Jumat, 15 Mei 2009
Nintendo Wii
Released in 2006
The console was known by the codename of "Revolution" until April 27, 2006, when it was renamed Wii, spelled with two "i"s to imply an image of players gathering together, as well as to represent the console's controllers. It is said Wii sounds like 'we', which emphasizes that the console is for everyone. Wii can easily be remembered by people around the world, no matter what language they speak. No confusion. No need to abbreviate. Just Wii"
The Wii Remote is a one-handed controller that uses a combination of accelerometers and infrared detection to sense its position in 3D space. This allows users to control the game using physical gestures as well as traditional button presses. The controller connects to the console using Bluetooth, and features force feedback, 4KB non-volatile memory and an internal speaker. Perhaps the most important of these devices is the Nunchuk unit, which features an accelerometer and a traditional analog stick with two trigger buttons. In addition, an attachable wrist strap can be used to prevent the player from unintentionally dropping or throwing the device.
Sony PlayStation 3
Released in 2006
The PlayStation 3 was released in North America on November 17, 2006. During its first week of release in the United States, PlayStation 3s were being sold on eBay for more than $2300 USD. Reports of violence surrounding the release of the PS3 include a customer shot, campers robbed at gunpoint, customers shot in a drive-by shooting with BB guns, and 60 campers fighting over 10 systems. Two GameStop employees fabricated a robbery to cover up their own theft of several PlayStation 3 and four Xbox 360 consoles.
Sony stated every PlayStation and PlayStation 2 game that observes its respective system's TRC (Technical Requirements Checklist) will be playable on PS3 at launch. SCE president Ken Kutaragi asked developers to adhere to the TRC to facilitate compatibility with future PlayStations, stating that the company was having some difficulty getting backward compatibility with games that had not followed the TRCs. It has been confirmed (image) that initial PS3 units include the CPU/rasterizer combination chip used in slim PS2 (EE+GS) to achieve backward compatibility.
Microsoft X-Box 360
Released in 2005
The Xbox 360 is Microsoft's newest video game console, the successor to their original Xbox. It was released on November 22, 2005 in North America, December 2 in Europe, and December 10 in Japan. It will be released on February 2, 2006 in Mexico, February 24 in South Korea, and March 2, 2006 in Australia, New Zealand, Hong Kong, Taiwan and Singapore.
The Xbox 360 will compete against the upcoming generation of consoles, including the Sony PlayStation 3 and Nintendo Revolution, and was officially unveiled on MTV on May 12, 2005, a week before the E3 trade show.
Except in Japan the console is sold in two different configurations: the "Xbox 360" and the "Xbox 360 Core System". The Xbox 360 configuration, often referred to as the "Premium Edition", includes a hard drive (required for backwards compatibility with original Xbox games), a wireless controller, a headset, an Ethernet cable, an Xbox Live silver subscription, and a component HD AV cable (which can also be used on non-HD TVs).
The Xbox 360 is Microsoft's newest video game console, the successor to their original Xbox. It was released on November 22, 2005 in North America, December 2 in Europe, and December 10 in Japan. It will be released on February 2, 2006 in Mexico, February 24 in South Korea, and March 2, 2006 in Australia, New Zealand, Hong Kong, Taiwan and Singapore.
The Xbox 360 will compete against the upcoming generation of consoles, including the Sony PlayStation 3 and Nintendo Revolution, and was officially unveiled on MTV on May 12, 2005, a week before the E3 trade show.
Except in Japan the console is sold in two different configurations: the "Xbox 360" and the "Xbox 360 Core System". The Xbox 360 configuration, often referred to as the "Premium Edition", includes a hard drive (required for backwards compatibility with original Xbox games), a wireless controller, a headset, an Ethernet cable, an Xbox Live silver subscription, and a component HD AV cable (which can also be used on non-HD TVs).
Label:
2001-2006,
Microsoft X-Box 360
XaviXPORT
Released in 2004
In January at the Consumer Electronics Show 2004 (CES), SSD COMPANY LIMITED debuts their XaviX® technology to the American public. The XaviXPort console was officially released in the US in August of 2004.
XaviXPort is a unique and innovative console that uses peripherals to interact with on screen games. The console contains image recognition and infrared sensors that can detect player movements. These movements are calculated by a proprietary multiprocessor that measures both velocity and angle. The multiprocessor then translates the actions into on screen movement.
Getting players to immerse themselves into games with body movements is not something new. However, this is the first time a console has been dedicated to providing this "Get your butt off the couch" interactive gaming experience. What makes XaviXPort even more unique is that the console’s multiprocessor is not installed inside the system itself. The multiprocessor can be found in each game cartridge.
