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The Fifth generation of video game hardware (1993-2005) expanded the home console market. With early CD technology, many companies made their own consoles such as Panasonic's 3DO Interactive Multiplayer in North America, Commodore's Amiga CD32 in Europe and NEC's PC-FX. Unfortunately these consoles failed due the lack of third party developers. Learning from mistakes of previous games and using the technology they worked on from the canceled SNES CD add on, Sony released the PlayStation. SEGA's SEGA Saturn was planned to be released in late 1995, but SEGA moved the Saturn's release date to early 1995 to get it released before the PlayStation. Many developers were upset by SEGA's decision, since they didn't have the time to develop games. The SEGA Saturn had poor marketing in North America, but did well in Japan. One year later, Nintendo released their Nintendo 64, which used cartridges, even though CDs were available at the time. The PlayStation and Nintendo 64 were the main competition up to 2000. This time in video game history also introduced the 'hardcore' audience into gaming. Many notable events happened in this Generation; Sony entered the console market and 3 dimensional games became a reality.
- 1Sales
Sales[edit | edit source]
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Worldwide[edit | edit source]
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. These consoles include, the Sega Saturn (1994), the PlayStation (1994), and the Nintendo 64 (1996). In different parts of the world. 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.
Console | Units sold |
---|---|
PlayStation | 102.49 million shipped (74.34 million PlayStation, 28.15 million PSone) (as of March 31, 2005)[1] |
Nintendo 64 | 32.93 million (as of March 31, 2005)[2] |
SEGA Saturn | 17 million (as of 1998)[3] |
3DO | 2 million (as of May 4, 2007)[4] |
PC-FX | 290,000 (as of 1997)[5] |
Jaguar | 250,000 (as of May 15, 2007)[6] |
Amiga CD32 | 100,000 |
FM Towns Marty | 45,000 (as of December 31, 1993) |
Apple Bandai Pippin | 42,000 (as of May 4, 2007)[7] |
Japan[edit | edit source]
Year | Sales | ||||||
---|---|---|---|---|---|---|---|
FM Towns Marty | 3DO | Jaguar | SEGA Saturn | PlayStation | PC-FX | Nintendo 64 | |
1993 | 45,000 | ||||||
1994 [8] | 365,800 | 2,000 | 840,000 [9] | 300,000 [8] | 70,000 | ||
1995 | 615,800 (+250,000) [10] | 2,500,000 (+1,660,000) [9] | 2,000,000 [1] (+1,700,000) | ||||
1996 [11] | 750,000 (+134,200) | 4,810,000 (+2,310,000) [9] | 4,200,000 [12] (+2,200,000) | 270,000 | 2,030,000 [13] | ||
1997 [5] | 5,620,000 (+810,000) [9] | 8,600,000 [5] (+4,400,000) | 290,000 (+20,000) | 3,140,000 (+1,110,000) [13] | |||
1998 | 5,770,000 (+150,000) [9] | 14,710,000 [12] (+6,110,000) | 4,350,000 (+1,210,000) [13] | ||||
1999 | 5,290,000 (+940,000)[13] | ||||||
2000 | 5,490,000 (+200,000)[13] | ||||||
2001 | 15,255,000 [14] | 5,540,000 (+50,000)[13] |
References[edit | edit source]
- ↑ 1.01.1PlayStation Cumulative Production Shipments of Hardware. Sony Computer Entertainment Inc. Archived from the original on 2011-05-24 Retrieved on 2008-03-22
- ↑05 Nintendo Annual Report - Nintendo Co., Ltd. (PDF). Nintendo Co., Ltd. (2005-05-26). Retrieved on 2007-11-25
- ↑Evans, David S.; Hagiu, Andrei; Schmalensee, Richard (2006). Invisible engines: how software platforms drive innovation and transform industries ([Online-Ausg.] ed.). Cambridge (Mass.): MIT Press. p. 131. ISBN0262050854. http://books.google.co.uk/books?id=5Wx6-uv-DSkC&pg=PA131. Retrieved 31 January 2012. (with reference to Table 2: Worldwide Video Game Console Annual Shipment History - 1989-1998. Video Game Consoles: Sony, Nintendo and SEGA Brace for Microsoft Challenge. In-Stat (NPD Group) (December 2000). Archived from the original on 2001-05-01 Retrieved on 31 January 2012)
- ↑Blake Snow (2007-05-04). The 10 Worst-Selling Consoles of All Time. GamePro.com. Archived from the original on 2008-09-05 Retrieved on 2007-11-25
- ↑ 5.05.15.2http://www.neogaf.com/forum/showpost.php?p=150080900&postcount=56
- ↑Greg Orlando (2007-05-15). Console Portraits: A 40-Year Pictorial History of Gaming. Wired News. Condé Nast Publications. Retrieved on 2008-03-23
- ↑Blake Snow (2007-05-04). The 10 Worst-Selling Consoles of All Time. GamePro.com. Archived from the original on 2008-09-05 Retrieved on 2007-11-25
- ↑ 8.08.1Edge, April 1995, page 10
- ↑ 9.09.19.29.39.4SEGA Saturn sales in Japan:
- ↑Annual (FY) Japanese Home Console Hardware Shipments, Nihon Keizai Shimbun (Nikkei)
- ↑Mega, issue 23, August 1994
- ↑ 12.012.1PlayStation Cumulative Production Shipments of Hardware. Sony Computer Entertainment Inc. Archived from the original on 2011-05-24 Retrieved on 2008-03-22. Note: These Japan sales figures include shipments to other Asian countries.
- ↑ 13.013.113.213.313.413.5Consolidated Sales Transition by Region (PDF). Nintendo (2012-10-23). Archived from the original on 2012-11-12 Retrieved on 2012-10-24
- ↑PlayStation sales in Asia by end of 2001: 19.07 million
- Korea, Taiwan, Hong Kong, Singapore: 3.815 million
- Japan: 15.255 million
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Trends[edit]
3D Gaming[edit]
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]
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]
Fifth Generation Consolesthe History Of Video Games On
Major consoles[edit]
Fifth Generation Consolesthe History Of Video Games Free
- 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 |
- ↑'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/.
- ↑ 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.
- ↑'shmuplations.com'. https://shmuplations.com/megamanlegends/.
- ↑'Retro Review: Mega Man Legends - YouTube'. https://www.youtube.com/watch?v=Tp_TSdLGz60.
- ↑'History of the CRT TV' (in en). https://home.bt.com/tech-gadgets/television/retro-tech-the-crt-tv-11363858003032.
- ↑'Sony Pulls Plug on Historic Trinitron TV' (in en). https://spectrum.ieee.org/tech-talk/semiconductors/devices/sony_pulls_plug_on_historic_tr.
- ↑Broersma, Matthew. 'Flat TV, big price' (in en). https://www.zdnet.com/article/flat-tv-big-price/.
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