Fourth generation of video game consoles explained

In the history of video games, the fourth generation of video game consoles, more commonly referred to as the 16-bit era, began on October 30, 1987, with the Japanese release of NEC Home Electronics' PC Engine (known as the TurboGrafx-16 in North America). Though NEC released the first console of this era, sales were mostly dominated by the rivalry between Sega and Nintendo across most markets: the Sega Mega Drive (known as the Sega Genesis in North America) and the Super Nintendo (known as the Super Famicom in Japan). Cartridge-based handheld game consoles became prominent during this time, such as the Nintendo Game Boy, Atari Lynx, Sega Game Gear and TurboExpress.

Nintendo was able to capitalize on its success in the third generation, and managed to win the largest worldwide market share in the fourth generation as well. However, particularly in the lucrative North American market, there was a fierce console war that raged through the early '90s, which eventually saw Sega outselling Nintendo in North America by 1991. Sega's success in this era stemmed largely from its launch of its popular Sonic the Hedgehog franchise to compete with Nintendo's Super Mario series, as well as a very stylized marketing campaign aimed at American teenagers. Several other companies released consoles in this generation, but none of them were widely successful. Nevertheless, there were other companies that started to take notice of the maturing video game industry and begin making plans to release consoles of their own in the future. As with prior generations, game media still continued to be distributed primarily on ROM cartridges, though the first optical disk systems, such as the Philips CD-i, were released to limited success. As games became more complex, concerns over video game violence, namely in titles such as Mortal Kombat and Night Trap, led to the eventual creation of the Entertainment Software Rating Board.

The emergence of fifth generation video game consoles, beginning around 1994, did not significantly diminish the popularity of fourth generation consoles for a few years. In 1996, however, there was a major drop in sales of hardware from this generation and a dwindling number of software publishers supporting fourth generation systems,[1] which together led to a drop in software sales in subsequent years. This generation ended with the discontinuation of the Neo Geo in 2004.

Differences from third generation consoles

Features that distinguish some fourth generation consoles from third generation consoles include:

Additionally, in specific cases, fourth generation hardware featured:

Home systems

TurboGrafx-16

See main article: TurboGrafx-16. The PC Engine was the result of a collaboration between Hudson Soft and NEC and launched in Japan on October 30, 1987. It launched under the name TurboGrafx-16 in North America on August 29, 1989.

Initially, the PC Engine was quite successful in Japan, partly due to titles available on the then-new CD-ROM format. NEC released a CD add-on in 1990 and by 1992 had released a combination TurboGrafx and CD-ROM system known as the TurboDuo.

In the United States, NEC used Bonk, a head-banging caveman, as their mascot and featured him in most of the TurboGrafx advertising from 1990 to 1994. The platform was well received initially, especially in larger markets, but failed to make inroads into the smaller metropolitan areas where NEC did not have as many store representatives or as focused in-store promotion.

The TurboGrafx-16 failed to maintain its sales momentum or to make a strong impact in North America.[2] The TurboGrafx-16 and its CD combination system, the Turbo Duo, ceased manufacturing in North America by 1994, though a small amount of software continued to trickle out for the platform.

Mega Drive/Genesis

See main article: Sega Genesis. The Mega Drive was released in Japan on October 29, 1988.[3] The console was released in New York City and Los Angeles on August 14, 1989, under the name Sega Genesis, and in the rest of North America later that year.[4] It was launched in Europe and Australia on November 30, 1990, under its original name.

Sega built their marketing campaign around their new mascot Sonic the Hedgehog,[5] pushing the Genesis as the "cooler" alternative to Nintendo's console[6] and inventing the term "Blast Processing" to suggest that the Genesis was capable of handling games with faster motion than the SNES.[7] Their advertising was often directly adversarial, leading to commercials such as "Genesis does what Nintendon't" and no scream at all.[8]