Sony PlayStation 2 (SCPH-70000)
Released in 2004
In September of 2004, in time for the launch of Grand Theft Auto: San Andreas (the best-selling game during the 2004 Holiday season), Sony revealed a new, smaller PS2. In preparation for the launch of a new, slimmer PlayStation 2 model (SCPH-70000), Sony had stopped making the older PS2 model (SCPH-5000x) sometime during the summer of 2004 to let the distribution channel empty out stock of the units. After an apparent manufacturing issue caused some initial slowdown in producing the new unit, Sony reportedly underestimated demand, caused in part by shortages between the time the old units were cleared out and the new units were ready. This led to further shortages, and the issue was compounded in Britain when a Russian oil tanker became stuck in the Suez Canal, blocking a ship from China carrying PS2s bound for the UK. During one week in November, sales in the entire country of Britain totalled 6,000 units — compared to 70,000 a few weeks prior. Shortages in North America were also extremely severe; one retail chain in the U.S., GameStop, had just 186 PS2 and Xbox units on hand across more than 1700 stores on the day before Christmas.
Microsoft X-Box
Released in 2001
The Microsoft Xbox is a sixth generation era video game console first released on November 15, 2001 in North America, then released on February 22, 2002 in Japan, and later on March 14, 2002 in Europe. The Xbox was Microsoft's first independent venture into the video game console arena, after having developed the operating system and development tools for the MSX, and having collaborated with Sega in porting Windows CE to the Sega Dreamcast console. Notable launch titles for the console include Amped, Dead or Alive 3, Halo: Combat Evolved, Oddworld: Munch's Oddysee, and Project Gotham Racing.
In November 2002 Microsoft released the Xbox Live on-line gaming service, allowing subscribers to play on-line Xbox games with (or against) other subscribers all around the world and download new content for their games to the hard drive. This on-line service works exclusively with broadband. 250,000 subscribers had signed on in 2 months since Live was launched. In July 2004, Microsoft announced that Xbox Live reached 1 million subscribers, and announced in July 2005 that Live had reached 2 million.
The Microsoft Xbox is a sixth generation era video game console first released on November 15, 2001 in North America, then released on February 22, 2002 in Japan, and later on March 14, 2002 in Europe. The Xbox was Microsoft's first independent venture into the video game console arena, after having developed the operating system and development tools for the MSX, and having collaborated with Sega in porting Windows CE to the Sega Dreamcast console. Notable launch titles for the console include Amped, Dead or Alive 3, Halo: Combat Evolved, Oddworld: Munch's Oddysee, and Project Gotham Racing.
In November 2002 Microsoft released the Xbox Live on-line gaming service, allowing subscribers to play on-line Xbox games with (or against) other subscribers all around the world and download new content for their games to the hard drive. This on-line service works exclusively with broadband. 250,000 subscribers had signed on in 2 months since Live was launched. In July 2004, Microsoft announced that Xbox Live reached 1 million subscribers, and announced in July 2005 that Live had reached 2 million.
Nintendo Game Cube
Released in 2001
Unveiled during Spaceworld 2000, the Nintendo GameCube was widely anticipated by many who were shocked by Nintendo's decision to design the Nintendo 64 as a cartridge-based system. Physically shaped similar to a geometric cube, the outside casing of the Nintendo GameCube comes in a variety of colors, such as indigo, platinum, and black (also a limited edition Resident Evil 4 platinum and black game console).
The Nintendo GameCube uses a unique storage medium, the GameCube Optical Disc, a proprietary format based on Matsushita's optical-disc technology; the discs are approximately 8 centimeters (3 1/8 inches) in diameter (considerably smaller than the 12cm CDs or DVDs used in competitors' consoles), and the discs have a capacity of approximately 1.5 gigabytes. The disc is also read from the outer-most edge going inward, the opposite of a standard DVD. This move was mainly intended to prevent piracy of GCN titles, but like most anti-piracy technology, it was eventually cracked.
Sony PlayStation 2 (SCPH-5000x)
Released in 2000
The PlayStation 2 had a difficult start. Only a few million users had obtained consoles by the end of 2000 due to manufacturing delays. The PlayStation 2 was such a hot item after its release that it was near impossible to find one on retailer shelves, leaving those wanting a PlayStation 2 to either wait or purchase the console on-line at sites such as eBay, where the console was being sold by many people for twice and sometimes five times as much as the manufacturer's listed price.
The PlayStation brand's strength has lead to strong third-party support for the system. Although the launch titles for the PS2 were unimpressive in 2000, the holiday season of 2001 saw the release of several best-selling and critically acclaimed games. Those PS2 titles helped the PS2 maintain and extend its lead in the video game console market, despite increased competition from the launches of the Microsoft Xbox and Nintendo GameCube. In several cases, Sony made exclusivity deals with publishers in order to preempt its competitors.
