manufacturer Sega Nintendo SNK
Console File:Sega-Nomad-Front.jpg File:Nintendo-Game-Boy-Color-FL.jpg File:Neo-Geo-Pocket-Anthra-Left.jpg File:Neo-Geo-Pocket-Color-Blue-Left.jpg
Release dates Template:Vgrelease Template:Vgrelease Template:Vgrelease Template:Vgrelease
Launch price US$ Template:USD Template:USD Template:USD
GBP Template:£
A$
JP¥ Template:¥
Discontinued Template:Vgrelease Template:Vgrelease Template:Vgrelease Template:Vgrelease
Media Type ROM cartridge Game Boy Game Pak
Game Boy Color Game Pak
ROM cartridge
Regional lockout Template:No Template:Yes Template:Yes Template:Yes
Backward compatibility Template:Yes Template:Yes Template:N/A Template:Yes
Best-selling game Sonic the Hedgehog, 15 millionTemplate:Efn Pokémon Gold and Silver, 23 million Unknown
CPU Motorola 68000 @ 7.6 MHz Sharp SM83 @ 4.2 / 8.4 MHz Toshiba TLCS900H @ 6 MHz
Memory Template:Unbulleted list Template:Unbulleted list Template:Unbulleted list
Display Type 3.25-inch backlit LCD display 2.3-inch (diagonal) TFT LCD 2.6-inch (diagonal) LCD 2.6-inch TFT LCD
Color 64 to 75 on screen, 512 color palette 32,768, up to 56 simultaneously Monochromatic 4,096, up to 146 simultaneously
Audio Yamaha YM2612 sound chip Nintendo Audio Processing Unit generating:
  • Two square wave channels
  • One waveform channel
  • One noise channel
Zilog Z80 @ 3 MHz controlling SN76489 sound chip generating:
  • Three square wave channels
  • One noise channel
  • Dual 8-bit DACs
Resolutions 384 × 224 160 × 144 160 × 152
Battery life 4 hours Up to 10 hours 40 hours
Units sold 1 million 118.69 million (including Game Boy) 2 million

Other handhelds

Milestone titles

See also

Template:Portal

Notes

Template:Reflist

References

Template:Reflist

Template:Fifth generation game consoles Template:History of video games