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By Steve Boinodiris on 6/9/00

Article Discussion Forum

1985-1989: FOURTH GENERATION (Post-Crash 8-bit era)

Two things happened at this time:

  • The reduction in cost of Dynamic RAM (DRAM) chips allowed programmers more memory than conventional RAM and accessed at much higher transfer rates than magnetic disks.
  • The production of high power 8-bit processors lowered the prices of the previous 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. Increased activity in independent game development also took place at this time, and this brought high complex games in the realm of general purpose PCs, whose population, IBM- and MAC-based, exploded over time.

Sega was the first of the Japanese companies to try a new system. When DRAM chips and inexpensive 8-bit processors became available in 1984, Sega, headed by Hayao Nakayama, entered the home console market with its Master System. The Sega Master System sold very well, but its success was short lived. While they had produced several very popular arcade and home video games over the years (Frogger, Buck Rogers, Congo Bongo), the Sega Master System was the first system that Sega had released in America. Unlike the other systems during this era, the Sega Master System (SMS) had two cartridge ports: one had the standard cartridge configuration, while the other accepted small credit card-shaped cartridges. These "card" games, limited by their size and memory, were typically much cheaper than the normal size carts and sold reasonably well for the system. The system was capable of utilizing both ports at any given time, and Sega used this feature to produce 3-D glasses for use with certain games. The glasses used small LCD screens that would alternately flash opaque and clear. When choreographed with similar flashings on the screen, this process turned some games into an early "virtual-reality" experience. The 3-D glasses worked quite well, and in a side-by-side comparison of the SMS and NES, it was obvious that the SMS had more potential than the NES. However, the NES had many more games developed than the SMS, which would never be able to attain any significant popularity in America. In Europe, on the other hand, the SMS sold so well that Nintendo of Europe would have to license some of their games to them to stay afloat.

  • Year: 1984
  • Company: Sega
  • Program: Sega Master System
  • Type: Home Version

Nintendo of Japan entered the video game market in the seventies by joining with Coleco, an American video game company. Nintendo achieved moderate success through such arcade games as Donkey Kong and Mario Brothers. They also produced a majority of games for the Third Generation system Coleco Vision. But the gaming market crash would destroy several companies, including Coleco, leaving Nintendo's future in video games uncertain. 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 pressure Yamauchi placed on his designers and was released no more than six months after 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 exactly the right moment, making the Nintendo Entertainment System (NES) the highest selling system in history but also the most notorious.(12)

Over the next few years, its user base would grow exponentially until the NES surpassed the Atari VCS/2600 peak set in 1982. As of 1990, there were over 19 million NES systems in the United States alone. In addition to the tremendous success of the system, its games had a great deal of success. For example, Super Mario Bros., released in 1989, grossed over $500 million in America alone. In the field of entertainment, only the movie ET has made more revenue. Super Mario Bros. sold more than 7 million copies in America and 4 million in Japan, which is more copies than any other game in history.

By 1990, the money earned from Nintendo's NES and its games allowed Nintendo to usurp Toyota as Japan's most successful company. In the entertainment business, Nintendo netted as much as all of the American movie studios combined and more than the three television networks had in the previous two years. In the five short years since the system was released, the NES could be found in more than a third of the households in America and Japan.

  • Year: 1985
  • Company: Nintendo
  • Program: Nintendo Entertainment System
  • Type: Home Version

 



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