Sony PlayStation PS1
Released in 2000
The first new version was actually a revision in early 1996, produced in response to complaints that PlayStations were overheating. Sony did not change the technical aspects or the cosmetics, but did remove the S-video port left over from the Japanese release.
Sony produced a redesigned version of the original console, called the "PSone", in a smaller (and more ergonomic) case which was introduced in September 2000. The original PlayStation was abbreviated in Japan to "PS" and was often abbreviated as "PSX" by American gamers, as this was Sony's internal code name for the system while it was under development. This led to some confusion in 2003, when Sony introduced a PS2-derived system in Japan actually called the PSX. The PlayStation is now officially abbreviated as the "PS1" or "PSone," although many people still abbreviate it "PS" or "PSX". There were only 2 differences between the "PSone" and the original, the first one being cosmetic change to the console, and the second one was the home menu's Graphical User Interface.
Label:
1996-2000,
Sony PlayStation PS1
Sega Dreamcast
Released in 1999
The Dreamcast was released on November 27, 1998 in Japan, on September 9, 1999 in the United States (the date 9/9/99 featured heavily in US promotion) and on October 14, 1999 in Europe. The tag line used to promote the console in the US was "It's thinking", and in Europe "Up to 6 Billion Players". (The vagueness of these campaigns and almost total lack of any in game footage has been touted as one of the reasons for the Dreamcast's eventual downfall. Many Americans knew that the Dreamcast was coming, but didn't know what one was.)
The Dreamcast was the first console to include a built-in modem and Internet support for on-line gaming. It enjoyed brisk sales in its first season and was one of Sega's most successful hardware units. In the United States alone, a record 200,000 units had been pre-ordered before launch and Sega sold 500,000 consoles in just two weeks (including 225,000 sold on the first 24 hours which became a video game record until the PlayStation 2 launched a year later). In fact, due to brisk sales and hardware shortages, Sega was unable to fulfill all of the advance orders.
Sega Genesis 3
Released in 1998
A company by the name of Majesco started to take over manufacturing of systems for Sega in 1998 with their release of the Genesis 3. The system retailed for $29.99 and came packaged with one controller, AV cables, and a power cord. The controller that was featured as a pack in was the new Sega six button controller. The system itself was very tiny, about the size of two controllers for the system. The system lacked the expansion port that the Genesis 1 and Genesis 2 had and thus could not utilized the function of the Sega CD 1 or 2. The Genesis 3 could not utilize the 32X either.
Besides redesigning the Sega Genesis, Majesco also re-released certain games for the system. They came in cardboard boxes with black and white instructions. Majesco had also done some re-releasing for the Sega Game Gear and the Super Nintendo. At the same time they were doing work with the Game Gear, they had plans to re-release the Sega Saturn, but as of yet, nothing has been done. The following games do not work (per Genesis 3 Instruction Manual): Virtua Racing. The Sega Channel Modem also does not work.
Super Nintendo Entertainment (SNES) Model 2
Released in 1997
By 1996, the 16-bit era of gaming had ended, and a new generation of consoles, including Nintendo's own Nintendo 64, caused the popularity of the SNES to wane. In October 1997, Nintendo released a redesigned SNES 2 in North America for $99 USD (which included the pack-in game Super Mario World 2: Yoshi's Island). Like the earlier NES 2, the new model was designed to be slimmer and lighter than its predecessor but lacked S-Video and RGB output, and would prove to be among the last major SNES-related releases in America.
Nintendo of America ceased production of the SNES in 1999. In Japan, the Super Famicom continued to be produced until September 2003 (also some new games were produced until the year 2000). In recent years, many SNES titles have been ported to the hand held Game Boy Advance, which has similar video capabilities. Some video game critics consider the SNES era "the golden age of video games," citing the many ground breaking games and classics made for the system, whereas others question this romanticism. See video game player for more.
Nintendo 64
Released in 1996
The Nintendo 64, commonly called the N64, is Nintendo's third home video game console. The N64 was released on June 23, 1996 in Japan, September 29, 1996 in North America, 1 March 1997 in Europe/Australia and September 1, 1997 in France. It was released with only two launch games in Japan and North America (Super Mario 64 and PilotWings 64) while Europe had a third launch title in the form of Star Wars: Shadows of the Empire (which was released earlier in the other markets). The Nintendo 64 cost $199 at launch in the United States.
During the developmental stages the N64 was referred to by its code name, Project Reality. The name Project Reality came from the speculation within Nintendo that this console could produce CGI on par with then-current super computers. Once unveiled to the public the name changed to Nintendo Ultra 64, referring to its 64-bit processor, and Nintendo dropped "Ultra" from the name on February 1, 1996, just five months before its Japanese debut.
