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Fifth generation of video game consoles
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{{short description|Gaming generation from 1993 to 2006}} {{More citations needed|date=January 2008}} {{Use mdy dates|date=February 2023}} {{VG History|expandmenu=2}} The '''fifth generation era''' (also known as the '''32-bit era''', the '''64-bit era''', or the '''3D era''') refers to [[Computer game|computer]] and [[video game]]s, [[Home video game console|video game consoles]], and [[Handheld game console|handheld gaming consoles]] dating from approximately October 4, 1993, to March 23, 2006.{{efn|group=note|name=Fifth|The fifth generation of video game consoles began when [[Panasonic]] released the [[3DO Interactive Multiplayer]] on October 4, 1993, in the American market.<ref name="NGen12">{{cite magazine|date=December 1995|title=Which Game System is the Best?|magazine=[[Next Generation (magazine)|Next Generation]]|publisher=[[Imagine Media]]|issue=12|pages=36–85}}</ref> Then the fifth generation of video game console ended when the last console of the generation, the [[PlayStation (console)|Sony PlayStation]], was discontinued on March 23, 2006.<ref name="stops">{{cite web |title=Sony stops making original PS |website=[[GameSpot]] |last=Sinclair |first=Brendan |url=http://www.gamespot.com/articles/sony-stops-making-original-ps/1100-6146549/ |date=March 24, 2006 |access-date=October 2, 2015 |archive-url=https://web.archive.org/web/20190327183803/https://www.gamespot.com/articles/sony-stops-making-original-ps/1100-6146549/ |archive-date=March 27, 2019 |url-status=live }}</ref>}} The [[List of best-selling game consoles|best-selling home console]] was the [[PlayStation (console)|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 [[History of video game consoles (fourth generation)|fourth generation consoles]] include: * [[3D computer graphics|3D polygon graphics]] with [[texture mapping]] * 3D graphics capabilities – [[Computer graphics lighting|lighting]], [[Gouraud shading]], [[Spatial anti-aliasing|anti-aliasing]] and [[texture filtering]] * [[Optical disc]] ([[CD-ROM]]) game storage, allowing much larger storage space (up to 650 [[Mebibyte|MB]]) than [[ROM cartridge]]s * [[CD]] [[Sound quality|quality]] audio recordings (music and speech) – [[PCM]] audio with [[Audio bit depth|16-bit depth]] and 44.1 kHz [[Sampling (signal processing)|sampling]] rate * Wide adoption of [[full motion video]], displaying [[pre-rendered]] [[computer animation]] or [[live action]] footage * [[Analog Joystick|Analog controllers]] * [[Display resolution]]s from [[480i]]/[[480p]] to [[576i]] * [[Color depth]] up to 16,777,216 colors ([[24-bit color|24-bit true color]]) This era is known for its pivotal role in the [[video game industry]]'s leap from [[2D computer graphics|2D]] to [[3D computer graphics]], as well as the shift in home console games from being stored on [[ROM cartridge]]s to [[optical disc]]s. 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 video game consoles|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=== {{Expand section|date=December 2007}} The [[32-bit]]/[[64-bit]] era is most noted for the rise of fully [[3D computer graphics|3D polygon]] games. While there were games prior that had used three-dimensional polygon environments, such as ''[[Virtua Racing]]'' and ''[[Virtua Fighter (video game)|Virtua Fighter]]'' in the [[Arcade game|arcades]] and [[Star Fox (1993 video game)|''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]] [[Sega Genesis|Genesis]] and Super NES. Starting in 1996, 3D video games began to take off with releases such as ''[[Virtua Fighter 2]]'' on the [[Sega Saturn|Saturn]], ''[[Tomb Raider (1996 video game)|Tomb Raider]]'' on the [[PlayStation (console)|PlayStation]] and Saturn, ''[[Tekken 2]]'' and ''[[Crash Bandicoot (video game)|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 shooter|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=== {{see also|ROM cartridge}} After allowing Sony to develop a [[CD]]-based [[PlayStation (console)#Development|prototype console]] for them and a similar failed partnership with [[Philips]],<ref name=dring>Christopher Dring, 2013-07-11, [http://www.mcvuk.com/news/read/tale-of-two-e3s-Xbox-vs-Sony-vs-Sega/0118482 A Tale of Two E3s – Xbox vs Sony vs Sega] {{Webarchive|url=https://web.archive.org/web/20141023102254/http://www.mcvuk.com/news/read/tale-of-two-e3s-xbox-vs-sony-vs-sega/0118482 |date=October 23, 2014 }}, 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>{{Cite web|title=Iwata Asks|url=http://iwataasks.nintendo.com/interviews/#/3ds/zelda-ocarina-of-time/1/4|website=iwataasks.nintendo.com|access-date=April 30, 2020|archive-date=July 25, 2015|archive-url=https://web.archive.org/web/20150725233103/http://iwataasks.nintendo.com/interviews/#/3ds/zelda-ocarina-of-time/1/4|url-status=live}}</ref><ref>{{Cite web|title=Nintendo 64 (Project Reality) · RetroReversing|url=https://www.retroreversing.com/n64/|website=www.retroreversing.com|access-date=April 30, 2020|archive-date=March 8, 2021|archive-url=https://web.archive.org/web/20210308133646/https://www.retroreversing.com/n64/|url-status=live}}</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.{{citation needed|date=August 2012}} 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>{{cite magazine|title=The Format of the Future: CD-ROM or Cartridge?|magazine=[[GamePro]]|issue=69|publisher=[[IDG]]|date=June 1994|page=8}}</ref><ref name=NGen14>{{cite magazine |title=Ultra 64: Nintendo's Shot at the Title|magazine=[[Next Generation (magazine)|Next Generation]]|issue=14 |publisher=[[Imagine Media]] |date=February 1996|pages=36–44}}</ref> (2) considerably lower manufacturing costs, making them much less risky for game publishers;<ref name=NGen14/><ref name=NGen20>{{cite magazine |title=10 Reasons Why Nintendo 64 Will Kick Sony's and Sega's Ass (& 20 Reasons Why it Won't) |magazine=[[Next Generation (magazine)|Next Generation]]|issue=20|publisher=[[Imagine Media]] |date=August 1996 |pages=39–41}}</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. {{"'}}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>{{cite magazine|title=The Future of Consoles: Sony, Nintendo, and Sega Talk Back |magazine=[[Next Generation (magazine)|Next Generation]] |issue=34|publisher=[[Imagine Media]] |date=October 1997|page=53}}</ref><ref>{{cite magazine |author1=Bacani, Cesar |author2=Mutsuko, Murakami |name-list-style=amp |archive-url=https://web.archive.org/web/20051226163418/http://www.asiaweek.com/asiaweek/97/0418/cs1.html |url=http://www.asiaweek.com/asiaweek/97/0418/cs1.html |archive-date=December 26, 2005 |title=Nintendo's new 64-bit platform sets off a scramble for market share |magazine=[[Asiaweek]] |date=April 18, 1997 |access-date=February 9, 2007}}</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>{{cite web |last1=Oxford |first1=David |title=Why Cartridges Instead of CDs for the Nintendo 64? - Old School Gamer Magazine |url=https://www.oldschoolgamermagazine.com/why-cartridges-instead-of-cds-in-the-nintendo-64/ |website=Old School Gamer Magazine |access-date=July 25, 2022 |date=February 1, 2018 |archive-date=July 25, 2022 |archive-url=https://web.archive.org/web/20220725085222/https://www.oldschoolgamermagazine.com/why-cartridges-instead-of-cds-in-the-nintendo-64/ |url-status=live }}</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>{{cite journal|title=Squaresoft Head for Sony|journal=Maximum: The Video Game Magazine|issue=4 |publisher=[[Emap International Limited]]|date=March 1996|page=105}}</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 of the fifth-generation consoles=== 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>{{cite magazine|last=Carpenter |first=Danyon |title=The Flood Waters Are Rising...|magazine=[[Electronic Gaming Monthly]]|issue=60|publisher=EGM Media, LLC|date=July 1994|page=6}}</ref> ====Major consoles==== 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 [[Atari Jaguar#Bit count controversy|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.{{Citation needed|date=February 2014}} The 32-bit [[Atari Panther]], set to be released in 1991, was canceled due to unexpectedly rapid progress in developing the Jaguar.<ref>[http://www.atariage.com/Jaguar/history.html Atari Jaguar History] {{Webarchive|url=https://web.archive.org/web/20160513071033/http://www.atariage.com/Jaguar/history.html |date=May 13, 2016 }}, AtariAge.</ref> 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>{{cite web |url=https://www.theguardian.com/technology/2015/may/14/sega-saturn-how-one-decision-destroyed-playstations-greatest-rival |author=Keith Stuart |work=[[The Guardian]] |date=May 14, 2015 |access-date=October 19, 2019 |title=Sega Saturn: how one decision destroyed PlayStation's greatest rival <nowiki>| Technology |</nowiki> The Guardian |archive-date=May 26, 2015 |archive-url=https://web.archive.org/web/20150526191917/http://www.theguardian.com/technology/2015/may/14/sega-saturn-how-one-decision-destroyed-playstations-greatest-rival |url-status=live }}</ref> selling far fewer units than the [[Master System]] and [[Mega Drive]]/Genesis before it. The [[PlayStation (console)|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.{{citation needed|date=October 2019}} 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.{{citation needed|date=October 2019}} 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.{{citation needed|date=October 2019}} ====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 International|Commodore]]'s bankruptcy and court-ordered import restrictions.