First
Generation Systems, 1972-1977
America was introduced to the first home
video game system on a Sunday night television broadcast hosted by Frank
Sinatra. Released by Magnavox and named "Odyssey" this system was little
more than a few logic switches, and not considered a microcomputer by
the industry. The Odyssey was the result of years of negotiations between
Ralph Baer and various players in the television manufacturing industry.
This was not, however, the first time
that Americans had seen a videogame. Pong, created by Nolan Bushnell and
Al Alcorn (founder and first employee of Atari), had been around for nearly
a year in the arcades. Thus videogames were not new. However, a system
to play video games in the privacy of your own home had never been seen
before.
Nolan Bushnell was not to be outdone,
and with simplicity as his motto, he reproduced his popular arcade Pong
for home use. Atari Pong, the home version, consisted of one simple unit.
It had built in paddles, a built in speaker, and preprogrammed with Pong.
Unlike Baer's Odyssey, which had twelve games built in, separate controllers,
and graphic overlays, Atari Pong was considered concise by the video game
consumer. At this time, consumers did not feel a need to spend more on
a system simply because it had more games. It was a common complaint among
consumers that systems with multiple games only had one or two desirable
games. Thus, Atari Pong and the over sixty Pong knock-offs, would dominate
the market until 1977 when it would be replaced by the VCS, another Atari
system.
Second
Generation Systems, 1977-1981
In the Second Generation we see a dramatic
change in the desires of the video game consumer. Previously, systems
with only a few games preprogrammed were all that was necessary to surfeit
the consumer's cravings. The industry wide implementation of the microprocessor
first invented at Fairchild paved the way for more complicated systems.
These systems produced graphical and auditory effects unlike any that
had ever been experience before. While this would be repeated again and
again signaling the move from one generation to another, it has been speculated
that this first change had the most dramatic effect on the consumer.4
Continuing their success during the Pong
era, and fueled by recent public enthusiasm about video games, Atari's
VCS/2600 would dominate the second generation until the gaming market
crash of 1982.
Third
Generation Systems, 1981-1984
The third Generation is often referred
to as "the dark ages" because of the crash of the video game market during
these years. At the peak of the previous generation, the video game industry
was grossing upwards of $3 billion in America alone. However, in 1985,
at the end of the Third Generation, video game sales would only reach
$100 million worldwide.
There has been a great deal of speculation
as to exactly what caused this dramatic decline in gaming popularity.
Cohen suggested that Atari spread themselves too thinly in their attempt
to diversify, and flooded the market with too much product. This, however,
is not the theory I subscribe to. In all fairness to Cohen, his research
was concluded during 1983 and 1984, and was a good year away from witnessing
the complete ruin that became of the industry.
The theory I believe to be accurate is
based primarily upon my personal experience with the video game industry
since 1977, and has been validated by several publications over the years.
(The Vidiot's Club, Electronic Gaming Monthly, GameFan, Game Over-by David
Sheff.)
During the Second Generation, magnetic
mediums were implemented in the data storage used in Arcade machines.
These mediums (usually variations on the floppy disk) allowed for a higher
memory capacity than conventional ROM cartridges. (At that time, ROM cartridges
were averaging around 4-16 kilobytes as opposed to computer disks that
could store upwards of 180 kilobytes per side.) In 1982, Atari had the
option to include a disk drive built into the 5200 game console. The price
difference would have been nominal, but the memory capacity allowed would
have been significant. Atari was also in the process of acquiring diskette
manufacturing equipment for their upcoming computer line. Thus, the leap
to a magnetic medium for video games would not have been a great difficulty
for them. Internal pressures from the industry and external pressures
from the consumer were in favor of this higher capacity storage, and many
speculated that it would be implemented in the Third Generation systems.
Atari, however, had different views. In
a 1982 press release Atari stated, "[Magnetic] media is entirely too fragile
for the consumer to adequately handle." Because Atari dominated the industry
so completely at the time, few companies opposed this decision publicly.
Those that did would not survive for long. For example, Coleco would bring
out the Coleco Vision with its tape drive, but it would be forced out
of the market due to lack of sales.
However Atari's "concern" for the customer
backfired on them. In the previous years, there had been a very fine line
separating arcade game quality from home game quality. With arcades utilizing
storage capacities ten to forty-five times larger than home systems, that
fine line became a chasm. Arcade games seemed to be evolving exponentially,
while home systems seemed "stuck in a time warp."
The public quickly became uninterested
in video game specific consoles, and sales plummeted.
This would mark the end of Atari's reign
of the video game market. To this day, Atari has not produced any significantly
popular systems apart from their original Pong and the VCS/2600. Since
1985, they have slowly been picked apart by the industry. Splinter companies
can be seen everywhere. One of which, known as Tengen, would play a crucial
role in the Fourth Generation during some heated legal actions involving
Nintendo of America.