The Nintendo 64, commonly called the N64, is Nintendo's third home video game console. The N64 was released on June 23, 1996 in Japan, September 29, 1996 in North America, 1 March 1997 in Europe/Australia and September 1, 1997 in France. It was released with only two launch games in Japan and North America (Super Mario 64 and PilotWings 64) while Europe had a third launch title in the form of Star Wars: Shadows of the Empire (which was released earlier in the other markets). The Nintendo 64 cost $199 at launch in the United States.
During the developmental stages the N64 was referred to by its code name, Project Reality. The name Project Reality came from the speculation within Nintendo that this console could produce CGI on par with then-current super computers. Once unveiled to the public the name changed to Nintendo Ultra 64, referring to its 64-bit processor, and Nintendo dropped "Ultra" from the name on February 1, 1996, just five months before its Japanese debut.
Sega Saturn
Released in 1995
Sega's Away Team worked for an entire two years exclusively to make certain that the Sega Saturn was launched with some of the world's best hardware and software. The 27-member Away Team comprises Sega employees from every aspect of hardware engineering, product development, and marketing. Their sole mission was to ensure that Sega Saturn's hardware and design met the precise needs of both the U.S. and Japanese markets.
In May 1995, Sega launched the Saturn in the USA, a full four months ahead of schedule. This was announced at that year's E3 (Electronic Entertainment Expo) where Sega representatives were engaged in a public relations battle with Sony. This surprise move resulted in very few sales, however. This was due largely to the $399 USD price of the system and the lack of available software at time of launch. Also, Sega chose to ship Saturn units only to four select retailers. This caused a great deal of animosity toward Sega from unselected companies, including Wal-Mart and KB Toys.
Panasonic 3DO FZ-10
Released in 1995
The 3DO sported some very innovative features. The fact that it is a CD-based system gave developers nearly limitless space to store their games and programs, something cartridge-based systems lack. There was only one controller port. However, this wasn't a problem since extra controllers (up to 8) could be easily daisy-chained as each controller has its own controller port. The original Panasonic controllers have a built-in stereo headphone jack along with a volume control dial. The system has its own internal memory to save games and other information. It has 2 expansion ports which were to be used for future upgrades such as memory cards, modems, digital video cartridges and the M2 system upgrade.
There were many accessories for the 3DO, some of them standard (like game pads, wireless controllers and a light gun). Then there were more unique items like the mouse, steering wheel, flight stick and the Super Nintendo controller adapters which allowed the cheaper Super NES controllers to be used on the 3DO. However, there were even more impressive items available that truly allowed the 3DO to stand alone.
The 3DO sported some very innovative features. The fact that it is a CD-based system gave developers nearly limitless space to store their games and programs, something cartridge-based systems lack. There was only one controller port. However, this wasn't a problem since extra controllers (up to 8) could be easily daisy-chained as each controller has its own controller port. The original Panasonic controllers have a built-in stereo headphone jack along with a volume control dial. The system has its own internal memory to save games and other information. It has 2 expansion ports which were to be used for future upgrades such as memory cards, modems, digital video cartridges and the M2 system upgrade.
There were many accessories for the 3DO, some of them standard (like game pads, wireless controllers and a light gun). Then there were more unique items like the mouse, steering wheel, flight stick and the Super Nintendo controller adapters which allowed the cheaper Super NES controllers to be used on the 3DO. However, there were even more impressive items available that truly allowed the 3DO to stand alone.
Label:
1994-1995,
Panasonic 3DO FZ-10
Sony PlayStation
Released in 1995
Nintendo asked Sony to develop a CD-ROM add-on called "PlayStation" for the SNES. Because Sony wanted 25% of all profits Nintendo earned from sales of this PlayStation and all PlayStation games, after Sony revealed that they were developing it, Nintendo instead went to Philips. This caused Sony to consider abandoning their research, however instead they used what they had developed so far and made it into a full blown console. This led to Nintendo filing a lawsuit claiming breach of contract and attempted, in U.S. federal court, to obtain an injunction against the release of the PlayStation, on the grounds that Nintendo owned the name. The federal judge presiding over the case denied the injunction.
The PlayStation was launched in Japan on December 3, 1994, the USA on September 9, 1995 and Europe on September 29, 1995. In America, Sony enjoyed a very successful launch with titles of almost every genre including Toshinden, Twisted Metal, Warhawk, and Ridge Racer. Almost all of Sony's and Namco's launch titles went on to produce numerous sequels.
Atari Jaguar CD
Released in 1995
Late in it's life span, Atari released this long-promised CD-ROM unit. The device sat atop the Jaguar console, plugging into the cartridge slot, the physical design of the system sometimes compared to a toilet. The drive had its own cartridge slot to allow cartridge games to be played without removing the CD drive. There was a separate "Memory Track" cartridge for storing saved game position and high scores.