<ref>Perelman, M: "Steal This Idea", page 60. Palgrave Macmillan, 2004</ref><ref name="discontinuation"> {{cite web|date=January 11, 2001|title="Amiga history guide", the Amiga CD32 section|url=http://www.amigahistory.co.uk/cd32.html|url-status=dead|archive-url=https://web.archive.org/web/20120616135008/http://www.amigahistory.co.uk/cd32.html|archive-date=June 16, 2012|access-date=August 28, 2011}}</ref> Despite promising initial sales, the console was hampered by poor software quality with many titles being simply re-releases of older games.<ref>{{cite web |url=https://www.retrodomination.com/idiots-guide-to-consoles-amiga-cd32/ |title=Idiots Guide To Consoles – Amiga CD32 |author=James Matson |date=July 25, 2013 |access-date=February 14, 2022 |archive-date=February 15, 2022 |archive-url=https://web.archive.org/web/20220215050958/https://www.retrodomination.com/idiots-guide-to-consoles-amiga-cd32/ |url-status=live }}</ref> Production of the Amiga CD32 was discontinued after only eight months.<ref name="discontinuation"/> The [[3DO Interactive Multiplayer]] was one of the earliest fifth generation consoles and was released in October 1993. Despite having massive{{cn|date=February 2025}} 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 32X]], an add-on console produced by Sega for the [[Sega Genesis|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">{{cite web | title=32X/Project Mars: Anatomy of a Failure | publisher=goodcowfilms.com | url=http://www.goodcowfilms.com/farm/games/news-archive/SegaBase%20-%2032X.htm | access-date=June 22, 2007 | archive-url=https://web.archive.org/web/20070928063505/http://www.goodcowfilms.com/farm/games/news-archive/SegaBase%20-%2032X.htm | archive-date=September 28, 2007 | url-status=dead }}</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">{{cite news |title=What is the NEC PC-FX then? |url=https://archive.org/details/ultimate-future-games-05/page/n39/mode/2up |access-date=November 30, 2020 |agency=Ultimate Future Games |issue=5 |publisher=[[Future Publishing]] |date=April 1995 |pages=40–41}}</ref><ref name="GCritic">{{cite news |title=早期CD-ROMの導人による時代の先躯NEC. FXに対する本音はどこにあるのか. PC-FX |url=https://archive.org/details/gamecriticismvol141995600DPI/Game%20Criticism%20Vol.%201-4%201995%20%28Searchable%29/page/n30/mode/2up |access-date=November 30, 2020 |agency=Game Criticism |issue=1–4 |publisher=Micro Magazine |date=1995 |pages=30–33 |language=ja}}</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>{{cite web |url=https://www.techspot.com/article/1085-Nintendo-Virtual-Boy/ |author=William Seibert |date=December 21, 2017 |access-date=October 19, 2019 |title=Virtual Reality Then: A Look Back at the Nintendo Virtual Boy - TechSpot |publisher=TechSpot |archive-date=March 8, 2021 |archive-url=https://web.archive.org/web/20210308194154/https://www.techspot.com/article/1085-Nintendo-Virtual-Boy/ |url-status=live }}</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>{{cite web |url=https://www.engadget.com/2017/07/18/tech-hunters-nintendo-virtual-boy/ |title=Tech Hunters: Looking back at Nintendo's failed Virtual Boy |author=Matt Brian |date=July 18, 2017 |publisher=endgadget |access-date=October 19, 2019 |archive-date=May 20, 2019 |archive-url=https://web.archive.org/web/20190520012733/https://www.engadget.com/2017/07/18/tech-hunters-nintendo-virtual-boy/ |url-status=live }}</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, Atari Jaguar, and the upcoming Nintendo 64. The Amiga CD32 had already been discontinued; the 3DO Interactive Multiplayer, 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>{{cite magazine|title=1996 |magazine=[[Electronic Gaming Monthly]]|issue=78|publisher=Sendai Publishing|date=January 1996|pages=18–20}}</ref> Moreover, even the leading fifth generation consoles were still facing sluggish sales. Combined sales for the PlayStation, Saturn, and Jaguar 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>{{cite magazine|title=16-Bit Surge|magazine=[[GamePro]]|issue=91|publisher=[[IDG]]|date=April 1996|page=16}}</ref> [[Focus group]]s 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>{{cite magazine|title=1996: The Year of the Videogame|magazine=[[Next Generation (magazine)|Next Generation]]|issue=13 |publisher=[[Imagine Media]] |date=January 1996|page=65}}</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>{{cite magazine |title=Don't Call it a Comeback |magazine=[[Electronic Gaming Monthly]]|issue=91 |publisher=[[Ziff Davis]]|date=February 1997 |page=20}}</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>{{Cite web|last=Copetti|first=Rodrigo|url=https://copetti.org/projects/consoles/sega-saturn/|title=Sega Saturn Architecture|website=copetti.org|date=August 3, 2019|access-date=April 30, 2020|archive-date=April 30, 2020|archive-url=https://web.archive.org/web/20200430075530/https://copetti.org/projects/consoles/sega-saturn/|url-status=live}}</ref> Sega was also hurt by the Saturn's surprise four-month-early U.S. launch of their console; third-party developers, who had been planning for the originally scheduled launch, could not provide many 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, Sony had already established its dominance, the Saturn was starting to struggle, and the 3DO and Jaguar had been discontinued.{{Citation needed|date=February 2014}} 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.{{Citation needed|date=January 2008}} 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>{{cite web|url=https://www.gamespot.com/articles/nintendo-64-price-shock/1100-2466820|title=Nintendo 64 Price Shock|work=[[GameSpot]]|date=April 26, 2000|access-date=July 10, 2017|archive-date=August 8, 2018|archive-url=https://web.archive.org/web/20180808073340/https://www.gamespot.com/articles/nintendo-64-price-shock/1100-2466820/|url-status=live}}</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 (1997 video game)|GoldenEye 007]]'', ''[[Banjo-Kazooie (video game)|Banjo-Kazooie]]'', and ''[[Super Smash Bros. (video game)|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 [[#Worldwide sales standings|PlayStation's lead in the market]]. By 1997, 40% to 60% of American homes played on video game consoles.{{Explain|reason=The source does not expressly say that, and it needs better attribution, since it appears to be from a university|date=June 2023}} 30% to 40% of these homes owned a console, while an additional 10% to 20% rented or shared a console.<ref>{{cite book | editor1-last=Cassell | editor1-first=Justine | editor2-last=Jenkins | editor2-first=Henry | title=From Barbie to Mortal Kombat: Gender and Computer Games | publisher=MIT Press |chapter-url=http://www.economics.rpi.edu/public_html/ruiz/EGDFall2013/readings/From%2520Barbie%2520to%2520Mortal%2520Combat.doc |archive-url=https://web.archive.org/web/20160307001348/http://webcache.googleusercontent.com/search?q=cache%3A2W7jV8xhO_QJ%3Awww.economics.rpi.edu%2Fpublic_html%2Fruiz%2FEGDFall2013%2Freadings%2FFrom%20Barbie%20to%20Mortal%20Combat.doc |url-status=dead |archive-date=March 7, 2016 |chapter=Chess For Girls? Feminism and Computer Games |access-date=December 10, 2015 |df=mdy-all| year=2000 | isbn=978-0-262-53168-9 }}</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 [[Reverse takeover|merging into]] [[JTS Corporation]] in 1996.<ref>{{cite magazine |title=The Life and Death of Atari |magazine=[[GamePro]] |issue=92 |publisher=[[IDG]]|date=May 1996|page=20}}</ref><ref>{{cite magazine |title=Video Game Timeline |magazine=[[Electronic Gaming Monthly]] |issue=102|publisher=[[Ziff Davis]]|date=January 1998 |page=137}}</ref> This caused [[Atari|the Atari name]] to virtually disappear from the gaming market until 1998, when [[Atari Interactive|Hasbro Interactive]] purchased the Atari assets from JTS for $5 million,<ref>{{cite web |last=Johnston |first=Chris |url=https://www.gamespot.com/articles/atari-goes-to-hasbro/1100-2462915/ |title=Atari Goes to Hasbro |website=GameSpot |date=April 8, 2000 |access-date=May 20, 2020 |archive-date=February 4, 2021 |archive-url=https://web.archive.org/web/20210204132911/https://www.gamespot.com/articles/atari-goes-to-hasbro/1100-2462915/ |url-status=live }}</ref> before selling itself to [[Atari SA|Infogrames]] for $100 million in 2001,<ref name="IGNBuyout">{{cite web|url=http://pc.ign.com/news/28701.html|title=Infogrames to Acquire Hasbro Interactive|date=December 6, 2000|website=[[IGN]]|archive-url=https://web.archive.org/web/20011119190727/http://pc.ign.com/news/28701.html|archive-date=November 19, 2001|url-status=dead|access-date=September 30, 2019}}</ref> and restructuring itself as a [[third-party developer]].<ref name="returnofataribrand">{{cite web |title=Infogrames ready to ship first games under Atari brand|work=gamespot.com |date=31 October 2001 |url=https://www.gamespot.com/articles/infogrames-ready-to-ship-first-games-under-atari-brand/1100-2821519/ |access-date=19 May 2018 |archive-date=19 May 2018 |archive-url=https://web.archive.org/web/20180519204858/https://www.gamespot.com/articles/infogrames-ready-to-ship-first-games-under-atari-brand/1100-2821519/ |url-status=live }}</ref> On May 14, 1999, Hasbro Interactive announced that all rights to the Atari Jaguar were released into the [[public domain]],<ref>{{cite web |url=http://www.atariage.com/Jaguar/archives/HasbroRights.html |title=Hasbro Releases Jaguar Publishing Rights |publisher=Hasbro Interactive |access-date=May 14, 2008 |quote=Beverly, MA (May 14, 1999) – Leading entertainment software publisher, Hasbro Interactive announced today it has released all rights that it may have to the vintage Atari hardware platform, the Jaguar. |archive-date=May 24, 2013 |archive-url=https://web.archive.org/web/20130524063922/http://www.atariage.com/Jaguar/archives/HasbroRights.html |url-status=live }}</ref> thus declaring [[Open platform|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 (video games)|homebrew developers]] began to release uncompleted Jaguar games as well as several brand new titles to satisfy the system's [[cult following]].