Fourth
Generation Systems, 1985 -1989
Two innovations in the computer electronics
industry had to occur before home video games could achieve similar popularity
as in the Second Generation. Both transpired in 1984. The first was the
reduction in cost of Dynamic RAM (DRAM) chips that allowed programmers
more memory than conventional RAM and accessed at much higher transfer
rates than magnetic disks. The second was the production of higher power
8-bit processors, which lowered the prices of the pervious chips. This
made the two technologies easily accessible to video game companies.
These innovations were ideal for the production
of home game consoles that could compete with the ability of arcade machines.
Several companies from the previous generations (Atari, Mattel, and Magnavox)
tentatively tested the gaming market. However, they simply released updated
versions of their older systems. The successes of the Fourth Generation
would come from unknown companies with fresh consoles.
Sega was the first of the Japanese companies
to try a new system. Created in 1954 in Japan by an American David Rosen,
Service Games originally produced coin-operated mechanical games. In 1965,
Rosen purchased a Tokyo jukebox and slot-machine maker and adopted a shortened
version of Service Games, Sega. During the Pong era, Sega was busy making
very popular pinball games. Later, under the direction of Gulf & Western,
Sega entered into the video game market with the arcade game "Periscope."
They would be an integral player in the industry, eventually suffering
during the gaming market crash in the Third Generation. When DRAM chips
and inexpensive 8-bit processors became available in 1984, Sega, being
headed by Hayao Nakayama at the time, entered the home console market
with their Master System. The Sega Master system would sell very well,
but its success would be short lived.
Nintendo of Japan, was originally founded
in 1889 by Fusajiro Yamauchi, an artist and craftsworker during the Meiji
period. Founded as a playing card company, Nintendo virtually meant "leave
luck to heaven." Entering into the video game market in the seventies
by joining with Coleco, an American video game company, Nintendo would
achieve moderate success through such arcade games as Donkey Kong and
Mario Brothers. They would also produce a majority of games for the Third
Generation system Coleco Vision. But the gaming market crash at that time
would destroy several companies, including Coleco, leaving Nintendo's
future in video games uncertain. Teaming up with Mitsubishi to produce
watches with simple LCD games built in, Nintendo would tread water for
a few years, unable to truly achieve any kind of lasting prosperity. Upon
learning of the success that other companies, such as Sega, were having
in the U.S. Hirosi Yamauchi, a descendant of Fusajiro's, pressed Nintendo
engineers to design their own home console. Yamauchi told his engineers
to leave out all extraneous frills to save money and speed up production.
The system was rushed by the pressures Yamauchi placed on his designers,
and was released no more than six months since the release of the Sega
Master System. The first shipments were riddled with defects because of
the short design period, thus making many retailers very upset. However,
using the marketing data already established by competing companies, Nintendo
executives channeled nearly all of the company's resources into advertisements.
These advertisements hit the American and Japanese consumers at the exact
right time, because sales for the Nintendo Entertainment System would
skyrocket over the next few months, and Nintendo would not be able to
manufacture enough systems to keep the stores stocked.
The Nintendo Entertainment System (NES)
would become the highest selling system in history, and also the most
notorious. Nintendo would be involved in the intimidation of retailers,
competing companies, and even licensed "partners." They would have countless
lawsuits brought up against them, and fill the gaming community with inaccurate
rumors and "vapor-ware" for the sole purpose of detracting public attention
away from competitors. Ultimately, Nintendo would be brought up on charges
of monopolizing, price fixing, and anti-trust violations by District Attorneys
from all fifty states, and lose. However, most will agree, that the real
loser in all of these battles, was the customer.
Fifth
Generation Systems, 1989 -1995
Many say that in 1989, the video game
industry needed a good, firm, kick in the pants. The NES had been the
only system of choice since 1985, remaining unchanged while the arcade
machines raced towards increasing sophistication. Faster and more powerful
arcade structures were reducing the price of the older arcade technologies,
bringing them within the home video game buyer's price range. The industry
(which had been decimated eight years previous only to return more stalwart
than ever) was buzzing with rumors of 16-bit monster systems on the horizon.
Sega had managed to stay in business despite
the poor performance of its Master System due to their massive arcade
base. They had been working on converting their arcade architecture into
a home console, and were close to completing it. NEC, a Japanese company
with $22 billion annual sales in non-video game arenas, spent $3.7 billion
in Research and Development on video games in 1988. Both companies should
have spurned Nintendo into action to produce their own 16-bit system.
Nintendo, however, stayed with their lordly "above-the-fray" stance. "We
listen to our players," Bill White, a Nintendo executive, told the press
in 1989, "They tell us they are extremely happy with the existing system
and are totally involved with the games. We haven't maxed out our 8-bit
system yet." This attitude would leave Nintendo in the dust of the coming
16-bit revolution.
The first of the new systems was to be
the NEC Turbographix-16. While its initial success would be very impressive
(outselling Nintendo's NES 3 to 1 in its first month) it would ultimately
fail after the assault on the industry by Sega with their 16-bit Genesis.