The Jaguar CD unit featured a double speed (2x) drive and built-in VLM (Virtual Light Machine) software. The VLM, which provided a sophisticated video light show when an audio CD was played in the machine, was as popular among buyers as the games themselves. Packaged with the drive were two games (Blue Lightning and Vid Grid), a music CD (Tempest 2000 soundtrack), and a Myst demo disc.
The drive was manufactured for Atari by Phillips in the United States. The initial shipment was 20,000 units. With the JT Storage reverse takeover looming just a few months away, it is possible that those 20,000 drives were the only units ever produced.
Sega CDX
Released in 1994
The Multi-Mega or CDX was a 16-bit video game console released in 1994 for $399 USD, combining the Sega Mega Drive (Sega Genesis in North America) and one of its add-ons, the Sega Mega-CD (Sega CD in North America), into a single compact unit as a final attempt by Sega to encourage consumer interest in its unpopular Mega-CD format. It was released under the name Multi-Mega in Europe, Genesis CDX in North America and Multi-Mega CDX in Brazil.
Overpriced and underselling due to lack of high quality Mega-CD games, and the anticipation of the Mega Drive's successor, the Sega Saturn, it was never well-supported by Sega, and died a quiet death. Its counterpart, the combined Mega Drive/32X console, the Sega Neptune, never went beyond the prototype stage.
SNK NEO-GEO CD
Released in 1994
The Neo Geo CD is essentially the same hardware as the AES but with a CD drive instead of the cartridge slot. CD's are a lot cheaper to produce than cartridges and SNK passed this saving on to gamers with the Neo Geo CD.
Unfortunately, the CD drive is single speed and it takes a long time for games to load compared to cart based games that load instantly. The loading isn't too bad on level based games such as Metal Slug, but it can be really infuriating on fighting games when it needs to load every couple of minutes.
Sega Genesis 32x
Released in 1994
The 32X hit the market in North America in November 1994, during the same month the Sega Saturn was released in Japan. Many industry insiders speculated that the 32X was doomed from the beginning as the Sega Saturn hardware was widely regarded as more powerful than the 32X and had the support of many Japanese third party software developers.
The Sega 32X can only be used in conjunction with a Sega Mega Drive/Sega Genesis system; it is plugged in where the cartridge bay is. Besides playing its own cartridges, it also acted as a passthrough for Genesis games so it would be a permanent attachment. The 32X came with 10 coupons and several spacers, so it would work with all versions of the Genesis.
Since this was an expensive add-on system, Sega decided to bundle in some rebate vouchers, which were difficult to take advantage of. Orders exceeded one million, but not enough were produced, and supply shortage problems arose.
Sega CD for Genesis 2
Released in 1994
The Sega Mega-CD is an add-on device for the Sega Mega Drive released in Europe, Australia, and Japan. The North American version is called the Sega CD. The device allows the user to both play CD audio discs and specially designed game CDs. It can also play CD+G discs.
The development of the Sega CD was top secret; game programmers didn't know what they were designing for until the Mega-CD was finally revealed at Tokyo Toy Show in Japan. The Sega Mega-CD in Japan was designed to compete with the PC Engine, which had a separate CD-ROM drive.
In the United States, the Sega CD was considered a failure due to its high price, low sales and general confusion with the Sega 32X, another Genesis peripheral offered. Due to Sega of America's lack of support for the Sega CD and 32X, many consumers lost their trust in Sega and it can be said that Sega never recovered from this, as the Saturn sold poorly and the Dreamcast, although considered a good effort on Sega's behalf, was unable to compete effectively with the PS2.
The Sega Mega-CD is an add-on device for the Sega Mega Drive released in Europe, Australia, and Japan. The North American version is called the Sega CD. The device allows the user to both play CD audio discs and specially designed game CDs. It can also play CD+G discs.
The development of the Sega CD was top secret; game programmers didn't know what they were designing for until the Mega-CD was finally revealed at Tokyo Toy Show in Japan. The Sega Mega-CD in Japan was designed to compete with the PC Engine, which had a separate CD-ROM drive.
In the United States, the Sega CD was considered a failure due to its high price, low sales and general confusion with the Sega 32X, another Genesis peripheral offered. Due to Sega of America's lack of support for the Sega CD and 32X, many consumers lost their trust in Sega and it can be said that Sega never recovered from this, as the Saturn sold poorly and the Dreamcast, although considered a good effort on Sega's behalf, was unable to compete effectively with the PS2.
Label:
1994-1995,
Sega CD for Genesis 2
Sega Genesis 2
Released in 1994
The Sega Genesis 2 Unit was released in 1994 and was nearly the same as the Sega Genesis released in 1989. The new unit was absent of a headphone jack and volume control and used a non standard RF switch and AC adapter. The pack ins were an AC adapter, RF switch, controller, and the Sonic the Hedgehog 2 game.