<ref>{{cite web |last = Goss |first = Patrick |title = Redundant gadgets (Atari Jaguar entry) | url=http://tech.uk.msn.com/features/gallery.aspx?cp-documentid=6171299&imageindex=5 | access-date = October 23, 2007| archive-url = https://web.archive.org/web/20071011200651/http://tech.uk.msn.com/features/gallery.aspx?cp-documentid=6171299&imageindex=5 |archive-date = October 11, 2007}}</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=== {|class="wikitable" |+ Comparison of fifth-generation video game home consoles |- ! colspan="2" style="width: 10%;" | Name ! style="width: 15%;" | [[Sega Saturn]] ! style="width: 15%;" | [[PlayStation (console)|PlayStation]] ! style="width: 15%;" | [[Nintendo 64]] |- style="text-align: center;" ! colspan="2" | [[Manufacturer]] |[[Sega]] | [[Sony]] ([[Sony Interactive Entertainment|SCE]]) | [[Nintendo]] |- style="text-align:center;" ! colspan="2" rowspan="2" ; | Image(s) | style="background: white;" | [[File:Sega-Saturn-Console-Set-Mk1.jpg|170px|center]]<br />[[File:Sega-Saturn-JP-Mk1-Console-Set.jpg|170px]] | style="background: white;" | [[File:PSX-Console-wController.jpg|center|170px]]<br />[[File:PSone-Console-Set-NoLCD.jpg|170px]] | style="background: white;" | [[File:N64-Console-Set.jpg|170px|center]]<br />[[File:64DD-Attached.jpg|110px]] |- | '''Top:''' North American Saturn Model 1 and controller<br />'''Bottom:''' Japanese Saturn Model 1 and updated controller | '''Top:''' Original PlayStation with [[DualShock]] controller<br />'''Bottom:''' Revised [[PSOne]] with DualShock controller | '''Top:''' Nintendo 64 with controller and game cartridge<br />'''Bottom:''' Nintendo 64 with 64DD peripheral attached |- ! colspan="2" |Release date |{{vgrelease|JP|November 22, 1994|NA|May 11, 1995|EU|July 8, 1995}} |{{vgrelease|JP|December 3, 1994|NA|September 9, 1995|EU|September 29, 1995|AUS|November 15, 1995}} |{{vgrelease|JP|June 23, 1996|NA|September 29, 1996|EU|March 1, 1997|AUS|March 1, 1997}} |- ! rowspan="4" |Launch price ![[US$]] |{{US$|399.99|1995|round=-1}} |{{US$|299.99|1995|round=-1}}<ref>{{cite magazine |date=September 1995 |title=Will the Release of the PSX Ignite Gamers' Interests? |magazine=[[Electronic Gaming Monthly]] |publisher=[[Ziff Davis]] |pages=26–27 |issue=74}}</ref> |{{US$|199.99|1995|round=-1}} |- ![[GBP]] |<!--Saturn-->{{£|399.99}}<ref name="RetroinspectionSaturn">{{cite magazine|title=Retroinspection: Sega Saturn|last=McFerran|first=Damien|magazine=Retro Gamer|pages=44–49|issue=34}}</ref> ({{inflation|UK|399.99|1995|r=-1|fmt=eq|cursign=£}}) |<!--PS1-->{{£|299}}<ref>{{cite book|title=The PlayStation Book|last=McFerran|first=Damien |publisher=[[Imagine Publishing]]|location=[[Bournemouth]]|url=https://archive.org/details/The_PlayStation_Book_2015_UK/ |year=2015|isbn=978-1785-461-064 |page=9}}</ref>({{inflation|UK|299|1995|r=-1|fmt=eq|cursign=£}}) |<!--N64--> |- ![[A$]] |<!--Saturn--> |<!--PS1--> |<!--N64--> |- ![[JP¥]] |<!--Saturn-->{{¥|44,800}} ({{inflation|JP|44,800|1994|r=-1|fmt=eq|cursign=¥}}) |<!--PS1-->{{¥|39,800}} ({{inflation|JP|39,800|1994|r=-1|fmt=eq|cursign=¥}}) |<!--N64--> |- ! rowspan="2" |[[Data storage device|Media]] !Type |{{Unbulleted list | CD-ROM | Cartridge {{small|(limited, Japan and Europe only)}}}} |CD-ROM |{{Unbulleted list | [[Nintendo 64 Game Pak|Game Pak]] cartridge | Proprietary [[magnetic disk]] {{small|(via [[64DD]])}} }} |- ![[Regional lockout]] | {{No|Region locked}} | {{No|Region locked}} | {{No|Region locked}} |- ! colspan="2" |[[List of best-selling video games|Best-selling game]] |''[[Virtua Fighter 2]]'', 1.7 million<ref>{{cite web|url=http://www.the-magicbox.com/topten2.htm |title=Japan Platinum Game Chart |publisher=The Magic Box |access-date=November 25, 2007 |url-status=dead |archive-url=https://web.archive.org/web/20071213230402/http://www.the-magicbox.com/topten2.htm |archive-date=December 13, 2007 }}</ref> |''[[Gran Turismo (1997 video game)|Gran Turismo]]'', 10.85 million<ref>{{cite press release|url=http://asia.PlayStation.com/eng_hk/index.php?q=node/1517 |archive-url=https://web.archive.org/web/20080916065905/http://asia.playstation.com/eng_hk/index.php?q=node%2F1517 |archive-date=September 16, 2008 |title=Gran Turismo Series Shipment Exceeds 50 Million Units Worldwide |date=May 9, 2008 |access-date=June 3, 2008 |publisher=[[Sony Computer Entertainment]] |url-status=dead }}</ref><ref>{{cite web|url=http://www.polyphony.co.jp/english/list.html |title="Gran Turismo" Series Software Title List |date=April 2008 |access-date=June 3, 2008 |publisher=[[Polyphony Digital]] |url-status=dead |archive-url=https://web.archive.org/web/20070206025009/http://www.polyphony.co.jp/english/list.html |archive-date=February 6, 2007 }}</ref> |''[[Super Mario 64]]'', 11.62 million<ref>{{cite web | title=Mario sales data | publisher=GameCubicle.com | url=http://www.gamecubicle.com/features-mario-units_sold_sales.htm | access-date=November 25, 2007 | archive-date=October 11, 2018 | archive-url=https://web.archive.org/web/20181011133132/http://www.gamecubicle.com/features-mario-units_sold_sales.htm | url-status=live }}</ref><ref>{{cite web | url=http://www.ownt.com/qtakes/2003/gamestats/gamestats.shtm | title=All Time Top 20 Best Selling Games | access-date=November 25, 2007 | archive-url=https://web.archive.org/web/20060221044930/http://www.ownt.com/qtakes/2003/gamestats/gamestats.shtm | archive-date=February 21, 2006 | date=May 21, 2003}}</ref> |- ! colspan="2" |[[CPU]] | * 2× Hitachi SH-2 7604 (32‑bit RISC) @ 28.63 MHz) * [[SuperH|Hitachi SH-1]] (32‑bit RISC) @ 20 [[MHz]] (12.5 MIPS)<ref>{{cite web|url=http://www.dcshooters.co.uk/sega/saturn/saturn.php|title=The Sega Saturn – A 32-BIT Untamed Monster|access-date=December 10, 2015|archive-date=October 21, 2019|archive-url=https://web.archive.org/web/20191021070319/http://www.dcshooters.co.uk/sega/saturn/saturn.php|url-status=dead}}</ref> * [[Motorola 68000|Motorola 68EC000]] (16/32‑bit CISC) @ 11.3 MHz<ref name="Saturn Overview Manual">{{cite web|url=http://koti.kapsi.fi/~antime/sega/files/ST-103-R1-040194.pdf|title=Saturn Overview Manual|publisher=Sega of America|date=June 6, 1994|access-date=April 25, 2014|archive-date=June 18, 2015|archive-url=https://web.archive.org/web/20150618112426/http://koti.kapsi.fi/~antime/sega/files/ST-103-R1-040194.pdf|url-status=live}}</ref> (1.9775 MIPS<ref name="retro">{{cite web|url=http://www.drolez.com/retro/|title=Lud's Open Source Corner|author=Ludovic Drolez|access-date=December 10, 2015|archive-date=March 9, 2020|archive-url=https://web.archive.org/web/20200309132442/https://drolez.com/retro/|url-status=live}}</ref>) * [[Sega ST-V|SCU]] (32‑bit Saturn Control Unit)<ref name="consoledatabase">{{cite web|url=http://www.consoledatabase.com/faq/segasaturn/segasaturnfaq.txt |title=Sega Saturn FAQ |work=Console Database |access-date=December 10, 2015 |url-status=dead |archive-url=https://web.archive.org/web/20121103063629/http://www.consoledatabase.com/faq/segasaturn/segasaturnfaq.txt |archive-date=November 3, 2012 }}</ref> | * [[PlayStation technical specifications|LSI LR333x0]] (labelled as the Sony CXD8530CQ on the package) (based on the [[R3000|MIPS R3051]] core) @ 33.8688 MHz (30 MIPS<ref>{{cite magazine|title=Inside the PlayStation |magazine=[[Next Generation (magazine)|Next Generation]]|issue=6|publisher=[[Imagine Media]]|date=June 1995|page=51|url=https://archive.org/details/nextgen-issue-006/page/n54/mode/1up}}</ref>) * System control coprocessor (inside CPU) | [[Nintendo 64 technical specifications|NEC VR4300]] ([[64-bit|64‑bit]] RISC) @ 93.75 MHz (125 MIPS)<ref>{{cite web|url=http://www.futuretech.blinkenlights.nl/sgi2.html|title=The Power Behind Nintendo 64|access-date=December 10, 2015|archive-date=September 24, 2015|archive-url=https://web.archive.org/web/20150924020218/http://www.futuretech.blinkenlights.nl/sgi2.html|url-status=dead}}</ref><ref>{{cite web |title=VR 4300 TM, VR 4305 TM, VR 4310 TM User's Manual – Page 230 |url=http://datasheets.chipdb.org/NEC/Vr-Series/Vr43xx/U10504EJ7V0UMJ1.pdf |website=Datasheets.chipdb.org |publisher=NEC |access-date=August 15, 2018 |archive-date=April 7, 2018 |archive-url=https://web.archive.org/web/20180407153912/http://datasheets.chipdb.org/NEC/Vr-Series/Vr43xx/U10504EJ7V0UMJ1.pdf |url-status=live }}</ref> * [[32-bit]] data [[coprocessor]] (64DD) |- ! colspan="2" |[[GPU]] | * [[Sega ST-V|Sega VDP1]] (32‑bit video display processor) @ 28.63 MHz (sprites, textures, polygons)<ref name="VDP1">{{cite web|url=http://koti.kapsi.fi/~antime/sega/files/ST-013-R3-061694.pdf|title=General notice|website=Koti.kapsi.fi|access-date=January 9, 2019|archive-date=November 6, 2014|archive-url=https://web.archive.org/web/20141106010535/http://koti.kapsi.fi/~antime/sega/files/ST-013-R3-061694.pdf|url-status=live}}</ref> * [[Sega ST-V|Sega VDP2]] (32‑bit video display processor) @ 28.63 MHz (backgrounds, [[scrolling]])<ref name="VDP2">{{cite web|url=http://koti.kapsi.fi/~antime/sega/files/ST-058-R2-060194.pdf|title=General notice|website=Koti.kapsi.fi|access-date=January 9, 2019|archive-date=June 18, 2015|archive-url=https://web.archive.org/web/20150618112404/http://koti.kapsi.fi/~antime/sega/files/ST-058-R2-060194.pdf|url-status=live}}</ref> * SCU DSP (inside [[Sega ST-V|SCU]] (32‑bit Saturn Control Unit))<ref