Fifth generation of video game consoles
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:
- 3D polygon graphics with texture mapping
- 3D graphics capabilities – lighting, Gouraud shading, anti-aliasing and texture filtering
- Optical disc (CD-ROM) game storage, allowing much larger storage space (up to 650 MB) than ROM cartridges
- CD quality audio recordings (music and speech) – PCM audio with 16-bit depth and 44.1 kHz sampling rate
- Wide adoption of full motion video, displaying pre-rendered computer animation or live action footage
- Analog controllers
- Display resolutions from 480i to 576i
- Color depth up to 16,777,216 colors (24-bit true color)
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 $5 million.<ref>Template:Cite web</ref>
On May 14, 1999, Hasbro Interactive announced that all rights to the Atari Jaguar were released into the public domain,<ref>Template:Cite web</ref> thus declaring the platform open; this allowed anyone to freely create and publish games for the Jaguar without endorsement or licensing from Hasbro Interactive. Since then, homebrew developers began to release uncompleted Jaguar games as well as several brand new titles to satisfy the system's cult following.<ref>Template:Cite web</ref>
Sega
Sega's loss of consumer confidence (coupled with its previous console failures), along with their financial difficulties, set the company up for a similar fate in the next round of console wars.
Home systems
Comparison
| Name | 3DO Interactive Multiplayer | Sega Saturn | PlayStation | Nintendo 64 | |
|---|---|---|---|---|---|
| Developer | The 3DO Company | Sega | Sony (SCE) | Nintendo | |
| Manufacturer | Panasonic, Sanyo, GoldStar, Creative Technology | ||||
| Image(s) | |||||
| Top: Panasonic FZ-1 R·E·A·L
Bottom: GoldStar GDO-101M |
Top: North American Saturn Model 1 and controller
Bottom: Japanese Saturn Model 1 and updated controller |
Top: Original PlayStation with DualShock controller
Bottom: Revised PSOne with DualShock controller |
Top: Nintendo 64 with controller and game cartridge
Bottom: Nintendo 64 with 64DD peripheral attached | ||
| Release date | Template:Vgrelease | Template:Vgrelease | Template:Vgrelease | Template:Vgrelease | |
| Launch price | US$ | 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 |
|
|
|
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 | 3 MB RAM | 4.5 MB RAM
|
3587 KB RAM
|
4 MB RDRAM (8 MB with Expansion Pak) | |
| Video |
|
|
|
| |
| Audio | Stereo audio, with:
|
Stereo audio, with:<ref name="SCSP" />
|
Stereo audio, with:
|
Stereo audio, with:
| |
| 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: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 |
|
2× SH-2 32-bit RISC (23 MHz) | NEC V810 @ 21.475 MHz | NEC V810 @ 20 MHz | |
| GPU |
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:
|
2 MB | Template:Unbulleted list | |
| Video |
|
|
|
| |
| Audio | Stereo audio, with:
|
Stereo audio with:
Sega CD Add-on:
|
16-Bit stereo audio with:
|
Virtual Sound Unit with:
| |
| Accessories (retail) |
|
Megadrive peripherals supported |
|
| |
| Online services | Template:Yes-No | Template:Yes-No | Template:No | Template:No | |
-
FM Towns Marty, created by Fujitsu. Released on February 20, 1993.
-
Amiga CD32, created by Commodore. Released on September 17, 1993.
-
Casio Loopy, created by Casio. Released in October 1995 in Japan, targeted at female gamers.
-
iQue Player, manufactured by iQue, a size-reduced Nintendo 64. Released in November 2003 only in China.
Worldwide sales standings
| 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
Handheld comparison
Other handhelds
-
Game.com.
Released in 1997. -
PocketStation.
Released in 1999 in Japan only.