When the arcade game Mortal Kombat was ported for home release on the Genesis and Super Nintendo Entertainment System, Nintendo decided to censor the game's gore, but Sega kept the content in the game, via a code entered at the start screen. Sega's version of Mortal Kombat received generally more favorable reviews in the gaming press and outsold the SNES version three to one. This also led to Congressional hearings to investigate the marketing of violent video games to children, and to the creation of the Interactive Digital Software Association and the Entertainment Software Rating Board.[9] Sega concluded that the superior sales of their version of Mortal Kombat were outweighed by the resulting loss in consumer trust, and cancelled the game's release in Spain to avoid further controversy.[10] With the new ESRB rating system in place, Nintendo reconsidered its position for the release of Mortal Kombat II, and this time became the preferred version among reviewers.[11] [12] The Toy Retail Sales Tracking Service reported that during the key shopping month of November 1994, 63% of all 16-bit video game consoles sold were Sega systems.[13]

The console was never popular in Japan (being regularly outsold by the PC Engine), but still managed to sell 40 million units worldwide. By late 1995, Sega was supporting five different consoles and two add-ons, and Sega Enterprises chose to discontinue the Mega Drive in Japan to concentrate on the new Sega Saturn.[14] While this made perfect sense for the Japanese market, it was disastrous in North America: the market for Genesis games was much larger than for the Saturn, but Sega was left without the inventory or software to meet demand.[15]

Super NES

Nintendo executives were initially reluctant to design a new system, but as the market transitioned to the newer hardware, Nintendo saw the erosion of the commanding market share it had built up with the Nintendo Entertainment System.[16] Nintendo's fourth-generation console, the Super Famicom, was released in Japan on November 21, 1990; Nintendo's initial shipment of 300,000 units sold out within hours.[17] The machine reached North America as the Super Nintendo Entertainment System on August 23, 1991, and Europe and Australia in April 1992.

Despite stiff competition from the Mega Drive/Genesis console, the Super NES eventually took the top selling position, selling 49.10 million units worldwide,[18] and would remain popular well into the fifth generation of consoles.[19] Nintendo's market position was defined by their machine's increased video and sound capabilities,[20] including exclusive first-party franchise titles such as F-Zero, Super Mario World, Star Fox, Super Mario Kart, Donkey Kong Country, and Super Metroid.

Compact Disc Interactive (CD-i)

The CD-i format was announced in the late 1980s, with the first machines compatible with the format being released in 1991. The Philips CD-i's main selling point was that it was more than a game machine and could be used for multimedia needs. Due to an agreement between Nintendo and Philips about an abortive CD add-on for the SNES (which eventually evolved into Sony's PlayStation), Philips also had rights to use some of Nintendo's franchises. The CD-i was a commercial failure and was discontinued in 1998,[21] selling only 1 million units worldwide despite several partnerships and multiple versions of the device, some made by other manufacturers.

Neo Geo

See main article: Neo Geo (console). Released by SNK in 1990, the Neo Geo was a home console version of the major arcade platform. Compared to its console competition, the Neo Geo had much better graphics and sound, however the prohibitively expensive launch price of US$649.99 and games often retailing at over $250 made the console only accessible to a niche market. A less expensive version, retailing for $399.99, did not include a memory card, pack-in game or extra joystick.

Add-ons

Nintendo, NEC and Sega also competed with hardware peripherals for their consoles in this generation. NEC was the first with the release of the TurboGrafx CD system in 1990. Retailing for $399.99 at release, the CD add-on was not a popular purchase, but was largely responsible for the platform's success in Japan.[22] The Sega CD was released with an unusually high price tag ($300 at its release) and a limited library of games. A unique add-on for the Sega console was Sega Channel, a subscription-based service (a form of online gaming delivery) hosted by local television providers. It required hardware that plugged into a cable line and the Genesis.

Nintendo also made two attempts with the Satellaview and the Super Game Boy. The Satellaview was a satellite service released only in Japan and the Super Game Boy was an adapter for the SNES that allowed Game Boy games to be displayed on a TV in color. Nintendo, working along with Sony, also had plans to create a CD-ROM drive for the SNES (plans that resulted in a prototype version of the Sony PlayStation), but eventually decided not to go through with that project, opting to team up with Philips in the development of the add-on instead (contrary to popular belief, the CD-i was largely unrelated to the project).