name="consoledatabase" /> | * [[PlayStation technical specifications|Sony GPU]]<ref name="psxgpu">{{cite web |url=http://psx.rules.org/gpu.txt |title=GPU information |access-date=October 29, 2014 |archive-url=https://web.archive.org/web/20141116020533/http://psx.rules.org/gpu.txt |archive-date=November 16, 2014 |url-status=dead }}</ref> * [[Vector processor|Vector math unit]] (in main CPU) @ 66 MIPS |[[Reality Co-Processor]] (64‑bit [[MIPS R4000]] based, [[128-bit|128‑bit]] [[Vector processor|vector register processor]]) @ 62.5 MHz |- ! colspan="2" | [[Sound chip|Sound chip(s)]] | * [[Yamaha YMF292|Yamaha YMF292 SCSP]]<ref name="SCSP">{{cite web|url=http://koti.kapsi.fi/~antime/sega/files/ST-077-R2-052594.pdf|title=General notice|website=Koti.kapsi.fi|access-date=January 9, 2019|archive-date=June 18, 2015|archive-url=https://web.archive.org/web/20150618112427/http://koti.kapsi.fi/~antime/sega/files/ST-077-R2-052594.pdf|url-status=live}}</ref> * [[Yamaha YMF292|Yamaha FH1]] DSP (inside [[Yamaha YMF292|Yamaha YMF292 SCSP]]<ref name="SCSP" /> [[audio bit depth|24‑bit]], 128-step,<ref name="consoledatabase" /> 4 [[Instruction-level parallelism|parallel]] [[Instruction set|instructions]]) | [[PlayStation technical specifications|Sony SPU]] (sound processing unit) | [[Nintendo 64 technical specifications|Reality Signal Processor]] (DSP) |- ! colspan="2" | [[Computer memory|Memory]] | 4.5 [[Mebibyte|MB]] RAM * 2 MB [[SDRAM]] * 1.5 MB VRAM (512 KB [[Texture memory|sprite/texture cache]], 512 KB [[frame buffers]], 512 KB backgrounds) * 1 MB [[DRAM]] (512 KB sound, 512 KB CD-ROM sub-system [[Data buffer|buffer]] [[Cache (computing)|data cache]]) |3587 KB RAM * 2 MB DRAM * 1026 KB VRAM (1 MB frame buffer, 2 KB texture cache, 64 [[byte]]s [[FIFO (computing and electronics)|FIFO]] buffer) * 512 KB sound RAM * 1 KB non-associative [[Static random-access memory|SRAM]] [[CPU cache|data cache]] |4 MB [[RDRAM]] (8 MB with [[Expansion Pak]]) |- ! colspan="2" |[[Video game graphics|Video]] | * Resolution: 320×224 to 720×240 (progressive), 320×448 to [[576i|720×576]] (interlaced)<ref name="system16">{{cite web|url=http://www.system16.com/hardware.php?id=711 |title=System 16 – Sega STV (ST-V) Hardware (Sega) |access-date=December 10, 2015 |url-status=dead |archive-url=https://web.archive.org/web/20151211140657/http://www.system16.com/hardware.php?id=711 |archive-date=December 11, 2015 }}</ref> * Colors: 172,800 (720×240) on screen, out of 16,777,216 (24‑bit) palette * Polygons: 140,000/sec (textured, [[Computer graphics lighting|lighting]], [[Gouraud shading]])<ref>{{Cite web|title=VDP1 (Saturn)|url=https://segaretro.org/VDP1_(Saturn)|website=Sega Retro|date=October 2, 2020|access-date=July 23, 2020|archive-date=October 4, 2017|archive-url=https://web.archive.org/web/20171004214319/http://segaretro.org/VDP1_(Saturn)|url-status=live}}</ref> to 500,000/sec ([[flat shading]])<ref>{{cite web|url=http://www.sega-saturn.com/saturn/other/satspecs.htm|title=sega-saturn.com – Sega Saturn Tech Specs|access-date=December 10, 2015|archive-date=December 19, 2015|archive-url=https://web.archive.org/web/20151219224559/http://www.sega-saturn.com/saturn/other/satspecs.htm|url-status=usurped}}</ref> * Sprites/textures: 16,384/frame (32 bytes each, 512 KB memory), [[2.5D#Scaling along the Z axis|scaling]], rotation, distortion, [[texture mapping]]<ref name="VDP1" /> * Backgrounds: 7<ref name="system16" /> (3–6 [[Tile engine|tilemap]] planes, 1–4 bitmap planes), [[parallax scrolling]], scaling, rotation<ref name="VDP2" /> | * Resolution: 256×224 to 640×240 (progressive), 256×448 to [[480i|640×480]] (interlaced) * [[Color depth|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">{{cite web|title=Game Pilgrimage|url=http://www.gamepilgrimage.com/SATPScompare.htm|access-date=December 10, 2015|archive-date=December 30, 2015|archive-url=https://web.archive.org/web/20151230140607/http://www.gamepilgrimage.com/SATPScompare.htm|url-status=live}}</ref> to 360,000/sec<ref>{{cite web|url=http://www.8-bitcentral.com/images/sony/playstation/boxBack.jpg|format=JPG|title=Photographic image|website=8-bitcentral.com|access-date=January 9, 2019|archive-date=November 7, 2015|archive-url=https://web.archive.org/web/20151107050133/http://www.8-bitcentral.com/images/sony/playstation/boxBack.jpg|url-status=live}}</ref> (flat shading) * Sprites/textures: 4,000/frame<ref>{{cite web|url=https://archive.org/stream/nextgen-issue-001/Next_Generation_Issue_001_January_1995#page/n47/mode/2up/|title=NEXT Generation Issue #1 January 1995|date=January 1995|access-date=December 10, 2015}}</ref> ([[bitmap]] objects<ref name="psxgpu" />), scaling, rotation, texture mapping * Background: 1 bitmap plane | * Resolution: 320×240 to 720×288 (progressive), 320×480 to 720×576 (interlaced) * [[Color depth|Colors]]: 207,360 (720×288) on screen, out of 16,777,216 (24‑bit) palette * Polygons: 150,000/sec{{Citation needed|date=July 2020}} (textured, lighting, Gouraud shading) to 600,000/sec{{Citation needed|date=July 2020}} (flat shading), [[Spatial anti-aliasing|anti‑aliasing]], [[Z-buffering]] * Sprites/textures: Scaling, rotation, texture mapping, [[mipmap]]ping, [[texture filtering]], [[bilinear filtering]], [[trilinear filtering]]<ref>{{cite web|url=http://n64.icequake.net/mirror/www.white-tower.demon.co.uk/n64/|title=Inside Nintendo 64|access-date=December 10, 2015|archive-date=December 27, 2015|archive-url=https://web.archive.org/web/20151227070300/http://n64.icequake.net/mirror/www.white-tower.demon.co.uk/n64/|url-status=live}}</ref> * Background: 1 bitmap plane |- ! colspan="2" |[[Video game music|Audio]] |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 [[Music tracker|tracker]] music) * 16‑bit audio and 44.1 kHz sampling rate on all channels * Optional [[Dolby Surround]] support |- ! colspan="2" |Accessories (retail) | * Arcade Stick * [[Gamepad#Saturn|Saturn digital gamepad]] * [[Analog stick|3D controller]] * [[Light gun]]s * [[Multitap]] (up to 12 players) * [[Computer keyboard|Keyboard]] * [[Sega NetLink]] ([[Online game|online]] [[modem]] and keyboard) * Mouse * 1.44 MB 3.5" [[floppy disk]] drive * [[Sega Saturn#DirectLink|DirectLink]] ([[LAN]]) * [[Memory card]] * [[MPEG]] cards * [[RAM]] expansion cartridges | * [[PlayStation Multitap]] (up to 8 players) * Fishing reel controllers (''Bass Landing'' and ''Reel Fishing'') * [[Dual Analog Controller]] * [[DualShock]] * [[GunCon]] * [[Jogcon]] * [[Konami Justifier]] * [[NeGcon]] * [[PocketStation]] ([[Japan]] only) * [[PlayStation Mouse]] * [[PlayStation Analog Joystick|Analog Joystick]] * [[Dance pad]] * [[LCD screen]] (for PSone systems only) * Memory card * Link Cable | * [[Nintendo 64 accessories#First-party|Controller Pak]] * Memory [[Nintendo 64 accessories#First-party|Expansion Pak]] * [[Rumble Pak]] * Fishing Reel * [[Transfer Pak]] * [[Nintendo 64DD]] ([[Japan]] only) * Microphone * TiltPak |- ! colspan="2" |Online services |{{Yes| {{vgrelease|NA|[[NetLink]] 28.8k modem|JP|[[SegaNet]] 14.4k modem}} }} |{{Yes-No| {{vgrelease|US|Lightspan Online Connection CD|JP|[[i-mode]] Mobile Phone Connection Cable}} }} |{{Yes-No| {{vgrelease|US|[[SharkWire Online]] 14.4k modem {{small|(unofficial)}} |JP|[[Randnet]] {{small|([[64DD]] only)}} }} }} |} ===Other consoles=== These consoles are either less notable, never saw a worldwide release, and/or sold particularly poorly, and are therefore listed as 'Other'. {|class="wikitable" |- ! colspan="2" style="width: 10%;" | Name ! style="width: 15%;" | [[3DO Interactive Multiplayer]] ! style="width: 15%;" | [[Atari Jaguar]] ! style="width: 15%;" | [[Virtual Boy]] |- style="text-align: center;" ! colspan="2" | [[Manufacturer]] | [[The 3DO Company]] ([[Panasonic]], [[Sanyo]], [[GoldStar]]) | [[Atari]] | [[Nintendo]] |- style="text-align:center;" ! colspan="2" rowspan="2" ; | Image(s) | style="background: white;" | [[File:3DO-FZ1-Console-Set.jpg|170px|center]]<br />[[File:3DO-GDO-101M-Console-Set.jpg|170px|center]] | style="background: white;" | [[File:Atari-Jaguar-Console-Set.jpg|frameless|center|170px]]<br />[[File:Atari-Jaguar-CD-wPro-Controller.jpg|170px]] | style="background: white" |[[File:Virtual-Boy-Set.jpg|140px]] |- |'''Top:''' [[Panasonic]] FZ-1 R·E·A·L<br />'''Bottom:''' [[GoldStar]] GDO-101M | '''Top:''' Atari Jaguar and controller<br />'''Bottom:''' Atari Jaguar CD connected to the console and ProController | Virtual Boy with controller |- ! colspan="2" |Release date |{{Video game release|NA|October 4, 1993|JP|March 20, 1994|EU|June 11, 1994}} |{{Video game release|NA|November 23, 1993|EU|June 27, 1994|AU|August 1, 1994|JP|December 8, 1994}} |{{vgrelease|JP|July 21, 1995|NA|August 14, 1995}} |- ! rowspan="4" |Launch price ![[US$]] |{{US$|699.99|1993|round=-1}} |{{US$|249.99|1993|round=-1}} |{{US$|179.95|1996|round=-1}} |- ![[GBP]] |<!--3DO--> | | |- ![[A$]] |<!--3DO--> | | |- ![[JP¥]] |<!