Milestone titles
- Castlevania: Symphony of the Night (PlayStation, Saturn) by Konami Computer Entertainment Tokyo and Konami 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 the Metroidvania genre, along with Super Metroid.<ref name="GameSpot Greatest">Template:Cite web</ref><ref>Template:Cite web</ref><ref name="GI">Template:Cite magazine</ref>
- Crash Bandicoot (PlayStation) by Naughty Dog and Sony Computer Entertainment (SCE) would go on to become Sony's de facto mascot along with Nintendo's Mario and Sega's Sonic the Hedgehog. The game featured a marsupial bandicoot named Crash and would prove to be one of the PlayStation's most successful titles.<ref name="Rags">Template:Cite magazine</ref><ref name="Timeline">Template:Cite web</ref>
- Dragon Warrior VII (PlayStation) by Heartbeat, ArtePiazza, and Enix was the number one best-selling title on the PlayStation in Japan, released in 2000.<ref>Template:Cite web</ref> The game was the first main installment of Japan's national RPG series released in 5 years.
- Final Fantasy VII (PlayStation, PC) by Square Product Development Division 1 and Square is one of the PlayStation's most acclaimed and popular titles, selling around 10 million copies worldwide.<ref>Template:Cite web</ref> It was the first game in the Final 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.<ref>Template:Cite news</ref> Final Fantasy became one of the biggest franchises in video gaming, with Final Fantasy VII in particular having several spin-offs known as Compilation of Final Fantasy VII.
- GoldenEye 007 (Nintendo 64) by Rare and Nintendo is a critically acclaimed game that helped make the first-person shooter a potential popular genre on consoles. The game has subsequently become credited alongside Shiny Entertainment's MDK for pioneering and popularising the now-standard inclusion of scoped sniper rifles in video games.<ref name="Trigger Happy">Template:Cite book</ref>
- 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.<ref name="GI" /><ref>Template:Cite web</ref><ref>Template:Cite web</ref><ref>Template:Cite web</ref><ref>"NP Top 200", Nintendo Power 200: 58–66, February 2006.</ref><ref>"The Greatest 200 Games of Their Time", Electronic Gaming Monthly 200: February 2006.</ref><ref name="Game Rankings">Template:Cite web</ref>
- Nights into Dreams (Saturn) by Sonic Team and Sega 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.<ref>Template:Cite web</ref>
- Panzer Dragoon Saga (Saturn) by Team Andromeda and Sega is the highest-rated Saturn title on Game Rankings with a score of 92.87%,<ref>Template:Cite web</ref> and has been cited as one of the greatest games ever made.<ref name="GI" /><ref>Template:Cite web</ref><ref>Top 100 Games of All Time: No.22 Template:Webarchive, G4.</ref>
- Pokémon Red and Blue (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.<ref>Template:Cite web</ref><ref>Template:Cite web</ref><ref>Template:Cite web</ref><ref>Template:Cite web</ref>
- Pokémon Gold and Silver (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.<ref>Template:Cite web</ref>
- Quake (PC, Saturn, Nintendo 64) by id Software built upon the technology and gameplay of its predecessor Doom,<ref>Template:Cite magazine</ref> and its engine offered full real-time 3D rendering and had early support for 3D acceleration through OpenGL, 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.<ref>Template:Cite web</ref><ref>Template:Cite web</ref><ref>Template:Cite web</ref>
- Rayman (Jaguar, PlayStation, Saturn, PC) by Ubisoft 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.<ref>Template:Cite web</ref> The game has since spawned over 45 additional entries in the series.