European importing

The fourth generation was also the era when the act of buying imported US games became more established in Europe, and regular stores began to carry them. The PAL region has a refresh rate of 50 Hz (compared with 60 Hz for NTSC) and a vertical resolution of 625 interlaced lines (576 effective), compared with 525/480 for NTSC. Because the simulation speed of contemporary game systems was directly linked to the output frame rate, which was in turn synchronized with the TV's refresh rate, this meant that the game would run more slowly on a PAL television. The smaller number of vertical lines in the NTSC signal would also lead to black bars appearing on the top and bottom of a PAL television. Developers often had a hard time converting games designed for the American and Japanese NTSC standard to the European and Australian PAL standard. Companies such as Konami, with large budgets and a healthy following in Europe and Australia, readily optimized several games (such as the International Superstar Soccer series) for this audience, while most smaller developers did not.

Also, few RPGs were released in Europe because the market for the genre was not as large as in Japan or North America, and the increasing amount of time and money required for translation as RPGs became more text-heavy, in addition to the usual need to convert the games to the PAL standard, often made localizing the games to Europe a high-cost venture with little potential payoff.[23] [24] As a result, RPG releases in Europe were largely limited to games which had previously been localized for North America, thus reducing the amount of translation required.[24]

Popular US games imported at this time included Final Fantasy IV (known in the US as Final Fantasy II), Final Fantasy VI (known in the US as Final Fantasy III), Secret of Mana, Street Fighter II, Chrono Trigger, and Super Mario RPG. Secret of Mana and Street Fighter II would eventually receive official release in Europe, whilst Final Fantasy IV, Final Fantasy VI, Chrono Trigger and Super Mario RPG would be released in Europe years later on other consoles or formats outside of this generation.

Comparison

Comparison of fourth-generation video game home consoles
NamePC-Engine/TurboGrafx-16SuperGrafxMega Drive/GenesisSuper Famicom/Super NintendoNeo Geo
ManufacturerNECSegaNintendoSNK
Image(s)


Release date
Launch pricesUS$US$199.99 -US$189.99 US$199.99 US$649.99 (Gold version) US$399.99 (Silver version)
GBP-£189.99[25] [26] £150[27]
A$-
JP¥¥21,000 ¥25,000
MediaType
  • Cartridge
  • Data card (Japan/Europe)[28]
Regional lockout
Backward compatibilityN/AMaster System (using Power Base Converter)Nintendo Entertainment System (unlicensed, using Super 8)Game Boy (using Super Game Boy)N/A
Best-selling gamesBonk's Adventure[29] DaimakaimuraSonic the Hedgehog (15 million)[30] Super Mario World, 20 million (as of June 25, 2007)[31] Samurai Shodown
Accessories (retail)
  • TurboGrafx-CD (1988)
  • System Card (1988)
  • Super System Card (1991)
  • Arcade Card (1994)
  • TurboTap (1987)
  • TurboStick
  • TurboBooster
  • TurboBooster Plus
  • Neo Geo Controller Pro
  • Neo Geo Memory Card
CPUHudson Soft HuC6280A (based on 8-bit 65SC02)
1.79 MHz (0.77 MIPS) or 7.16 MHz (3.08 MIPS)[33]

32X Add-on:

SA-1 enhancement chip

  • Nintendo custom 65C816
    10.74 MHz (4.5 MIPS)
GPU
  • Hudson Soft HuC6260 Video Color Encoder (16-bit)
  • Hudson Soft HuC6270A Video Display Controller (16-bit)
  • HuC6260
  • 2× HuC6270A
  • HuC6202 Video Priority Controller

Upgrades:

  • SVP chip: Samsung SSP1601 DSP[37] @ 23 MHz (25 MIPS)[38] (1994)
  • 32x add-on: Sega 32x VDP (Sega Custom LSI) @ 23 MHz [39]
  • Ricoh PPU1 (Picture Processing Unit 1)
  • Ricoh PPU2 (Picture Processing Unit 2)

Enhancement chips

  • SNK LSPC2-A2 (line sprite generator & VRAM interface)[43]
  • SNK PRO-B0 (palette arbiter)[44] [45]
Sound chip(s)Hudson Soft HuC6280A PSG

32X Add-on:

Sony APU (Audio Processing Unit)
  • S-SMP (8-bit Sony SPC700)
  • S-DSP (16-bit DSP)
Yamaha YM2610
RAM
  • 8 KB main RAM
  • 64 KB video RAM
  • Super System Card: 64 KB DRAM, 192 KB SRAM
32 KB main, 128 KB video RAM

Upgrades:

  • SVP chip: 128 KB DRAM, 2 KB cache, 1 KB DSP RAM[49]
  • 32X add-on: 256 KB main RAM, 256 KB video RAM
  • 128 KB main DRAM
  • 64 KB video SRAM
  • 64 KB audio PSRAM

Enhancement chips:

  • SA-1: 2 KB RAM
  • Super FX: 32 to 128 KB SRAM
  • Super FX 2: 64 to 128 KB SRAM
  • 64 KB main SRAM
  • 74 KB video SRAM
  • 2 KB audio SRAM
Video 128 sprites on screen, 32 sprites per scanline, 2 sprite layers, 2 parallax scrolling tilemap backgrounds, 512 colors on screen
  • Resolution: 320×224, 256×224 (NTSC), 320×240, 256×240 (PAL) (progressive),[53] 320×448 to 320×480 (interlaced)
  • Sprites: 80 on screen, 20 per scanline, 8×8 to 32×32 sizes, 16 colors per sprite,[54] integer sprite zoom,[55] sprite flipping[56]
  • Tilemaps: 2 parallax scrolling planes with line & row scroll effects and tile flipping
  • Colors on screen: 64 to 75[57] (standard), 192 (shadow/highlight), 512 (160×224 resolution)
  • Color palette: 512 (standard), 1536 (shadow/highlight)

Upgrades:

  • Resolution: 256×224 to 256×239 (progressive), 512×448 to 512×478 (interlaced)
  • Sprites: 128 on screen, 32 per scanline, 8×8 to 64×64 sizes, 16 colors per sprite, sprite flipping
  • Tilemaps: 2–4 parallax scrolling planes (lo-res), or 1–2 scrolling planes (hi-res), or 1 scaling/rotating plane (Mode 7)
  • Colors on screen: 256 (1–3 lo-res planes), 128 (4 planes), 128 to 160 (hi-res)[61]
  • Color palette: 32,768 (15-bit high color)

Enhancement chips:

  • Super FX: 2,000 flat shading polygons/sec, 1,000 texture mapping polygons/sec[62]
  • Super FX 2: 4,000 flat shading polygons/sec, 2,000 texture mapping polygons/sec
  • Capcom Cx4: Sprite rotation/Calculations for wireframe effects
  • DSP-1: Advance Scaling and Rotation via Mode 7
  • DSP-2: Dynamic Scaling Capability and Transparency effects
  • DSP-3: Bitstream decompression, and bitplane conversion of graphics
  • DSP-4: Draw Distance
  • Resolution: 320×224 to 384×264 (progressive)
  • Sprites: 380 on screen, 96 per scanline, double line buffering, 16×16 to 16×512 sizes, 16 colors per sprite, sprite scaling, sprite flipping
  • Tilemaps: 1 static plane, and optional 1–3 parallax scrolling planes with scaling and line & column scroll effects[63]
  • Colors on screen: 4096
  • Color palette: 65,536 (16-bit high color)
Audio Stereo audio with:

Upgrades:

Stereo audio with: Stereo audio with:
  • 4 FM synthesis channels/voices
  • 3 square wave channels/voices
  • 1 white noise generator
  • 6 ADPCM channels (12-bit) @ 18.5 kHz sampling rate[66]
  • 1 ADPCM channel (16-bit) @ 1.8 to 55.5 kHz sampling rate

CD-supported consoles

NameCD-ROM²/TurboGrafx-CDPC Engine Duo/TurboDuoCD-iSega CD/Mega-CDWondermega/X'Eye
ManufacturerNECPhilipsSegaVictor/JVC
Console