--3DO--> | | |- ! rowspan="2" |[[Data storage device|Media]] !Type |[[CD-ROM]] |{{Unbulleted list|[[ROM cartridge]]|CD-ROM {{small|(via Jaguar CD add-on)}}}} |{{Unbulleted list|ROM cartridge|}} |- ![[Regional lockout]] | {{Yes|Unrestricted}} | {{Yes|Unrestricted}} | {{Yes|Unrestricted}} |- ! colspan="2" |[[List of best-selling video games|Best-selling game]] |''[[Gex (video game)|Gex]]'', 1+ million<ref>{{cite magazine |date=October 1995 |title=At the Deadline |magazine=[[GamePro]] |publisher=[[IDG]] |page=174 |issue=85}}</ref><ref>{{cite magazine |date=November 1995 |title=Tidbits... |magazine=[[Electronic Gaming Monthly]] |publisher=[[Ziff Davis]] |page=19 |issue=76}}</ref> |''[[Alien vs Predator (Atari Jaguar game)|Alien vs Predator]]'', more than 50,000<ref name=":0">{{cite web |title=Atari Jaguar Lifetime Sales |url=http://betaphasegames.com/Feature_Jaguar_Lifetime_Sales.html |url-status=live |archive-url=https://web.archive.org/web/20170824014231/http://betaphasegames.com/Feature_Jaguar_Lifetime_Sales.html |archive-date=August 24, 2017 |access-date=May 12, 2017 |website=Beta Phase Games}}</ref> |''[[Mario's Tennis]]'' {{small|(US [[Glossary of video game terms#pack-in game|pack-in game]])}} |- ! colspan="2" |[[CPU]] |[[List of ARM microarchitectures|ARM60]] ([[32-bit|32‑bit]] [[RISC]]) @ [[Clock rate|12.5 MHz]] (8.75 [[Million instructions per second|MIPS]]<ref>{{cite web |title=ARM60 Data Sheet – Preface |url=http://pdf.datasheetcatalog.com/datasheets2/13/1305889_1.pdf |url-status=live |archive-url=https://web.archive.org/web/20180814232923/http://pdf.datasheetcatalog.com/datasheets2/13/1305889_1.pdf |archive-date=August 14, 2018 |access-date=August 14, 2018 |website=ARM60 Data Sheet |publisher=Zarlink Semiconductor}}</ref>) | * "Tom" (32‑bit RISC) @ 26.59 [[Megahertz|MHz]]<ref name="auto">{{cite web|url=https://www.hillsoftware.com/files/atari/jaguar/jag_v8.pdf|title=Technical Reference Manual Tom & Jerry|date=February 28, 2001|website=Hillsoftware.com|access-date=August 10, 2018|archive-date=November 14, 2019|archive-url=https://web.archive.org/web/20191114122921/https://www.hillsoftware.com/files/atari/jaguar/jag_v8.pdf|url-status=live}}</ref> * "Jerry" (32‑bit RISC) @ 26.59 MHz<ref name="auto" /> * [[Motorola 68000]] ([[16-bit|16]]/32‑bit [[Complex instruction set computing|CISC]]) @ 13.3 MHz (2.3275 MIPS<ref name="retro">{{cite web|url=http://www.drolez.com/retro/|title=Lud's Open Source Corner|author=Ludovic Drolez|access-date=December 10, 2015|archive-date=March 9, 2020|archive-url=https://web.archive.org/web/20200309132442/https://drolez.com/retro/|url-status=live}}</ref>) | * [[NEC]] [[V850#V810 (obsoleted)|V810]] @ 20 [[Hertz|MHz]] |- ! colspan="2" |[[GPU]] | * 2× accelerated video co-processors * Math co-processor (inside CPU) | * Tom chip: GPU, object processor, [[blitter]] * Jerry chip: [[Digital signal processor|DSP]] |Video Image Processor |- ! colspan="2" |[[Sound chip|Sound chip(s)]] |13 channel unnamed custom 20‑bit [[Digital signal processor|DSP]] embedded in the CLIO chip<ref>{{cite web |title=Audio Hardware |url=http://altmer.arts-union.ru/3DO/docs/DevDocs/ppgfldr/mgsfldr/mpgfldr/02mpg002.html |url-status=live |archive-url=https://web.archive.org/web/20180811165127/http://altmer.arts-union.ru/3DO/docs/DevDocs/ppgfldr/mgsfldr/mpgfldr/02mpg002.html |archive-date=August 11, 2018 |access-date=August 11, 2018 |website=Arts Union}}</ref> | "Jerry" chip: DSP, 2× [[Digital-to-analog converter|DAC]] (converts [[digital data]] to [[Analog signal|analog signals]]) |VSU (Virtual Sound Unit) chip |- ! colspan="2" |[[Computer memory|Memory]] |3 [[Mebibyte|MB]] [[RAM]] * 2 MB [[DRAM]] * 1 MB [[VRAM]] | 2 MB [[FPM DRAM]] (4× 512 KB chips) | {{Unbulleted list|64 KB work [[Static random-access memory#Pseudo SRAM|PSRAM]]|128 KB graphics [[DRAM]]|128 KB [[Video RAM (dual-ported DRAM)|VRAM]]}} |- ! colspan="2" |[[Video game graphics|Video]] | * [[Display resolution|Resolution]]: 320×240 to 384×288 ([[Progressive scan|progressive]]), [[480i|320×480]] to [[576i|768×576]] ([[interlaced]]) * [[Color depth|Colors]]: 110,592 (384×288) on screen, out of 16,777,216 ([[24-bit color|24‑bit]]) [[List of color palettes|palette]] * [[Polygon (computer graphics)|Polygons]]: 20,000/sec,<ref>{{cite web |title=Game Pilgrimage |url=http://www.gamepilgrimage.com/NFSComp.htm |url-status=live |archive-url=https://web.archive.org/web/20150924020624/http://www.gamepilgrimage.com/NFSComp.htm |archive-date=September 24, 2015 |access-date=December 10, 2015}}</ref> [[flat shading]], [[Gouraud shading]] * [[Sprite (computer graphics)|Sprites]]/[[Texture mapping|textures]]: [[2.5D#Scaling along the Z axis|Scaling]], rotation, [[texture mapping]] * Background: 1 [[bitmap]] plane | * 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>{{cite web|title=Welcome to The Atari Times|url=http://www.ataritimes.com/index.php?page=Atari+Jaguar|url-status=dead|archive-url=https://web.archive.org/web/20190110014341/http://www.ataritimes.com/index.php?page=Atari+Jaguar|archive-date=January 10, 2019|access-date=January 9, 2019|website=Ataritimes.com}}</ref> flat shading, Gouraud shading support * Sprites/textures: 1,000/frame<ref>[https://kris-genthe.squarespace.com/config] {{dead link|date=January 2019}}</ref> ([[Bit blit|blitter objects]]),<ref name="auto" /> scaling, rotation, texture mapping * Background: 1 bitmap plane | * [[Stereoscopic]] LED display * Resolution: 384×224 |- ! colspan="2" |[[Video game music|Audio]] |[[Stereo]] audio, with: * [[Audio bit depth|16‑bit sound]] * Optional [[Dolby Surround]] support * Streaming [[CD-DA]] audio (16‑bit [[PCM]], [[44,100 Hz|44.1 kHz]] [[sampling rate]]) |Stereo audio, with: * Number of channels dependent on software * [[Synthesizer|Synthesis]] ([[Sample-based synthesis|wavetable synthesis]], [[Amplitude modulation|AM]] synthesis) * 16‑bit PCM sampling |Virtual Sound Unit with: * Five wave channels * One noise channel * 32 PCM samples |- ! colspan="2" |Accessories (retail) | * [[MPEG]] cards * FZ-EM256 [[Saved game|save memory]] backup unit * [[Gamegun]] * [[Mouse (computing)|Mouse]] | * Jaguar TeamTap * Jaguar Pro Controller * Jaguar MemoryTrack Cartridge * Jaguar JagLink Interface | * Virtual Boy AC Adapter * Virtual Boy Stereo Headphones |- ! colspan="2" |Online services |{{No|None}} |{{Yes-No|Jaguar Voice/Data Communicator 19.2k modem (no mass production)}} |{{No|None}} |} <gallery class="center"> File:FM-Towns-Marty-Console-Set.jpg|[[FM Towns Marty]], created by [[Fujitsu]]. Released on February 20, 1993. File:Amiga-CD32-wController-L.jpg|[[Amiga CD32]], created by [[Commodore International|Commodore]]. Released on September 17, 1993. File:NEC-PC-FX-wController-R.jpg|[[PC-FX]], created by [[NEC]]. Released on December 23, 1994. File:Pippin-Atmark-Console-Set.jpg|[[Apple Bandai Pippin]], created by [[Apple Inc.|Apple]] and [[Bandai]]. Released in 1996. File:Bandai-Playdia-Set-R.jpg|[[Playdia]], created by [[Bandai]]. A console consisting of simple multiple choice games. Released in Japan on September 23, 1994. File:Casio-Loopy-Console-Set.jpg|[[Casio Loopy]], created by [[Casio]]. Released in October 1995 in Japan, targeted at female gamers. File:Nintendo-N64-iQue-Player-FL.jpg|[[iQue Player]], manufactured by [[iQue]], a size-reduced Nintendo 64. Released in November 2003 only in China. </gallery> ===Worldwide sales standings=== {{See also|List of best-selling game consoles}} [[File:Fifth generation console sales bar chart.png|thumb|300px|Bar chart showing the sales of the main 5th generation consoles]] {| class="wikitable" |- ! System !! Units sold |- | [[PlayStation (console)|PlayStation]] || 102.49 million shipped (74.34 million PlayStation, 28.15 million PSone) <small>(as of March 31, 2005)</small><ref>{{cite web |url=http://www.scei.co.jp/corporate/data/bizdataps_e.html |archive-url=https://web.archive.org/web/20110524023857/http://www.scei.co.jp/corporate/data/bizdataps_e.html |archive-date=May 24, 2011 |title=PlayStation Cumulative Production Shipments of Hardware |access-date=March 22, 2008 |publisher=Sony Computer Entertainment Inc}}</ref> |- | [[Nintendo 64]] || 32.93 million <small>(as of March 31, 2005)</small><ref>{{cite web |url=https://www.nintendo.com/corp/report/NintendoAnnualReport2005.pdf#page=33 |title=05 Nintendo Annual Report – Nintendo Co., Ltd. |access-date=November 25, 2007 |date=May 26, 2005 |format=PDF |publisher=Nintendo Co., Ltd. |page=33 |archive-date=December 15, 2005 |archive-url=https://web.archive.org/web/20051215033905/https://www.nintendo.com/corp/report/NintendoAnnualReport2005.pdf#page=33 |url-status=live }}</ref> |- | [[Sega Saturn]] || 9.26 million<ref name="Sega Stats">{{cite book|last=Ernkvist|first=Mirko|editor1-last=Zackariasson|editor1-first=Peter|editor2-last=Wilson|editor2-first=Timothy|title=The Video Game Industry: Formation, Present State, and Future|publisher=[[Routledge]]|date=August 21, 2012|isbn=9781136258244|page=158|url=https://books.google.com/books?id=oQKFmX9m25sC&q=158|access-date=December 5, 2015|archive-date=February 7, 2023|archive-url=https://web.archive.org/web/20230207093824/https://books.google.com/books?id=oQKFmX9m25sC&q=158|url-status=live}}</ref><ref>{{cite book|last1=Zackariasson|first1=Peter|last2=Wilson|first2=Timothy L.|last3=Ernkvist|first3=Mirko|title=The Video Game Industry: Formation, Present State, and Future|chapter=Console Hardware: The Development of Nintendo Wii|publisher=Routledge|year=2012|isbn=978-1138803831|page=158}}</ref> |- | [[3DO Interactive Multiplayer|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 <small>(as of May 15, 2007)</small><ref>{{cite web |url=https://www.wired.com/gaming/gamingreviews/multimedia/2007/05/gallery_game_history?slide=28&slideView=7 |title=Console Portraits: A 40-Year Pictorial History of Gaming |access-date=March 23, 2008 |author=Greg Orlando |date=May 15, 2007 |work=[[Wired News]] |publisher=[[Condé Nast Publications]] |url-status=dead |archive-url=https://web.archive.org/web/20081223161345/http://www.wired.com/gaming/gamingreviews/multimedia/2007/05/gallery_game_history?slide=28&slideView=7 |archive-date=December 23, 2008 }}</ref> |- | [[Amiga CD32]] || 100,000 |- | [[FM Towns Marty]] || 45,000 <small>(as of December 31, 1993)</small><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、{{ISBN|4-87190-415-6}}、151頁。