The failures of the Sega CD and 32X, a lack of effective advertising, and disputes between Sega of America and Sega of Japan had taken their toll on the company. By 1994, Sega's market share had dropped from 65% to 35%, and the official announcements of newer, more powerful consoles, such as the Saturn, Playstation, and N64 signaled that the 16-bit era was drawing to a close. Interest in the Genesis suffered greatly as a result, compounding its already falling sales. In 1996, less than a year after the debut of their Saturn console, Sega quickly brought their participation in the 16-bit era to an end by discontinuing production of the Genesis and its associated accessories.
The Sega Genesis 2 Unit was released in 1994 and was nearly the same as the Sega Genesis released in 1989. The new unit was absent of a headphone jack and volume control and used a non standard RF switch and AC adapter. The pack ins were an AC adapter, RF switch, controller, and the Sonic the Hedgehog 2 game.
The failures of the Sega CD and 32X, a lack of effective advertising, and disputes between Sega of America and Sega of Japan had taken their toll on the company. By 1994, Sega's market share had dropped from 65% to 35%, and the official announcements of newer, more powerful consoles, such as the Saturn, Playstation, and N64 signaled that the 16-bit era was drawing to a close. Interest in the Genesis suffered greatly as a result, compounding its already falling sales. In 1996, less than a year after the debut of their Saturn console, Sega quickly brought their participation in the 16-bit era to an end by discontinuing production of the Genesis and its associated accessories.
Nintendo Entertainment System (NES) Model 2
Released in 1993
In 1993, Nintendo released a top loading NES model 2. This newer model was scaled down to nearly half the size of the original. The case was a sleeker design (Like a smoother Famicom). The cartridge port was more stable, and used eject & power buttons similar to it's successor the SuperNES. Even the controller had the "bone-like" shape of the SuperNES. This new model sold for $45. The cheaper price came at the loss of the original model's interface and A/V output ports. Nintendo dropped support for this new model a year later. Today, it's a collectors item.
Nintendo's success introduced some of the most interesting accessories and conversions. Who could forget the "Power Glove", and "Rob the Robot". Nintendo slapped "NES-like" hardware into an Arcade cabinet and released Nintendo Playchoice to arcades everywhere. In Japan they released a disk drive accessory that allowed gamers to download games from vending machines onto a disk.
Atari Jaguar
Released in 1993
Competing with Sega and Nintendo's 16-bit consoles, the Jaguar was said to be 64-bit. Back then, bit width was a big deal in the gaming industry, just as polygon-pushing power is today. The Jaguar did not work off of a solitary 64-bit processor, but instead it had a collection of processors with bus widths ranging from 16 to 64 bits. The bit width of the Jaguar is still a source of considerable debate today, but consensus exists among those who are familiar with the system hardware that, because Jaguar's main data bus and some of the processors are 64-bit, the entire system can be considered 64 bit. It would otherwise be considered a 32-bit console.
Nonetheless, it was technically superior to the leading 16-bit consoles at the time. Unfortunately, this last ditch effort by Atari to find room in the console market failed. A relatively small number of games were developed for the system, but Atari pulled the plug altogether in 1996.
Panasonic 3DO Interactive
Released in 1993
The 3DO was a concept. "Create the blueprints for a next-generation, 32-bit, do-it-all, set-top system that is fully upgradeable and license the actual hardware manufacturing to some of the world's largest electronics manufacturers." That's the 3DO. Trip Hawkins, founder of the 3DO company, joined forces with RJ Mical and Dave Needle to create the most innovative system of the '90s. The 3DO was originally designed to be the next step in home entertainment: Audi-o, vide-o, 3D-O. The creators hoped it would become as common as the VCR and as fun and entertaining as a TV, VCR, CD player, video game system and computer combined. The idea was sound. Unfortunately, the execution of the idea was not.
Many companies obtained licenses to produce 3DO systems, including Goldstar, Sanyo, Samsung, AT&T, Creative Labs and the world's largest electronics company, Matsushita/Panasonic. With the idea that the 3DO was to become a multi functional part of everyone's home entertainment centers, the unit was released in 1993 with an MSRP of $700.
Label:
1990-1993,
Panasonic 3DO Interactive
Sega CD for Genesis
Released in 1992
The Sega CD had been announced at the Chicago CES on November 1992. Early reports had suggested that hardware in the system would allow it to display more on screen colors (from a larger palette) than the Sega Genesis or the Super Nintendo, which was an important technical concern for consumers.
In the end, the Sega CD failed to convince North American gamers, mostly due to the cost of the console, and the lack of any hardware advancements. There just was not enough value for the price. Moreover, the game experience was little improved.
