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History of video games |
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In the history of computer and video games, the third generation began on July 15, 1983, with the Japanese release of both the Nintendo Family Computer (later known as the Nintendo Entertainment System in the rest of the world) and Sega SG-1000.[1][2] This generation marked the end of the North American video game crash of 1983, a shift in the dominance of home video games from the United States to Japan,[3] and the transition from single-screen or flip-screen graphics to scrolling graphics, which would prove to be a pivotal leap in game design.[1]
Although the previous generation of consoles had also used 8-bit processors, it was at the end of this generation that home consoles were first labeled by their "bits". This also came into fashion as 16-bit systems like the Mega Drive/Genesis were marketed to differentiate between the generations of consoles. In the United States, this generation in gaming was primarily dominated by the NES/Famicom. The end of the 3rd generation of video games comes as 8-bit consoles become obsolete in graphics and processing power compared to 16-bit consoles.
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The Family Computer (commonly abbreviated the Famicom) became very popular in Japan during this era, crowding out the other consoles in this generation. The Famicom's Western counterpart, the Nintendo Entertainment System, dominated the gaming market in Japan and North America, thanks in part to its restrictive licensing agreements with developers. This marked a shift in the dominance of home video games from the United States to Japan, to the point that Computer Gaming World described the "Nintendo craze" as a "non-event" for American video game designers as "virtually all the work to date has been done in Japan."[3] Although the NES dominated the market in Japan and North America, Sega's Master System made large inroads in Europe, Oceania and Brazil, where the NES was never able to break its grip.[4] The Atari 7800 also had a fairly successful life in the United States, and the Sharp X68000 began its niche run in Japan in 1987.
The third generation would mark the move from single-screen or flip-screen graphics to scrolling graphics, which would prove to be nearly as pivotal as the leap to 3D graphics during the fifth generation. While hardware scrolling had been present in various arcade games in the early 1980s, during the golden age of video arcade games, it was not introduced to consoles until the third generation, with the 1983 release of the NES, the first console to feature hardware scrolling. The emergence of scrolling games opened up the possibility of vast worlds that made earlier single-screen games seem quaint. This gave Nintendo's NES a major advantage over its competitor, the Sega SG-1000, which was released on the same day but lacked hardware scrolling. Unlike the NES, the SG-1000 initially had very little to differentiate itself from earlier consoles such as the ColecoVision and contemporary computers such as the MSX. Despite the lack of hardware scrolling, Sega's SG-1000 Mark II was able to pull off some scrolling effects in 1984, including parallax scrolling in Orguss and sprite-scaling in Zoom 909.[1] In 1985, Sega's Master System incorporated hardware scrolling, alongside an increased colour palette, greater memory, pseudo-3D effects, and stereoscopic 3-D, gaining a clear hardware advantage over the NES. However, the NES would still continue to dominate the important North American and Japanese markets, while the Master System would gain more dominance in the emerging European and South American markets.[4]
In the later part of the third generation (argued by some as part of the 4th generation as the Turbografx-16 was released in 1987 and the Sega Mega Drive was released in 1988), Nintendo also introduced the Game Boy, which almost single-handedly solidified, and then proceeded to dominate, the previously scattered handheld market for 15 years. While the Game Boy product line has been incrementally updated every few years, until the Game Boy Micro and Nintendo DS, and partially the Game Boy Color, all Game Boy products were backwards compatible with the original released in 1989. Since the Game Boy's release, Nintendo had dominated the handheld market.
The third generation saw many of the first console role-playing video games (RPGs). Editing and censorship of video games was often used in localizing Japanese games to North America. During this era, many of the most famous video game franchises of all time were founded. Some examples are Super Mario Bros., Final Fantasy, The Legend of Zelda, Dragon Quest, Metroid, Mega Man, Metal Gear, Castlevania, Phantasy Star, Megami Tensei, Ninja Gaiden, and Bomberman.
The third generation also saw the dawn of the children's educational console market. Although consoles such as the VideoSmarts and ComputerSmarts systems were stripped down to very primitive input systems designed for children, their use of ROM cartridges would establish this as the standard for later such consoles. Due to their reduced capacities, these systems typically were not labeled by their "bits" and were not marketed in competition with traditional video game consoles.
This generation is often mislabeled as the "First Generation" as it saw the beginnings of the video game industry as we know it today (although the grouping of generations is largely arbitrary).
The Nintendo Entertainment System (NES) / Family Computer (Famicom) sold by far the most units of any third generation console in North America and Japan. This was due to its earlier release, its strong lineup of first-party titles (such as Super Mario Bros. and Super Mario Bros. 3, The Legend of Zelda, and Metroid), and Nintendo's strict licensing rules that required NES titles to be exclusive to the console for two years after release. This put a damper on third party support for the other, less popular consoles. However, Sega's Master System was more popular than the NES in Europe, Brazil, Australia, and New Zealand, markets that were first reached by Sega. Many more games for the Master System were released in Europe and Brazil than in North America, and the console had a very long shelf-life in Brazil and New Zealand. In Europe, competition was tough for the NES, which was not as successful as the Master System in those other regions despite the hegemony that it had in the North American and Japanese markets.[5] The industry also started to grow in places west of the Soviet Union, including Lithuania via new programmers trained in that area. The Master System was finally discontinued in the late 1990s, while Nintendo of Japan continued to repair Famicom systems until October 31, 2007.[6][7][8]
Name | Famicom/NES | SG-1000 | Casio PV-1000 | Master System | Atari 7800 |
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Manufacturer | Nintendo | Sega | Casio | Sega | Atari |
Console | |||||
Launch prices | ¥14,800 US$199.99 CA$240 |
¥15,000 | ¥14,800 | ¥24,200 US$199.99 |
US$140.00 |
Release date |
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Media | Cartridge and floppy disk (Japan only) | Cartridge and Cassette (SG-3000) | Cartridge | Cartridge and data card | Cartridge |
Top-selling games | Super Mario Bros. (pack-in), 40.23 million (as of 1999)[9] Super Mario Bros. 3, 18 million (as of May 21, 2003)[10] |
N/A | N/A | Hang-On and Safari Hunt (Pack-In) | Pole Position II (pack-in) |
Backward compatibility | None | None | None | Sega SG-1000 (Japanese system only) | Atari 2600 |
Accessories (retail) | N/A | N/A |
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CPU | Ricoh 2A03 (based on
MOS Technology 6502 |
NEC 780C (Zilog Z80 clone)
3.58 MHz for NTSC, 3.55 MHz for PAL |
D780C-1 (Z80A) 3.579 MHz |
NEC 780C (Zilog Z80 clone) 3.57 MHz (3.54 MHz PAL) |
Custom, 6502C (based on
MOS Technology 6502) |
Memory | 2 KB main RAM 2 KB video RAM 256 bytes sprite RAM 28 bytes palette RAM |
2 kB Main RAM 16 kB video RAM |
2 KB + 1 KB (character generator) | 8 KB main RAM 16 KB video RAM |
4 KB main RAM |
Video | 64 sprites (8 per scanline) 256x240 resolution 25 simultaneous colors 53 color palette |
256x192 resolution 32 sprites, maximum of 4 sprites per scanline 16 colors |
8 colors 256x192 resolution |
128 colors (16 colors with 8 intensity levels each) | Unlimited sprites 320x200 resolution 25 simultaneous colors 256 color palette |
Audio | Mono audio with:
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Mono audio with:
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Unknown | Mono audio with:
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Mono audio with:
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Console | Units sold |
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Nintendo Entertainment System | 60 million (as of August 4, 2007)[12] |
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