</ref> |- | [[Apple Bandai Pippin]] || 42,000 <small>(as of May 4, 2007)</small><ref name="gamepro2">{{cite web |url=http://www.gamepro.com/article/features/111823/the-10-worst-selling-consoles-of-all-time-page-2-of-2/ |title=The 10 Worst-Selling Consoles of All Time |access-date=November 25, 2007 |author=Blake Snow |publisher=[[GamePro]].com |date=May 4, 2007 |page=2|archive-url=https://web.archive.org/web/20080905175411/http://www.gamepro.com/article/features/111823/the-10-worst-selling-consoles-of-all-time-page-2-of-2/|archive-date=September 5, 2008}}</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>{{cite web|title=New Versatility in Video Game Consoles Helps Boost Sales|url=http://www.instat.com/pr/2001/mm0019st_pr.htm|archive-url=https://web.archive.org/web/20050219220223/http://www.instat.com/pr/2001/mm0019st_pr.htm|archive-date=February 19, 2005|publisher=In-Stat ([[NPD Group]])|access-date=January 31, 2012|date=January 23, 2001}}</ref> Production of the Sega Saturn was discontinued in 1998. Its demise was accelerated by rumors that work on [[Dreamcast|its successor]] was underway; these rumors hurt the systems' sales in the west as early as 1997.{{citation needed|date=August 2021}} The N64 was succeeded by the [[GameCube]] in 2001, but continued its production until 2004; however, [[PlayStation (console)|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== {{See also|List of handheld game consoles|Comparison of handheld game consoles}} ===Handheld comparison=== <div style="font-size: 90%"> {| class="wikitable" |- ! colspan="2" style="width: 12%" | Name ! style="width: 22%" | [[Genesis Nomad]] ! style="width: 22%" | [[Game Boy Color]] ! style="width: 22%" | [[Neo Geo Pocket]] ! style="width: 22%" | [[Neo Geo Pocket Color]] |- style="text-align:center;" ! colspan="2" |Manufacturer |[[Sega]] |[[Nintendo]] | colspan="2" | [[SNK]] |- style="text-align:center;" ! colspan="2" |Console | style="background: white" |[[File:Sega-Nomad-Front.jpg|130px]] | style="background: white" |[[File:Nintendo-Game-Boy-Color-FL.jpg|100px]] | style="background: white" |[[File:Neo-Geo-Pocket-Anthra-Left.jpg|120px]] | style="background: white" |[[File:Neo-Geo-Pocket-Color-Blue-Left.jpg|120px]] |- ! colspan="2" |Release dates |{{vgrelease|NA|October 1995}} |{{vgrelease|JP|October 21, 1998|NA|November 18, 1998|EU|November 23, 1998|AU|November 27, 1998}} |{{vgrelease|JP|October 28, 1998}} |{{vgrelease|JP|March 16, 1999|NA|August 6, 1999|EU|October 1, 1999}} |- ! rowspan="4" |Launch price ![[US$]] |{{USD|180|1995|round=-1}} |{{USD|79.95|1998|round=-1}} | |{{USD|69.95|1998|round=-1}} |- ![[GBP]] | | |{{£|59.99|1998|round=-1}} | |- ![[A$]] | | | | |- ![[JP¥]] | | |{{¥|7800|1998|round=-1}} | |- ! colspan="2" |Discontinued |{{vgrelease|NA|1999}} |{{vgrelease|WW|March 23, 2003}} |{{vgrelease|JP|1999}} |{{vgrelease|NA|June 13, 2000|EU|June 13, 2000|JP|October 22, 2001}} |- ! rowspan="3" | Media ! Type | ROM cartridge | [[Game Boy Game Pak]]<br />[[Game Boy Color Game Pak]] | colspan="2" | ROM cartridge |- ![[Regional lockout]] | {{No|Region locked}} | {{Yes|Unrestricted}} | {{Yes|Unrestricted}} | {{Yes|Unrestricted}} |- ! [[Backward compatibility]] | {{Yes|[[Sega Genesis]]}} | {{Yes|[[Game Boy]]}} | {{N/A}} | {{Yes|[[Neo Geo Pocket]]}} |- ! colspan="2" | [[List of best-selling video games|Best-selling game]] | ''[[Sonic the Hedgehog (1991 video game)|Sonic the Hedgehog]]'', 15 million{{efn|group=note|Shared with Sega Genesis}} | [[Pokémon Gold and Silver|''Pokémon Gold'' and ''Silver'']], 23 million | colspan="2" | Unknown |- ! colspan="2" | [[CPU]] | [[Motorola 68000]] @ 7.6 MHz | [[Sharp Corporation|Sharp]] SM83 @ 4.2 / 8.4 MHz | colspan="2" | [[Toshiba TLCS900H]] @ 6 MHz |- ! colspan="2" |Memory | {{Unbulleted list | 64 KB RAM | 64 KB [[Video RAM (dual-ported DRAM)|video RAM]] | 8 KB audio RAM | 20 KB [[ROM]] }} | {{Unbulleted list | 32 KB RAM | 16 KB video RAM | 2 KB ROM | 127 B High RAM }} | colspan="2" | {{Unbulleted list | 12 KB RAM | 4 KB audio RAM | 64 KB [[ROM]] }} |- ! rowspan="2" |Display !Type | 3.25-inch backlit [[Liquid-crystal display|LC display]] | 2.3-inch (diagonal) [[TFT LCD]] | 2.6-inch (diagonal) LCD | 2.6-inch TFT LCD<br> |- !Color |64 to 75 on screen, 512 color palette |32,768, up to 56 simultaneously |Monochromatic |4,096, up to 146 simultaneously |- ! colspan="2" |Audio | [[Yamaha YM2612]] sound chip | Nintendo Audio Processing Unit generating: *Two square wave channels *One waveform channel *One noise channel | colspan="2" | [[Zilog Z80]] @ 3 MHz controlling [[SN76489]] sound chip generating: *Three square wave channels *One noise channel *Dual 8-bit [[digital-to-analog converters|DACs]] |- ! colspan="2" |Resolutions | 384 × 224 | 160 × 144 | colspan="2" | 160 × 152 |- ! colspan="2" |Battery life | 4 hours | Up to 10 hours | colspan="2" | 40 hours |- ! colspan="2" |[[List of best-selling game consoles|Units sold]] | 1 million | 118.69 million (including [[Game Boy]]) | | 2 million |} </div> ===Other handhelds=== <gallery class="center"> File:No_image_available.svg|[[Design Master Senshi Mangajukuu]].<br /> Released in 1995 in Japan only. File:Koei PasoGo.jpg|PasoGo by [[Koei]], a console with a library dedicated to the game of [[Go_(game)|Go]]. Released in Japan in 1996. File:Tiger-Game-Com-FL.jpg|[[Game.com]]. <br />Released in 1997. File:Sony-PocketStation.jpg|[[PocketStation]].<br /> Released in 1999 in Japan only. </gallery> ==Milestone titles==<!--DO NOT ADD UNCITED ENTRIES--> * ''[[Castlevania: Symphony of the Night]]'' (PlayStation, Saturn) by [[Konami Computer Entertainment Tokyo]] and [[Konami]] is considered one of the best PlayStation games available, 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">{{cite web |archive-url=https://web.archive.org/web/20100716113432/http://www.gamespot.com/gamespot/features/all/greatestgames/p-3.html|archive-date=July 16, 2010 |author=Varanini, Giancarlo|title=GameSpot Greatest Games of All Time: Castlevania: Symphony of the Night | url=http://www.gamespot.com/gamespot/features/all/greatestgames/p-3.html | work=[[GameSpot]] | access-date=January 18, 2014}}</ref><ref>{{cite web | title=Top 100 games of All Time (2005) | publisher=ign.com | url=http://top100.ign.com/2005/011-020.html | access-date=January 18, 2014 | archive-url=https://web.archive.org/web/20160419044513/http://top100.ign.com/2005/011-020.html | archive-date=April 19, 2016 | url-status=dead | df=mdy-all }}</ref><ref name="GI">{{cite magazine |title=Game Informer's Top 100 Games of All Time (Circa Issue 100) |url=https://www.gameinformer.com/b/features/archive/2009/11/16/game-informer-s-top-100-games-of-all-time-circa-issue-100.aspx |magazine=[[Game Informer]] |last=Cork |first=Jeff |date=November 16, 2009 |access-date=January 18, 2014 |archive-date=February 19, 2016 |archive-url=https://web.archive.org/web/20160219152324/http://www.gameinformer.com/b/features/archive/2009/11/16/game-informer-s-top-100-games-of-all-time-circa-issue-100.aspx |url-status=live }}</ref> * ''[[Crash Bandicoot (video game)|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 (character)|Sonic the Hedgehog]]. The game featured a marsupial bandicoot named [[Crash Bandicoot (character)|Crash]] and would prove to be one of the PlayStation's most successful titles.<ref name="Rags">{{cite magazine |year=1998 |title=From Rags to Riches: ''Way of the Warrior'' to ''Crash 3'' |magazine=[[Game Informer]] |volume=66 |issue=October 1998 |pages=18–19}}</ref><ref name="Timeline">{{cite web |url=http://www.naughtydog.com/crash/crash/timeline.htm |archive-url=https://web.archive.org/web/20080729045219/http://www.naughtydog.com/crash/crash/timeline.htm |archive-date=July 29, 2008 |title=<nowiki>[</nowiki> Crash Bandicoot – Time Line <nowiki>]</nowiki> |publisher=Naughty Dog |access-date=March 8, 2010}}</ref> * ''[[Dragon Warrior VII]]'' (PlayStation) by [[Heartbeat (company)|Heartbeat]], [[ArtePiazza]], and [[Enix]] was the number one best-selling title on the PlayStation in Japan, released in 2000.<ref>{{cite web|url=http://m.ign.com/articles/2001/04/06/dragon-quest-vii-reaches-quadruple-platinum|date=April 6, 2001|title=Dragon Quest VII Reaches Quadruple Platinum|work=[[IGN]]|access-date=February 13, 2018|archive-date=December 23, 2015|archive-url=https://web.archive.org/web/20151223001154/http://m.ign.com/articles/2001/04/06/dragon-quest-vii-reaches-quadruple-platinum|url-status=live}}</ref> The game was the first main installment of Japan's national RPG series released in 5 years. * ''[[GoldenEye 007 (1997 video game)|GoldenEye 007]]'' (Nintendo 64) by [[Rare (company)|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">{{cite book |title=Trigger Happy: The Inner Life of Videogames |last=Poole |first=Steven |author-link=Steven Poole |year=2000 |publisher=Fourth Estate |location=London |isbn=1-84115-121-1 |page=[https://archive.org/details/triggerhappyinne0000pool/page/207 207] |quote=... the tangible connection between the controls in your physical hands and the action of the little toy on screen is a clever semiotic trick that fools you into ever-increasing absorption into the cartoon world. A similar trick is worked by the videogame paradigm of the sniper rifle, introduced by MDK (1997), perfected by Goldeneye (1997) and then cropping up everywhere—for example in Metal Gear Solid (1999) and Perfect Dark (2000). This gadget zooms in on an area and lets you view it in close-up, usually for the purpose of delivering an exquisite head shot to a bad guy. A virtual environment that reveals more detail when viewed telescopically is naturally more convincing than one which only works on one informational scale. |url=https://archive.org/details/triggerhappyinne0000pool/page/207 }}</ref> * ''[[Guardian Heroes]]'' (Saturn) by [[Treasure (company)|Treasure]] and [[Sega]] incorporated side-scrolling beat-em-up gameplay with RPG elements, and allows players to alter the storyline through their actions, such as choosing between a number of [[Nonlinear gameplay|branching paths]], leading to [[multiple endings]], and killing civilians and enemies, leading to changes in the [[Alignment (role-playing games)|Karma meter]].