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1989
- 1995: FIFTH GENERATION (16 bit-era)
Backed by
impressive resources, NEC was able to saturate any and all industries
it wanted, and when the PC-Engine was released in Japan in October
of 1987, it appeared as though they would do the same in the video
game industry. After refining the PC-Engine, it was released in
America in 1989 with its name changed to TurboGrafx-16.
As the first 16-bit system in a market ready for a new format,
the TurboGrafx-16 initially sold quite well, selling more consoles
in its first month than its competitors had during the same period.
But video game players wanted artistic finesse in entertainment
rather than engineering, and NEC did not have the acumen for keeping
up with game development as their competitors did. When the Sega
Genesis was released, its dramatically more impressive graphics,
sound and gameplay turned the TurboGrafx-16 passé overnight. Having
never produced entertainment software before, NEC designers had
taken a casual approach to producing games. Many of their games
had all the flash of a 16-bit title but little in the way of depth
of gameplay.
At this
time, third parties were relied upon to do game development for
both stand-alone games and PCs. Stand-alone
game development required special relationships between development
shops and hardware developers for stand-alone games. This later
became an obstacle since such contracts were locking in games
for one company alone (i.e. Nintendo). At this point, opening
games on general purpose PCs took time, and stand-alone units
had cost and performance advantages over PCs. Until low cost,
specialized hardware for PCs that produced the same effect as
the stand-alone units appeared and PC performance and proliferation
expanded, stand-alone games remained in demand.
NEC also depended
on third-party developers to build a library of games. However,
most developers were contractually obligated to Nintendo and could
not produce software for NEC. In addition to all of this, the
TurboGrafx was not true 16-bit. While its graphics processor was
16-bit, the main CPU was merely 8-bit (a 6820, to be exact).
- Year:
1989
- Company:
NEC
- Program:
TurboGrafx-16
- Type:
Home Version
- Debut
Price: $190
 
Although Sega
was demolished in the 8-bit era, and the only profits keeping
them afloat came exclusively from their arcade base (only to be
swallowed by the black hole of debt surrounding the Master System),
they were about to make a big comeback. Trip Hawkins of Electronic
Arts figured that Sega was creating a promising market with a
real future, "for which the price of admission was far less than
Nintendo's." Sega was beaten to the punch, however, when NEC's
TurboGraphix-16 was released 6 months before the slated Genesis
release. But the Genesis would obliterate the Turbographix when
it was released because of one key point: games. The Genesis debuted
with a smash hit Sega arcade game packed inside (Altered Beast).
Several companies, including Electronic Arts, initially left
Nintendo to produce Genesis titles. They were followed by
many more as time went by and if was discovered that a 16-bit
Nintendo system was merely a rumor.
During the
Fourth Generation, Nintendo dominated the industry with control
of 85 to 90 percent of the market on both sides of the Pacific.
So when Nintendo's competitors began buzzing with rumors of 16-bit
systems, Nintendo continued unabated in their production of 8-bit
hardware. Nintendo's lack of aggression cost them dearly as Sega's
dream machine went on further to knock the NES out of first place
the following Christmas. Long-time Nintendo licensees began to
leave to pursue contracts with Sega, who was much more aggressive
in developing technologies and whose ads were much more fun and
really honed in on what game players liked.
When the 16-bit
Nintendo was finally released in 1991, two years after the Sega
Genesis, many predicted it would take control of the market. However,
because of the SNES slow processing speed, Sega was able to remain
a strong player in the industry. Capitalizing on this, Sega produced
a game based on speed. Sonic the Hedgehog, Sega's new mascot,
was born. During this era, Sega used their popularity to experiment
with alternative mediums. They produced several popular portable
LCD games based upon their popular arcade and home games. Sega
ventured into educational software and even designed a system
specifically for this purpose. A Sega CD system was produced in
1992 for $300 (despite a failed attempt by NEC to do the same)
which became quite popular.
- Year:
1989
- Company:
SEGA
- Program:
GENESIS
- Type:
16 bit Home Version
- Debut
Price: $190
 
By mid-1991,
(13) it had become evident
to everyone, including Nintendo's president Hiroshi Yamauchi,
that Nintendo was quickly on its way out if something was not
done. Yamauchi put Masayuki Uemura in charge of producing the
16-bit Nintendo, and after two years, the Super Nintendo Entertainment
System (SNES) was released to the public. In 1990, Nintendo
released Super Mario 3, the all-time best-selling video
game cartridge. Also in 1990, SNK, a long time Nintendo developer
and maker of such games as Ikari Warriors and Crystalis released
24 bit Neo Geo in arcade and home formats. The graphics and sounds
beat those of Genesis and TurboGrafx, but costs buried SNK. Despite
friction between Nintendo and developer companies, Nintendo got
a one-year exclusive contract for Street Fighter II and
commitment to release for Teenage Mutant Turtles in 1992.
- Year:
1991
- Company:
Nintendo
- Program:
Super Nintendo Entertainment System
- Type:
16 bit Home Version
- Debut
Price: $200
 
Sega, preparing
for the onslaught of its long-time rival, discovered a flaw in
the SNES hardware, the CPU speed and designed Sonic the Hedgehog
specifically to expose that flaw. The new game propelled the Genesis
to even greater heights, but it did not kill the SNES as Sega
had hoped. Instead, the market became split two ways with each
system having fairly equal dominance of the industry.
No longer
able to control its licensees as they had in the fourth generation,
Nintendo was forced into new agreements with the third party
producers. While some producers would still buy cartridges
from Nintendo (as had been done with the NES) many would wind
up manufacturing their own games (although purchasing SNES
security chips was still mandatory) and produce titles for both
systems. At the same time, PC games proliferated further. Competition
between Nintendo and Sega brought new functions into games, which
were duplicated in PCs. Ultimately, during the last few years
of the fifth generation, the industry started buzzing about the
forthcoming sixth generation and its 32-bit hardware.
Today, there
is much debate as to which system actually "won" the 16-bit wars.
During the final two years, the SNES had sold more systems than
the Genesis (barely), but there have still been far more Genesis
systems purchased since 1989.
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