Release date
Launch pricesUS$US$399.99 US$299.99 US$799 US$299 US$500
GBP£270
A$
JP¥JP¥49,800
Regional lockoutcolspan="2"
Accessories (retail)
  • Arcade Card (1994)
  • Arcade Card (1994)
  • TurboDuo-Controller-Adapter
  • Arcade Pad 6
  • Sega CD Backup Ram carts (1992 JP) (1994 NA)
CPUHudson Soft HuC6280A (based on 8-bit 65SC02)
1.79 MHz (0.77 MIPS) or 7.16 MHz (3.08 MIPS)
Philips SCC68070 @ 15.5 MHzMotorola 68000 @ 12.5 MHz (2.19 MIPS)
GPU
  • Hudson Soft HuC6260 Video Color Encoder (16-bit)
  • Hudson Soft HuC6270A Video Display Controller (16-bit)
Philips SCC66470, MCD 212Sega ASIC coprocessor[67]
Sound chip(s)Oki MSM5205 MCD 221Ricoh RF5c164
RAM
  • 8 KB main RAM
  • 64 KB video RAM
  • 64 KB main DRAM, 64 KB audio DRAM

Super CD-ROM²:

  • 256 KB SRAM
  • 64 KB DRAM
  • 2 KB Back-up SRAM

Upgrades:

  • Arcade Duo Card: 2048 KB FPM DRAM, 192 KB SRAM[68]
  • Arcade Pro Card: 2240 KB+192 kB
  • 256 KB SRAM
  • 64 KB Video RAM
  • 8 KB Work Ram
1 MB RAM
  • 512 KB main
  • 256 KB Video
  • 64 KB Audio
  • 16 KB cache
  • 8 KB Internal Back-up[69]

CD BackUp Ram Carts:

  • 8 KB to 512 KB
Audio Stereo audio with: Stereo audio with:
  • 8 ADPCM channels
Stereo audio with:
  • 8 PCM channels (16-bit, 32 kHz)
  • 1 streaming CD-DA channel (16-bit, 44.1 kHz)

Worldwide sales standings

See also: List of best-selling game consoles.

ConsoleFirmUnits sold
Nintendo49.1 million[73]
Sega35.25 million
NEC7.7 million
Sega[74]
NEC[75]
SNK
Philips1 million[76]
Sega800,000[77]
Fujitsu45,000 (as of December 31, 1993)[78]
SNK570,000

Handheld systems

See also: Comparison of handheld game consoles.

The first handheld game console released in the fourth generation was the Game Boy, on April 21, 1989. It went on to dominate handheld sales by an extremely large margin, despite featuring an 8-bit microprocessor and a low-contrast, unlit monochrome screen while all three of its leading competitors had color. Three major franchises made their debut on the Game Boy: Tetris, the Game Boy's killer application; Pokémon; and Kirby. With some design (Game Boy Pocket, Game Boy Light) and hardware (Game Boy Color) changes, it continued in production in some form until 2008, enjoying a better than 18-year run.

The Atari Lynx included hardware-accelerated color graphics, a backlight, and the ability to link up to sixteen units together in an early example of network play when its competitors could only link 2 or 4 consoles (or none at all),[79] but its comparatively short battery life (approximately 4.5 hours on a set of alkaline cells, versus 35 hours for the Game Boy), high price, and weak games library made it one of the worst-selling handheld game systems of all time, with less than 500,000 units sold.[80] [81]

The third major handheld of the fourth generation was the Game Gear. It featured graphics capabilities roughly comparable to the Master System (better colours, but lower resolution), a ready made games library by using the "Master-Gear" adaptor to play cartridges from the older console, and the opportunity to be converted into a portable TV using a cheap tuner adaptor, but it also suffered some of the same shortcomings as the Lynx. While it sold more than twenty times as many units as the Lynx, its bulky design – slightly larger than even the original Game Boy; relatively poor battery life – only a little better than the Lynx; and later arrival in the marketplace – competing for sales amongst the remaining buyers who did not already have a Game Boy – hampered its overall popularity despite being more closely competitive to the Nintendo in terms of price and breadth of software library.[82] Sega eventually retired the Game Gear in 1997, a year before Nintendo released the first examples of the Game Boy Color, to focus on the Nomad and non-portable console products.