<ref>Kurt Kalata, [http://www.hardcoregaming101.net/guardianheroes/guardianheroes.htm Guardian Heroes], Hardcore Gaming 101</ref><ref>[http://www.gameobserver.com/features/inside/all-platforms/top-20-scrollers-part-5--5-4-3-34/ Top 20 Scrollers (Part 5)], Game Observer</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>{{cite web|url=http://www.metacritic.com/games/platforms/n64/legendofzeldaocarina |title=The Legend of Zelda: Ocarina of Time reviews |website=[[Metacritic]] |access-date=November 26, 2008 |url-status=bot: unknown |archive-url=https://web.archive.org/web/20080913071830/http://www.metacritic.com/games/platforms/n64/legendofzeldaocarina |archive-date=September 13, 2008 }}</ref><ref>{{cite web|url=http://top100.ign.com/2005/001-010.html|title=IGN Top 100 Games, #001–010 (2005)|website=IGN|access-date=November 26, 2008|archive-url=https://web.archive.org/web/20150228044210/http://top100.ign.com/2005/001-010.html|archive-date=February 28, 2015|url-status=dead}}</ref><ref>{{cite web|url=http://top100.ign.com/2007/ign_top_game_4.html|title=IGN Top 100 Games, #4 (2007)|website=IGN|access-date=November 26, 2008|archive-url=https://web.archive.org/web/20071202194437/http://top100.ign.com/2007/ign_top_game_4.html#comments_top?|archive-date=December 2, 2007|url-status=dead}}</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">{{cite web|url=http://www.gamerankings.com/browse.html|title=All-Time Best Rankings|publisher=[[GameRankings]]|access-date=November 26, 2008|archive-date=June 24, 2016|archive-url=https://web.archive.org/web/20160624170414/http://www.gamerankings.com/browse.html|url-status=live}}</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>{{cite web | title=1996 Top 30 Best Selling Japanese Console Games | url=http://www.the-magicbox.com/Chart-BestSell1996.shtml | work=The-MagicBox.com | access-date=August 4, 2007|archive-url=https://web.archive.org/web/20160303171323/http://www.the-magicbox.com/Chart-BestSell1996.shtml|archive-date=March 3, 2016}}</ref> * ''[[Paper Mario (video game)|Paper Mario]]'' (Nintendo 64) received critical acclaim for its graphics, gameplay, and writing. It eventually led to more sequels starting with ''[[Paper Mario: The Thousand-Year Door]]'' which also garnered critical acclaim.<ref>{{cite web |last1=McDonald |first1=Andy |title=20 Years Ago, Paper Mario Made the Mushroom Kingdom Feel Like a Real Place |url=https://www.vice.com/en/article/20-years-ago-paper-mario-made-the-mushroom-kingdom-feel-like-a-real-place/ |website=VICE |date=November 4, 2020 |access-date=November 4, 2020 |archive-date=November 28, 2020 |archive-url=https://web.archive.org/web/20201128062509/https://www.vice.com/en/article/3annyy/20-years-ago-paper-mario-made-the-mushroom-kingdom-feel-like-a-real-place |url-status=live }}</ref><ref>{{cite news |last1=Bramwell |first1=Thomas |title=Paper Mario |url=https://www.eurogamer.net/articles/r_papermario_n64 |newspaper=Eurogamer.net |date=October 18, 2001 |publisher=Gamer Network Limited |access-date=July 13, 2007 |archive-date=April 27, 2021 |archive-url=https://web.archive.org/web/20210427235809/https://www.eurogamer.net/articles/r_papermario_n64 |url-status=live }}</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>{{cite web|url=http://www.gamerankings.com/saturn/198258-panzer-dragoon-saga/index.html|title=Panzer Dragoon Saga|access-date=December 10, 2015|archive-date=May 15, 2013|archive-url=https://web.archive.org/web/20130515165252/http://www.gamerankings.com/saturn/198258-panzer-dragoon-saga/index.html|url-status=live}}</ref> and has been cited as one of the greatest games ever made.<ref name="GI" /><ref>{{cite web|title=IGN Top 100 Games 2007|work=IGN.com|url=http://top100.ign.com/2007/ign_top_game_44.html|access-date=November 24, 2008|archive-url=https://web.archive.org/web/20120414155645/http://top100.ign.com/2007/ign_top_game_44.html|archive-date=April 14, 2012|url-status=dead}}</ref><ref>[http://www.g4tv.com/top-100/488/panzer-dragoon-saga/ Top 100 Games of All Time: No.22] {{Webarchive|url=https://web.archive.org/web/20141127013230/http://www.g4tv.com/top-100/488/panzer-dragoon-saga/ |date=November 27, 2014 }}, G4.</ref> * [[Perfect Dark]] ([[Nintendo 64]]) by Rare and Nintendo was the spiritual successor to GoldenEye 007 and is widely considered one of the greatest games of all time. It is the highest-rated first-person shooter of all time on Metacritic. * [[Pokémon Red and Blue|''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>{{cite web|url=http://ds.ign.com/articles/946/946074p1.html|title=IGN: Pokemon Report: World Records Edition|website=IGN|first=Jack|last=DeVries|date=January 16, 2009|access-date=February 16, 2009|archive-date=July 19, 2012|archive-url=https://web.archive.org/web/20120719121838/http://ds.ign.com/articles/946/946074p1.html|url-status=live}}</ref><ref>{{cite web|url=http://www.gamespot.com/gameboy/rpg/pokemonblue/review.html|archive-url=https://web.archive.org/web/20100206184212/http://www.gamespot.com/gameboy/rpg/pokemonblue/review.html|url-status=dead|archive-date=February 6, 2010|title=Pokemon Blue Version Review|website=[[GameSpot]]}}</ref><ref>{{cite web|url=http://www.gamerankings.com/gameboy/367023-pokemon-red/index.html|title=Pokemon Red Version|website=Gamerankings.com|access-date=March 23, 2018|archive-date=October 12, 2012|archive-url=https://web.archive.org/web/20121012114601/http://www.gamerankings.com/gameboy/367023-pokemon-red/index.html|url-status=live}}</ref><ref>{{cite web|url=http://www.ign.com/articles/1999/06/24/pokemon-red|title=Pokemon Red Review|author=Craig Harris|website=[[IGN]]|date=June 24, 1999|access-date=March 23, 2018|archive-date=April 9, 2018|archive-url=https://web.archive.org/web/20180409010502/http://www.ign.com/articles/1999/06/24/pokemon-red|url-status=live}}</ref> * [[Pokémon Gold and Silver|''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>{{cite web|title=Pokemon Gold & Silver|url=https://techraptor.net/content/pokemon-gold-silver|website=TechRaptor|date=October 4, 2017|access-date=March 23, 2018|archive-date=March 24, 2018|archive-url=https://web.archive.org/web/20180324041341/https://techraptor.net/content/pokemon-gold-silver|url-status=live}}</ref> * ''[[Quake (video game)|Quake]]'' (PC, Saturn, Nintendo 64) by [[id Software]] built upon the technology and gameplay of its predecessor ''[[Doom (1993 video game)|Doom]]'',<ref>{{Cite magazine |last=Hsu |first=Dan |date=October 1997 |title=Creature Feature |magazine=[[Electronic Gaming Monthly]] |publisher=[[Ziff Davis]] |page=102 |issue=99}}</ref> and [[Quake engine|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>{{Cite web |last=Gordon |first=David |date=February 6, 1999 |title=The 50 Best Video games: A Legend In Your Own Living-Room |url=https://www.independent.co.uk/arts-entertainment/the-50-best-video-games-a-legend-in-your-own-livingroom-1068932.html |website=[[The Independent]]}}</ref><ref>{{Cite web |title=The 100 Greatest Games Of All Time |url=http://www.empireonline.com/100greatestgames/ |archive-url=https://web.archive.org/web/20110515221956/http://www.empireonline.com/100greatestgames/ |archive-date=2011-05-15 |access-date=2023-04-30 |website=[[Empire (magazine)|Empire]]}}</ref><ref>{{Cite web |date=2010-01-11 |title=FHM's 100 Greatest Games of All Time |url=http://www.fhm.com/reviews/console-games/fhms-100-greatest-games-of-all-time-20090901 |archive-url=https://web.archive.org/web/20130430073137/http://www.fhm.com/reviews/console-games/fhms-100-greatest-games-of-all-time-20090901 |archive-date=2013-04-30 |access-date=2023-04-30 |website=FHM.com}}</ref> * ''[[Rayman (video game)|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>{{Cite web |date=3 May 2006 |title=PlayStation's last hurrah |url=http://www.eurogamer.net/article.php?article_id=64274&page=3 |url-status=live |archive-url=https://web.archive.org/web/20070930041630/http://www.eurogamer.net/article.php?article_id=64274&page=3 |archive-date=30 September 2007 |access-date=9 May 2006 |website=[[Eurogamer]] |df=dmy-all}}</ref> The game has since spawned over 45 additional entries in the series. * ''[[Resident Evil (1996 video game)|Resident Evil]]'' (PlayStation, Saturn) by [[Capcom]] received critical acclaim and is credited for popularizing the survival horror genre.<ref>{{Cite web |last=Fahs |first=Travis |date=2009-10-30 |title=IGN Presents the History of Survival Horror |url=https://www.ign.com/articles/2009/10/30/ign-presents-the-history-of-survival-horror |access-date=2024-05-12 |website=IGN |language=en}}</ref> * ''[[Sega Rally Championship]]'' (Arcade, Saturn, PC) by Sega AM5 and Sega was the first [[rallying|rally]] racing game.<ref>{{cite magazine|url=http://www.edge-online.com/features/making-sega-rally-championship-1995/|title=The Making Of: Sega Rally Championship 1995|date=October 2, 2009|magazine=[[Edge (magazine)|Edge]]|publisher=[[Future plc]]|access-date=January 18, 2014|archive-date=November 29, 2014|archive-url=https://web.archive.org/web/20141129030449/http://www.edge-online.com/features/making-sega-rally-championship-1995/|url-status=live}}</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, [http://www.edge-online.com/features/making-colin-mcrae-rally/ "The Making Of: Colin McRae Rally"] {{Webarchive|url=https://web.archive.org/web/20131012075430/http://www.edge-online.com/features/making-colin-mcrae-rally/ |date=October 12, 2013 }}, ''[[Edge (magazine)|Edge]]'', February 5, 2010: {{"-}}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.