The single speed CD drive added load times to all games, and the 64-color graphics and underpowered processor (for video rendering) made full-motion games look terrible. One particularly infamous example of this came in the form of the Mortal Kombat CD, which was widely criticized due to certain moves, particularly the games popular "fatalities", that would not perform until after a notable lag between the execution of the move and its actual on screen animation.
Label:
1990-1993,
Sega CD for Genesis
NEC TurboDuo
Released in 1992
In 1992 TTi (Turbo Technologies Inc.) released the TurboDuo, the North American version of the Japanese Duo. The system combined the TurboGrafx-16 and an enhanced version of the CD-ROM drive (the "Super CD-ROM²") into a single unit. The system could play audio CDs, CD+Gs, CD-ROM2 and Super CD games as well as standard HuCards. The Super System Card required for some games when using the original CD add-on as well as some of the Japanese variants of the TurboGrafx was built in to the Duo rather than requiring the card to be inserted at all times when playing CD games. The original pack-in for the Turbo Duo included the system, one control pad, an AC adapter, RCA cables, Ys book I & II a CD-ROM2 title, a Super CD disc including Bonk's Adventure, Bonk's Revenge, Gates of Thunder and a secret version of Bomberman accessible via an easter egg. The system was also packaged with one random HuCard game which varied from system to system (note: Actually, Dungeon Explorer was the original HuCard pack-in for TurboDuo, although many titles were eventually used, such as IREM's Ninja Spirit and NAMCO's Final Lap Twin and then eventually a random pick).
Super Nintendo Entertainment System (SNES)
Released in 1991
The Super Nintendo Entertainment System was Nintendo's second home console, following the Nintendo Entertainment System (often abbreviated to NES, released as the Famicom in Japan). Whereas the earlier system had struggled in Europe and large parts of Asia the SNES proved to be a global success, albeit one that could not match its predecessor's popularity in South East Asia and North America - due in part to increased competition from Sega's Mega Drive console (released in North America as the Genesis). Despite its relatively late start, the SNES became the best selling console of the 16-bit era but only after its competitor Sega had pulled out of the 16-bit market to focus on its 32-bit next generation console.
Nintendo released the Super Nintendo Entertainment System which initially sold for a price of $200. The North American package included the game Super Mario World. The SNES was released in the United Kingdom and Ireland in April 1992 for £150, with a German release following a few weeks later. The PAL versions of the console looked identical to the Japanese Super Famicom, except for labelling.
SNK NEO-GEO (AES)
Released in 1990
Shin Nihon Kikaku (SNK) first ventured into the arcade market in 1989 and was successful with its unique 2D arcade machine, which was powered by an impressive custom graphics processor, 68000 and Z80 CPUs and offered 330Mbit ROM storage space. This arcade version was known as MVS, or Multi-Video Output and allowed 1 of 6 games to be loaded at any time. The Neo Geo AES (Advanced Entertainment System) was a home version of the Neo Geo MVS and played the exact same games as the ones in the arcades. In fact, even memory cards could be switched between the two, allowing players to save their progress on one machine and load it on the other.
The major weakness of the Neo Geo AES was the high price tag on the cartridges. Most games sold for about $200! The console itself was also fairly expensive, retailing at $650. Its arcade-style joystick and excellent arcade ports made it a very attractive console. A Multi-Link cable was released for the Neo Geo AES that allowed two Neo Geos to be connected together and be played on two separate televisions.
Sega Master System II
Released in 1990
In 1990, Sega was having success with its Sega Mega Drive/Sega Genesis and as a result took back the rights from Tonka for the SMS. They designed the Sega Master System II, a newer console which was smaller and sleeker but which, to keep production costs low, lacked the reset button and card slot of the original. Sega did everything in its power to market the system, but nothing came out of it.
By 1992, the Master System's sales were virtually nonexistent in North America and production ceased. Sales were poor in Japan as well, due to the dominance of the main competitor from Nintendo, the Nintendo Family Computer.
The Sega Master System is still being produced in Brazil. The latest version is the "Master System III Collection". It uses the same design as the North American Master System II (Master System III in Brazil), but is white and comes in two versions: one with 74 games built-in and another with 105 games built-in on an internal ROM. But in Brazil it's hard to find the 3D Goggles, the Light Phaser Pistol and even the cartridge, leaving Brazilians only with the built-in games.
Label:
1990-1993,
Sega Master System II
Sega Genesis
Released in 1989
It was 1989. Nintendo's NES had reigned supreme in the video game market for nearly five years, and it was time for a new system to take over the throne. Sega's Master System, while graphically superior to the NES, failed to make any kind of lasting impression in the U.S. market (although it was very popular in Europe), and Sega knew that their next system would not only have to be superior to everything else out there, but they'd have to have a lot of third-party developers lined up.