Other handheld consoles released during the fourth generation included the TurboExpress, a handheld version of the TurboGrafx-16 released by NEC in 1990, and the Game Boy Pocket, an improved model of the Game Boy released about two years before the debut of the Game Boy Color. While the TurboExpress was another early pioneer of color handheld gaming technology and had the added benefit of using the same game cartridges or 'HuCards' as the TurboGrafx16, it had even worse battery life than the Lynx and Game Gear – about three hours on six contemporary AA batteries – selling only 1.5 million units.[81]

List of handheld consoles

ConsoleGame Boy / Game Boy Pocket / Game Boy LightAtari LynxGame GearPC Engine GT / TurboExpress / PC Engine LT
ManufacturerNintendoAtariSegaNEC
Image
Release date
Launch priceUS$US$89.95[83] US$189.99 US$149.99 US$299.99[84]
GBP[85]
A$A$155
JP¥[86]
Units sold118.69 million,[87] including Game Boy Color units[88] 500,00011 million1.5 million
MediaTypeCartridgeCartridgeCartridgeDatacard
Regional lockout
Backward compatibility (Original cartridges compatible with later models)Master System (using Cartridge Adapter)TurboGrafx-16 (HuCard only)
Best-selling gamesRoadBlastersSonic the Hedgehog 2Bonk's Adventure
CPUSharp LR35902
4.19 MHz
Zilog Z80
3.5 MHz
HuC6280A (modified 65SC02)
1.79 or 7.16 MHz
Memory64 KB DRAM
Video
AudioStereo audio (using headphones), with:
  • Two square wave voices
  • One programmable WS voice
  • One white noise generator
  • Optional sampling through the WS channel
Stereo audio with:
  • Four square wave voices
  • A built-in DAC for each channel
Stereo audio (using headphones), with:
  • Three square wave voices
  • One white noise generator
Stereo audio (using headphones), with:
  • Six programmable WS voices
  • White noise generation
  • Optional streaming of samples

