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History of video game consoles (fifth generation)

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In the history of computer and video games, the 32-bit / 64-bit era was the fifth generation of video game consoles. It featured both 32-bit and 64-bit consoles, and the market was dominated by three consoles, the Sony PlayStation (1994), Sega Saturn (1995) and the Nintendo 64 (1996), with the PlayStation eventually ending up the most successful. Demographics in console sales varied overall, but these consoles defined the System wars of this era (see section below). The 3DO and Atari Jaguar were also part of this era, but their marketing was poor and they failed to make an impact. This era also saw two updated versions of Nintendo's Game Boy: Game Boy Color and Game Boy Light (Japan only).

Bit ratings for consoles largely fell by the wayside during this era, with the notable exception of the Nintendo 64. The number of "bits" cited in console names referred to the CPU word size and had been used by hardware marketers as a "show of power"; however there was little to be gained from increasing the word size much beyond 32 or 64 bits - performance depended on more varied factors, such as processor clock speed, bandwidth, and memory size.

The 32-bit / 64-bit era also saw the rise of console emulation. One of the very first fan translation projects, Final Fantasy V, was released to the emulation community during this era. Its translation is largely held as one of the catalysts that inspired FFV's subsequent popularity in the US. Due to that increased popularity, NES and SNES ROMs have become widespread on the internet, and are much easier to find during the sixth generation era than they were during the 32-bit / 64-bit era.

Ridge Racer was one of Sony's launch titles for the PlayStation; it was a port of the Namco-made arcade game.
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Ridge Racer was one of Sony's launch titles for the PlayStation; it was a port of the Namco-made arcade game.

Transition to 3D

The 32-bit / 64-bit era is most noted for the rise of fully 3D games. While there were games prior that had used three dimensional environments, this was the era where 3D interaction largely replaced the traditional 2D games of the 16 and 8-bit eras. Super Mario 64 on the N64 and Tomb Raider on the Saturn, and then on the PlayStation, are prime examples; they were marketed as some of the first fully 3D console games, and they steered the industry's focus away from side-scrolling and rail-style titles.

Complaints from older gamers

With the growing popularity of 3D gaming during this era, the industry saw the birth of a term that some older video game players used: "new school" gaming. Largely derogatory in nature, the term came to denote what the older gamers perceived as a lack of gameplay quality in the new titles; they claimed that the focus of newer games was entirely focusing on the graphic capabilities of the new systems, and less about the way the games themselves played. Many critics, some of whom began to call themselves old school gamers, call this the beginning of an "industrial revolution" of video gaming, and adamantly state that SNES games are more entertaining than 32-bit / 64-bit era video games (and by extension today's video games). Fundamental gameplay changes between the old school and new school era include gameplay actions revolving around more true-to-life animation (which had already been done with Prince of Persia, but really brought to the fore with the addition of fully 3D environments in games like Tomb Raider and Tekken), instead of the quicker, 2D cartoon-style action typical of titles like Super Mario World and Sonic the Hedgehog.

Another fundamental change was the widespread adoption of CD-ROM technology which allowed more storyline content into games. The critics claimed that the longer, more involved plotlines focused the developers away from developing gameplay content.

System Wars

Next Generation Magazine's December 1996 cover
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Next Generation Magazine's December 1996 cover

The 32-bit / 64-bit era was a paramount staging ground of the continuing "system wars" between the large game hardware manufacturers. "System wars" were a phenomenon in which people would attempt to evaluate the upcoming hardware of a system and purchase the system for that reason alone, speculating that the best games must be made for that hardware. Since the length of time systems spent in development had been steadily growing since the 8-bit era, and since a growing consumer awareness was making the development process more public than at any time in the past, consumers were left with a lengthy period of time in which to speculate about the strengths and weakenesses of the consoles to be released in the next generation. Many events transpired to mislead gamers during this era, further causing controversy and bitterness over the process:

In the end, Atari (already on shaky ground) ended up being purchased by JT Storage (and later Infogrames) and stopped making game hardware, and Sega's loss of consumer confidence (coupled with its previous console failures) in North America set the company up for a similar fate in the next round of console wars.

CD vs cartridge

During the 32/64-bit era, Nintendo made the somewhat controversial decision to make the N64 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). It also had the dubious benefit, however, of allowing Nintendo to charge larger licensing fees, as cartridge production was considerably more expensive than CD production. Yet, almost every other contemporary system began to move to the new CD-ROM technology, and many game developers began to embrace the Sony PlayStation because it was cheaper to develop for. This sparked a small scale war amongst gamers as to which was better. The "media war" was spurred on no less by statements from top company executives themselves; one Nintendo magazine ad placed a Space Shuttle (cartridge) next to a snail (a CD) and dared consumers to decide "which one was better".

The cartridge vs. disc debate came to an infamous climax during the release of Final Fantasy VII. Despite the fact that all six previous Final Fantasy games had been published on Nintendo systems, the series' producer, Squaresoft (now known as Square Enix), chose to release Final Fantasy VII on the Sony PlayStation. In response, Nintendo's president publicly stated that Nintendo didn't need Square's business, because "Square's games were dull, slow, and gamers did not want to play dull, slow games". This incident provided a highly-publicized denunciation of Nintendo's cartridge-based system which caused negative publicity for Nintendo.

Consoles of the 32-bit / 64-bit Era (5th Generation)

Consoles

Image:Cd32.jpg|Commodore Amiga CD32
1993-1994: U.S., Europe Image:Pioneer_Laseractive.jpg|Pioneer LaserActive
1993-1996 Image:FM Towns Marty.jpg|FM Towns Marty
1993-199?: Japan Image:3do system.PNG|3DO Interactive Multiplayer
1993-1995 Image:Atarijaguar.jpg|Atari Jaguar and Atari Jaguar CD (add-on)
1993-1996: Japan, U.S., Europe Image:Sega 32x.jpeg|Sega 32x (add-on)
1994-1996: Japan, U.S. 1995-1996: Europe Image:Sega saturn.jpg|Sega Saturn
1994-1999: Japan, 1995-1998 U.S., Europe Image:PlayStationConsole.jpg|Sony PlayStation
1994-2006: Japan, 1995-2006: U.S., Europe Image:PC-FX.jpg|PC FX
1994-1997: Japan Image:Pippinfront.jpg|Bandai Pippin
1995-1997: Japan, 1996-1997: U.S. Image:Nintendo_64.jpg|Nintendo 64
1996-2002: Japan, U.S, Australia, 1997-2001: Europe

Handhelds

Image:NeoGeoPocketMonochrome.jpg|Neo Geo Pocket
1996-1998 Japan Image:Tigergamecom.jpg|Game.com
1997-2000 U.S. Image:WonderSwan.jpg|Wonderswan
1997-2000 Japan Image:Game_Boy_Light.jpg|Game Boy Light
1998-2000: Japan Image:Game_Boy_Color.jpg|Game Boy Color
1998-2003 Image:Neo geo pocket color.png|Neo Geo Pocket Color
1998-2001 Japan: 1999-2000 U.S., Europe

Video game franchises established

Milestone titles

See also

 


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