{{-"}}</ref> and has been cited as one of the greatest racing games ever made.<ref name="Guinness" /><ref name="Retro">{{cite web|title=Top 25 Racing Games... Ever! Part 2|work=[[Retro Gamer]]|pages=5–6|date=September 21, 2009|url=http://www.forzamotorsport.co.uk/showthread.php?t=13613|access-date=January 18, 2014|archive-url=https://web.archive.org/web/20140201164341/http://www.forzamotorsport.co.uk/showthread.php?t=13613|archive-date=February 1, 2014|url-status=dead}}</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">{{cite book |title=CESA Games White Papers |publisher=[[Computer Entertainment Supplier's Association]] }}</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">{{cite web|url=http://www.1up.com/do/feature?cId=3135350 |archive-url=https://archive.today/20120526080712/http://www.1up.com/do/feature?cId=3135350 |url-status=dead |archive-date=May 26, 2012 |title=The Essential 50 Part 36: Super Mario 64 |website=[[1UP.com]] |access-date=February 13, 2014 }}</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">{{cite web |url=http://www.gizmodo.co.uk/2015/09/30-best-selling-super-mario-games-of-all-time-on-the-plumbers-30th-birthday/ |title=30 Best-Selling Super Mario Games of All Time on the Plumber's 30th Birthday |last=O'Malley |first=James |work=[[Gizmodo]] |publisher=[[Univision Communications]] |date=September 11, 2015 |access-date=April 24, 2017 |archive-date=September 8, 2020 |archive-url=https://web.archive.org/web/20200908004707/http://www.gizmodo.co.uk/2015/09/30-best-selling-super-mario-games-of-all-time-on-the-plumbers-30th-birthday/ |url-status=live }}</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>{{cite web|url=http://www.gamerankings.com/browse.html|title=Reviews and News Articles – GameRankings|access-date=December 10, 2015|archive-date=June 24, 2016|archive-url=https://web.archive.org/web/20160624170414/http://www.gamerankings.com/browse.html|url-status=live}}</ref> [[Tekken 2|Its predecessor]] achieved similar feats until its succession,<ref>{{cite magazine |magazine=[[PlayStation: The Official Magazine|PSM]] |date=September 1997 |volume=1 |issue=1 |title=Top 25 PlayStation Games of All Time |author=Staff |page=34}}</ref> and [[Tekken (video game)|the first game in the franchise]] was the first PlayStation game to sell over a million units.<ref>{{cite web|url=http://www.absolute-playstation.com/api_faqs/faq20.htm |title=Playstation History |access-date=July 20, 2011 |url-status=dead |archive-url=https://web.archive.org/web/20110810075112/http://www.absolute-playstation.com/api_faqs/faq20.htm |archive-date=August 10, 2011 }}</ref> * ''[[Tempest 2000]]'' (Jaguar) by [[Llamasoft]] and [[Atari Corporation|Atari]] was critically acclaimed for its graphics, gameplay and soundtrack, and has been cited as one of the best games released on Jaguar as well as one of the best games of all time.<ref>{{cite web |date=23 June 2014 |title=Top Ten Atari Jaguar Games |url=https://www.retrogamer.net/top_10/atari-jaguar/ |url-status=live |archive-url=https://web.archive.org/web/20170119112310/http://www.retrogamer.net/top_10/atari-jaguar/ |archive-date=19 January 2017 |access-date=2018-06-16 |publisher=[[Retro Gamer]]}}</ref> It was later ported to the PlayStation and Sega Saturn by [[High Voltage Software]], each with several changes and additions from the original version. * ''[[Tobal 2]]'' (PlayStation) by [[Dream Factory (Japanese company)|DreamFactory]] and [[Square (video game company)|Square]] holds the record for the largest character roster in a fighting game with 200 playable characters to choose from, including a greatly expanded Quest Mode compared to [[Tobal No. 1|its predecessor]].<ref>{{cite book |url=https://archive.org/details/guinnessworldrec0000unse_a4b2/page/122 |title=Guinness World Records 2011 - Gamer's Edition |publisher=Guinness World Records Ltd. |year=2010 |isbn=978-1-4053-6546-8 |page=[https://archive.org/details/guinnessworldrec0000unse_a4b2/page/122 122]}}</ref> * ''[[Tomb Raider (1996 video game)|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">{{cite video |people=[[Toby Gard|Gard, Toby]]; Smith, Jeremy Heath; [[Ian Livingstone|Livingstone, Ian]] (interviews); [[Keeley Hawes|Hawes, Keeley]] (narrator) |title=Unlock the Past: A Retrospective Tomb Raider Documentary |medium=Tomb Raider Anniversary Bonus DVD |publisher=[[Eidos Interactive]] / [[GameTap#GameTap TV|GameTap]] |date=2007 }} Also known as ''Ten Years of Tomb Raider: A GameTap Retrospective''</ref><ref name="DigiHistory">{{cite web|url=http://www.digitaltrends.com/gaming/the-history-of-tomb-raider/|title=History of Tomb Raider: Shaking the Dust Off 17 Years of Lara Croft|author=Marshall, Rick|website=[[Digital Spy]]|date=March 9, 2013|access-date=January 12, 2018|archive-url=https://web.archive.org/web/20150626112009/http://www.digitaltrends.com/gaming/the-history-of-tomb-raider/|archive-date=June 26, 2015|url-status=live}}</ref> The main character, [[Lara Croft]], was named the most recognizable female video game character by [[Guinness World Records]].<ref name="Croft Guiness">[http://www.mcvuk.com/press-releases/read/record-breaking-lara-croft-bdquo-sect-battles-her-way-into-new-guinness-world-records-bdquo-sect-2010-gamer-iexcl-brvbar-s-editi "Record-Breaking Lara Croft Battles her Way Into New Guinness World Records"] {{Webarchive|url=https://web.archive.org/web/20120813161409/http://www.mcvuk.com/press-releases/read/record-breaking-lara-croft-bdquo-sect-battles-her-way-into-new-guinness-world-records-bdquo-sect-2010-gamer-iexcl-brvbar-s-editi |date=August 13, 2012 }}, 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 computer graphics|3D]] [[Polygon (computer graphics)|polygons]] to the light-gun shooter genre,<ref name="ngage">[http://uk.ngage.ign.com/articles/528/528915p1.html Virtua Cop] {{webarchive|url=https://web.archive.org/web/20120220142509/http://uk.ngage.ign.com/articles/528/528915p1.html |date=February 20, 2012 }}, ''IGN,'' July 7, 2004.</ref> paving the way for future [[light gun shooter]]s 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">{{cite web |url=http://www.zoonami.com/briefing/2004-09-02.php |title=The Making of GoldenEye 007 |publisher=Zoonami |author=Martin Hollis |date=September 2, 2004 |archive-url=https://web.archive.org/web/20110718160021/http://www.zoonami.com/briefing/2004-09-02.php |archive-date=July 18, 2011 |url-status=usurped |access-date=January 18, 2014}}</ref> * ''[[Virtua Fighter (video game)|Virtua Fighter]]'' (Arcade, Saturn, PC) by Sega AM2 and Sega created the 3D fighting game genre.<ref>Leone, Matt, [http://www.1up.com/features/essential-50-virtua-fighter Essential 50: Virtua Fighter] {{webarchive|url=https://archive.today/20120719110526/http://www.1up.com/features/essential-50-virtua-fighter |date=July 19, 2012 }}, 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>{{cite book |last=Kent |first=Steven L. |author-link=Steven L. Kent |title=[[The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World]] |year=2001 |publisher=Prima Publishing |location=Roseville, California |isbn=0-7615-3643-4 |page=502}}</ref> The original arcade version also had a major influence on the PlayStation becoming a 3D-focused console.<ref>{{cite magazine|last=Feit|first=Daniel|url=https://www.wired.com/2012/09/how-virtua-fighter-saved-playstations-bacon/|title=How ''Virtua Fighter'' Saved PlayStation's Bacon|magazine=[[Wired (magazine)|Wired]]|date=September 5, 2012|access-date=October 9, 2014|quote='''Ryoji Akagawa:''' If it wasn't for ''Virtua Fighter'', the PlayStation probably would have had a completely different hardware concept.|archive-date=October 14, 2014|archive-url=https://web.archive.org/web/20141014093913/http://www.wired.com/2012/09/how-virtua-fighter-saved-playstations-bacon/|url-status=live}}</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">{{cite magazine|title=Platinum Pick: Virtua Fighter 2|magazine=[[Next Generation (magazine)|Next Generation]]|publisher=Imagine Media|issue=13|volume=2|date=January 1996|page=179}}</ref> The title remains the highest selling Saturn game in Japan with 1.7 million copies.<ref>{{cite web|url=http://www.saturnworld.com/news/106.html |title=Sega Three Pack Extension |access-date=March 11, 2016 |url-status=dead |archive-url=https://web.archive.org/web/19970107183511/http://www.saturnworld.com/news/106.html |archive-date=January 7, 1997 }}</ref> * ''[[Wipeout (video game)|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">{{cite web |last=Leadbetter |first=Richard |date=4 December 2014 |title=20 years of PlayStation: the making of WipEout |url=http://www.eurogamer.net/articles/digitalfoundry-2014-20-years-of-playstation-the-making-of-wipeout |access-date=11 December 2014 |work=[[Eurogamer]] |publisher=Gamer Network}}</ref> ==See also== {{Portal|1990s|Video games}} * [[1990s in video games]] ==Notes== {{Reflist|group=note}} ==References== {{reflist|colwidth=30em}} {{Fifth generation game consoles}} {{History of video games}} {{DEFAULTSORT:History Of Video Game Consoles (Fifth Generation)}} [[Category:Fifth-generation video game consoles| ]] [[Category:Video game consoles by generation|05]] [[Category:1990s in video gaming|.Consoles05]] [[Category:2000s in video gaming|.Consoles05]] [[Category:1990s toys|Video game consoles05]] [[Category:2000s toys|Video game consoles05]]
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