The Genesis was not only more powerful
than the Turbographix, it had the arcade hits of Sega to back it. By Christmas
of 1989, the Genesis and its games were outselling every other system
on the market. By the following summer, Sega had wrestled 20% of the gaming
market and 55% of new system sales from Nintendo's iron grasp. This sent
Nintendo reeling, and caused many of Nintendo's exclusive licensees to
cease NES game production in favor of producing Genesis titles. Electronic
Arts, who had achieved marginal success under Nintendo's reign, was one
of the initial companies to strike a deal with Sega. These games produced
by EA for the Genesis would propel the system's popularity even higher.
Nintendo, in an attempt to reclaim the
industry, would join forces with NEC to battle Sega. A tentative agreement
was made where the Turbographix would be Nintendo's new flagship system.
However, when even Nintendo's software aid could not save the Turbographix
from destruction, Nintendo would abandon the system and its parent company,
leaving them to flounder.
Wary of the fate that felled Atari, Hiroshi
Yamauchi set one of his top engineers, Masayuki Uemura, in charge of a
top-secret 16-bit system project. In a stark contrast to his insistent
pressure during the design of the 8-bit NES, Yamauchi now left the technical
specifications of the new system to the designers. Two years later, a
completed 16-bit Nintendo system, called the Super NES, would be released
with a tremendous amount of fanfare.
The new system seemed poised to dethrone
the Genesis, and regain Nintendo's dominance of the video game market.
It sported a better graphic processor, offering nearly 63 times more on-screen
colors than the Genesis and hardware scaling and rotation of sprites.
It had an increased range of audio output with more channels. Furthermore,
it had a 6-button controller as opposed to the Genesis' 3-button.
However, the SNES had a very weak main
CPU, running at 3.58 MHz. The Genesis at 7.6 MHz ran at more than twice
that speed. Sega took this advantage and ran with it, producing Sonic
the Hedgehog, a game designed specifically for a fast system.
The SNES initially could not compete.
Tremendous slowdown and games riddled with sprite flicker and tear would
hinder the SNES and allow the Genesis to continue to be a powerful force
in the market. While the SNES would emerge victorious the Christmas of
1991, it was a very narrow victory, and one that instead of forcing Sega
from its throne, would simply make them scoot over.
Over the next five years Sega and Nintendo
would battle for supremacy, neither really pulling out ahead of the other
and dominating the market exclusively. The end of year sales reports were
indicative of the Pong match between the two Goliaths: 1991- Nintendo,
1992 - Sega, 1993 - Sega, 1994 - Nintendo, 1995 - Sega, etcetera.
This heated battle between the two companies
would greatly benefit the consumer, as both companies would try to best
the other in their games. Jobs would also be created by the fiasco, and
the industry boomed with many new concepts and ideas seeing light that
might have been shunned traditionally. Alternative mediums gained popularity
as Sega produced a fairly popular CD system called the Sega CD. Supposed
system limitations were continuously toppled. The Genesis was able to
display more colors through software techniques such as anti-aliasing
and screen flipping. In addition to this, sophisticated scaling and rotation
routines were created and refined until the Genesis could match those
of the SNES. Nintendo designers shortened code and made software more
concise until the SNES could seemingly operate at the same speed as the
Genesis.
Ultimately, neither system would beat
the other. At the end of the 16-bit era, both systems had comparable sales,
number of games, and, most importantly, respect.
6th
Generation (1995 - 1999)
This is the 32-bit/64-bit(Nintendo64)
generation where Sony ventured into the video games industry. Many criticized
that Sony will not last long in the video game industry. While Sony had
its Playstation the people of Sega were first releasing the Sega Saturn
which had 2 processors during the end of 1995. But when the the Sony Playstation
was released during the fourth quarter of 1995 it was the signs of a new
contender in video games. Nintendo was still garnering hype for its cartridge
only Nintendo 64 which was first named Ultra 64. The Nintendo 64 was released
in the year 1996 it was also criticized for its use of cartridges than
the faster and more capacity CD-Rom format. For the next few years the
best system would be the Sony's playstation which had more support and
more games than the 2 consoles. This generation also witnessed the release
of an upgrade for the longest running portable game console the Gameboy
which is aptly named the Gameboy Color which was more powerful than the
old one and having a color lcd screen to boot and compatible with old
gameboy games making this the longest running gaming portable in the world.
7th
Generation & Beyond (1999 - Beyond)
This is the Next generation of consoles
for Sony, Sega, Nintendo. With the tradition that Sega has started they
are the first with the new 128-bit console system during the end 1999
called the Sega Dreamcast which based on the Naomi Arcade board.
Sony on the other hand released their
new 128-bit console the Sony Playstation2 which is more powerful than
that of Sega's Dreamcast, as they claim.
Nintendo is still in the works for its
128-Bit Console system Dubbed the Dolphin in collaboration with major
companies such as panasonic and others.
This is the time when Microsoft
is venturing with their own console system. Which is doubly know as the
X-box.
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