Other handheld game consoles

Milestone titles

See also

Notes and References

  1. 16-Bit's Final Hurrah . Electronic Gaming Monthly. 88 . Ziff Davis. November 1996 . 21–22.
  2. News: TurboGrafx-16: the console that time forgot (and why it's worth re-discovering). Paul. Sartori. The Guardian . April 2, 2013. www.theguardian.com. June 26, 2017. July 1, 2018. https://web.archive.org/web/20180701054900/https://www.theguardian.com/technology/gamesblog/2013/apr/02/turbografx-16-machine-that-time-forgot. live.
  3. Web site: Sega Mega Drive Console Information . October 18, 2007 . Console Database Staff . Console Database/Dale Hansen . Console Database . dead . https://web.archive.org/web/20071016064132/http://www.consoledatabase.com/consoleinfo/segamegadrive/index.html . October 16, 2007.
  4. Book: Kent, Steven L. . Steven L. Kent . . 404–405 . Roseville, California . Prima Publishing . 2001 . 0-7615-3643-4.
  5. Book: Kent, Steven L. . Steven L. Kent . The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World . 2001 . Prima Publishing . Roseville, California . 0-7615-3643-4 . 424–431.
  6. Book: Kent, Steven L. . Steven L. Kent . The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World . 2001 . Prima Publishing . Roseville, California . 0-7615-3643-4 . 434, 448–449.
  7. Web site: The Essential 50 Part 28: Sonic the Hedgehog . www.1up.com . April 21, 2008 . dead . https://web.archive.org/web/20160714080311/http://www.1up.com/features/essential-50-sonic . July 14, 2016 .
  8. Book: Kent, Steven L. . Steven L. Kent . The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World . 2001 . Prima Publishing . Roseville, California . 0-7615-3643-4 . 405.
  9. Chris . Kohler . July 29, 1994: Videogame Makers Propose Ratings Board to Congress . July 29, 2009 . . April 20, 2015 . February 18, 2014 . https://web.archive.org/web/20140218213902/http://www.wired.com/thisdayintech/2009/07/dayintech_0729/ . live .
  10. International Outlook. Electronic Gaming Monthly. 53. Sendai Publishing. December 1993. 90.
  11. Book: Kent, Steven L. . Steven L. Kent . The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World . limited . 2001 . Prima Publishing . Roseville, California . 0-7615-3643-4 . 461–480.
  12. Web site: Purple Reign: 15 Years of the Super NES. Ray Barnholt. August 4, 2006. 1UP.com. 4. July 13, 2007. dead. https://web.archive.org/web/20070927194054/http://www.1up.com/do/feature?cId=3152604. September 27, 2007.
  13. Semrad . Ed . Sega Sets the Pace for 1994!. Electronic Gaming Monthly. 56. Sendai Publishing. March 1994. 6.
  14. Web site: History of the Sega Mega Drive - Sega Retro. segaretro.org. June 18, 2021. February 10, 2019. April 1, 2020. https://web.archive.org/web/20200401142716/https://segaretro.org/History_of_the_Sega_Mega_Drive. live.
  15. Book: Kent, Steven L. . Steven L. Kent . The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World . 2001 . Prima Publishing . Roseville, California . 0-7615-3643-4 . 508, 531.
  16. Book: Kent, Steven L. . Steven L. Kent . The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World . 2001 . Prima Publishing . Roseville, California . 0-7615-3643-4 . 413–414.
  17. News: Why Super Nintendo Is the Reason You're Still Playing Video Games. Rolling Stone. 2017-06-26. July 1, 2018. https://web.archive.org/web/20180701055213/https://www.rollingstone.com/culture/news/super-nintendo-25-year-anniversary-why-snes-still-matters-w435671. dead.
  18. Web site: Consolidated Sales Transition by Region . September 29, 2011 . January 27, 2010 . Nintendo . https://web.archive.org/web/20110224231633/http://www.nintendo.co.jp/ir/library/historical_data/pdf/consolidated_sales_e0912.pdf . February 24, 2011 . dead.
  19. A Brief History of Game Consoles, as Seen in Old TV Ads. Danny. Allen. PC World. December 22, 2006. July 15, 2007. May 8, 2008. https://web.archive.org/web/20080508011331/http://www.pcworld.com/printable/article/id,128295/printable.html. dead.
  20. Web site: PS1 10th Anniversary retrospective . Jeremy Parish . 1UP.com . September 6, 2005 . May 27, 2007 . dead . https://web.archive.org/web/20070927200615/http://www.1up.com/do/feature?cId=3143409 . September 27, 2007.
  21. The 10 Worst-Selling Consoles of All Time . Blake Snow . . July 30, 2007 . 2 . October 25, 2008. https://web.archive.org/web/20070508035815/http://www.gamepro.com/gamepro/domestic/games/features/111823.shtml. May 8, 2007.
  22. Web site: Christian . Nutt . Stalled engine: The TurboGrafx-16 turns 25 . Gamasutra . September 12, 2014 . February 15, 2018 . January 1, 2016 . https://web.archive.org/web/20160101061244/http://gamasutra.com/view/feature/225466/stalled_engine_the_turbografx16_.php . live .
  23. Nintendo Ultra 64: The Launch of the Decade?. Maximum: The Video Game Magazine. 2 . November 1995. 107–8.
  24. Preview: Shining the Holy Ark. Sega Saturn Magazine. 19 . May 1997. 33.
  25. September 1990. Megadrive – Official at Last. Computer and Video Games. United Kingdom. Future Publishing. 106. 13. https://web.archive.org/web/20161007203253/http://archive.org/stream/Computer_Video_Games_Issue_106_1990-09_EMAP_Publishing_GB/Computer__Video_Games_Issue_106_1990-09_EMAP_Publishing_GB#page/n11/mode/2up. October 7, 2016. live.
  26. October 1990 . Going Console Crazy . . United Kingdom . . 37 . 7 .
  27. Web site: SNES celebrates 20th birthday in UK. Tom. Phillips. Eurogamer. April 11, 2012. September 13, 2020. May 14, 2019. https://web.archive.org/web/20190514071321/https://www.eurogamer.net/articles/2012-04-11-snes-celebrates-20th-birthday-in-uk. live.
  28. Book: Santulli, Joe . Digital Press Collectors Guide . 2005 . Digital Press . USA . 978-0-9709807-0-0 .
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