After two years of development, Sega introduced their "next generation" system to the world in late 1989. Known as the Genesis in the West, and the Mega Drive in the east, Sega began an aggressive marketing campaign, not only to customers, but also to developers.
Although NEC's TurboGrafx-16 had beat the Genesis to market by nearly four months, Sega quickly regained lost ground, thanks to their line-up of quality arcade conversions, killer sports games, and most of all, the full support of Trip Hawkins and Electronic Arts.
It was 1989. Nintendo's NES had reigned supreme in the video game market for nearly five years, and it was time for a new system to take over the throne. Sega's Master System, while graphically superior to the NES, failed to make any kind of lasting impression in the U.S. market (although it was very popular in Europe), and Sega knew that their next system would not only have to be superior to everything else out there, but they'd have to have a lot of third-party developers lined up.
After two years of development, Sega introduced their "next generation" system to the world in late 1989. Known as the Genesis in the West, and the Mega Drive in the east, Sega began an aggressive marketing campaign, not only to customers, but also to developers.
Although NEC's TurboGrafx-16 had beat the Genesis to market by nearly four months, Sega quickly regained lost ground, thanks to their line-up of quality arcade conversions, killer sports games, and most of all, the full support of Trip Hawkins and Electronic Arts.
NEC Turbo Grafx 16
Released in 1989
In Japan, shortly after the introduction of Nintendo's Famicom (Japan's version of the NES), the electronics giant NEC entered into the video game market with the introduction of their "next generation" system, known as the PC Engine (PCE). The PCE boasted a 16-bit graphics chip capable of displaying up to 256 colors on screen at once, at a number of resolutions. Although its CPU wasn't much more powerful that of the NES, its spectacular graphics chip and six-channel sound bettered the Famicom in every way. It utilized a sleek new card format (PCE games are either HuCards or Turbochips) to hold its software, rather than bulky cartridges. It was also the first console to boast a CD-ROM drive, for full orchestral soundtracks and even (gasp!) full motion video. The PC Engine was immensely popular in Japan, outselling the Famicom by a significant margin.
In 1989, two years after its Japanese introduction, NEC announced plans to bring the PC Engine overseas, to the booming video game market of the U.S. With a huge library of Japanese software, it seemed to many as though the system couldn't possibly fail.
Sega Master System (SMS)
Released in 1986
After producing many games for early home video game consoles, Sega decided to develop a console system of its own. The SG-1000 and Mark III were available in Japan in the mid-1980s, but when Sega witnessed the early success of the Nintendo Entertainment System, the company knew it wanted a share of the American console market. So, Sega redesigned the Mark III, renamed it the Sega Master System (SMS for short), and released it in 1986, not long after the NES first came out.
Technically, the Master System was superior to the NES, with better graphics and higher quality sound. The original SMS could play both cartridges and the credit card-sized "Sega Cards," which retailed for cheaper prices than carts but had less code. The SMS also had cooler accessories (like 3D glasses), but this didn't do much good when there weren't very many exciting games.
The Master System technology lived on in Sega's Game Gear, which was basically a portable SMS with some enhancements.
Label:
1983-1989,
Sega Master System (SMS)
Atari 7800
Released in 1986
The Atari 7800 was Atari's chance at redemption in the video game market. Atari Inc. spent a good part of 1983 interviewing thousands of people on what they wanted and didn't want in a video game console. Atari Inc. through Warner Communications, then worked with General Computer Corporation who earlier had lost a lawsuit with Atari regarding a "Speed-up" board for Atari's Missile Command.
The all new graphics chip called MARIA (Also the code name of the 7800 Project) with almost 100 independent sprites, better color palette on screen, and other powerful features would not only allow game designers the ability to code new and exciting games, but the chip also allowed an original Atari TIA processor to co-exist side by side with MARIA so that the new console could also play all of the original Atari 2600 games as well.
The Atari 7800 was designed to be flexible and expandable and even had an expansion port for future peripherals to tap into the system bus and video circuitry.
Atari 2600 Junior
Released in 1986
In 1986 the Atari 2600 was re-released as the 2600 Junior. They retailed for $49.99 and came with a controller, RF switch and power cord but were absent of a pack in cartridge. They were made to match the 5200 and 7800 of the same time and some of the Juniors actually sported a JR stamp on them.
The switches are the same as the CX 2600 A except that they are now sliding buttons rather than switches. The switches on the top of the unit were On/Off, Black and White/Color, Game Select, and Rest. Game Difficulty could be switched on the back. The system was much smaller and could conserve space much better than it's predecessor. The RF lead was not attached to this system.
Competition in the video game industry was at an all time high, the Atari 2600 Junior would be a simple low cost Atari 2600 packaged into a small "lunch-box" carton with appeal to younger gamers.
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