- Resident Evil (PlayStation, Saturn) by Capcom received critical acclaim and is credited for popularizing the survival horror genre.<ref>Template:Cite web</ref>
- Sega Rally Championship (Arcade, Saturn, PC) by Sega AM5 and Sega was the first rally racing game.<ref>Template:Cite magazine</ref> It broke new ground by incorporating different surfaces with different friction properties,<ref name="Guinness">Guinness World Records: Gamer's Edition 2009, page 103.</ref><ref>Edge Staff, "The Making Of: Colin McRae Rally" Template:Webarchive, Edge, February 5, 2010: Template:"-The basic premise for the game was based around the car handling in Sega Rally,' confirms Guy Wilday, producer of the first four CMR games. 'Everyone who played it loved the way the cars behaved on the different surfaces, especially the fact that you could slide the car realistically on the loose gravel. The car handling remains excellent to this day and it's still an arcade machine I enjoy playing, given the chance.Template:-"</ref> and has been cited as one of the greatest racing games ever made.<ref name="Guinness" /><ref name="Retro">Template:Cite web</ref>
- Star Fox 64 (Nintendo 64) by Nintendo EAD and Nintendo is the first Nintendo 64 game to use the Nintendo 64 Rumble Pak, which was bundled with the game. It was a success and sold 3 million copies worldwide.<ref name="whitepaper">Template:Cite book</ref>
- Super Mario 64 (Nintendo 64) by Nintendo Entertainment Analysis & Development (Nintendo EAD) and Nintendo is considered to be one of the greatest games of all time, particularly for its use of a dynamic camera system, the implementation of its 360-degree analog control, and open world design.<ref name="1up1">Template:Cite web</ref> Super Mario 64 is one of the best selling home console games of the era, selling 11.62 million copies worldwide.<ref name="supermariotitles">Template:Cite web</ref>
- Tekken 3 (arcade, PlayStation) by Namco is considered not only to be the greatest installment of the Tekken series, but remains as one of the greatest fighting games of all time according to PlayStation Magazine.<ref>PlayStation: The Official Magazine asserts in its January 2009 issue that Tekken 3 "is still widely considered one of the finest fighting games of all time". See "Tekken 6: A History of Violence", PlayStation: The Official Magazine (January 2009): 46.</ref> It has a Metacritic score of 96, and is the 12th highest rated game ever according to GameRankings.<ref>Template:Cite web</ref> Its predecessor achieved similar feats until its succession,<ref>Template:Cite magazine</ref> and the first game in the franchise was the first PlayStation game to sell over a million units.<ref>Template:Cite web</ref>
- Tomb Raider (PlayStation, Saturn, PC) by Core Design and Eidos Interactive popularized many elements seen in later video games and spawned several very successful sequels.<ref name="dvd-doc">Template:Cite video Also known as Ten Years of Tomb Raider: A GameTap Retrospective</ref><ref name="DigiHistory">Template:Cite web</ref> The main character, Lara Croft, was named the most recognizable female video game character by Guinness World Records.<ref name="Croft Guiness">"Record-Breaking Lara Croft Battles her Way Into New Guinness World Records" Template:Webarchive, MCV. January 21, 2010.</ref>
- Tony Hawk's Pro Skater 2 (Nintendo 64, PlayStation, PC) by Neversoft and Activision garnered widespread critical acclaim and has been cited as one of the greatest games ever made.<ref name="GI" />
- Virtua Cop (Arcade, Saturn, PC) by Sega AM2 and Sega introduced the use of 3D polygons to the light-gun shooter genre,<ref name="ngage">Virtua Cop Template:Webarchive, IGN, July 7, 2004.</ref> paving the way for future light gun shooters like Namco's Time Crisis and Sega's The House of the Dead, and was a major influence on GoldenEye 007.<ref name="hollis-speech">Template:Cite web</ref>
- Virtua Fighter (Arcade, Saturn, PC) by Sega AM2 and Sega created the 3D fighting game genre.<ref>Leone, Matt, Essential 50: Virtua Fighter Template:Webarchive, 1UP.</ref> The console port, which was nearly identical to the arcade game, sold at a nearly 1:1 ratio with the Saturn hardware at launch.<ref>Template:Cite book</ref> The original arcade version also had a major influence on the PlayStation becoming a 3D-focused console.<ref>Template:Cite magazine</ref>
- 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".<ref name="NG Review">Template:Cite magazine</ref> The title remains the highest selling Saturn game in Japan with 1.7 million copies.<ref>Template:Cite web</ref>
- Wipeout (PlayStation, PC, Saturn) by Psygnosis 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 and The 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.<ref name="eurogamer1">Template:Cite web</ref>
See also
Notes
References
Template:Fifth generation game consoles Template:History of video games