MarketThird generation of video game consoles
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Third generation of video game consoles

In the history of video games, the 3rd generation of video game consoles, commonly referred to as the 8-bit era, began on July 15, 1983, with the Japanese release of two systems: Nintendo's Family Computer and Sega's SG-1000. When the Famicom was released outside of Japan, it was remodeled and marketed as the Nintendo Entertainment System (NES). This generation marked the end of the North American video game crash of 1983, and a shift in the dominance of home video game manufacturers from the United States to Japan. Handheld consoles were not a major part of this generation; the Game & Watch line from Nintendo and the Milton Bradley Microvision that were sold at the time are both considered part of the previous generation due to hardware typical of the second generation.

Overview
1983–1984 The Japanese video game market was still a growing "wide open" market for video game consoles in 1983. Japan had a relatively small console market, where only 300,000 consoles had been sold up until 1983, compared to the millions that had been sold in the United States up until then. A number of Japanese manufacturers attempted to compete for the "wide open" Japanese console market with their own consoles. The Epoch Cassette Vision, released in 1981, was the best-selling console in Japan at the time. It was followed by the Bandai Arcadia (priced ), a Japanese version of the Arcadia 2001 released in 1982, and the Atari 2800 (priced ), a Japanese version of the Atari 2600 marketed in May 1983. Both companies previously had success as arcade game companies. Sega, one of Japan's largest arcade companies, was intending to compete in both the console and personal computer markets, with a home computer version called the SC-3000 released at the same time. while at the same time selling it for cheaper than the Cassette Vision, selling the Famicom for (about $150). The Famicom went on to become very popular in Japan, where it quickly beat the Cassette Vision to become Japan's all-time best-selling console. To enter the worldwide market, Nintendo approached the American company Atari, which had the majority share of the home video game market in North America, with a proposal for Atari to license the Famicom and distribute it. An agreement was concluded, which was to be signed at the Consumer Electronics Show in July 1983. At the same CES, however, Coleco exhibited its Coleco Adam home computer, which featured a version of Nintendo's Donkey Kong. At that time, Atari had exclusive rights to distribute Nintendo games on home computers, and Coleco had exclusive rights to distribute the game on consoles. However, since Atari understood that Adam was a home computer, they postponed signing the agreement with Nintendo and asked the company to resolve the issue with rights. The problem was resolved, but during this time, the video game crash of 1983 had occurred and Atari began to lose influence in the market. With this, Nintendo had no competitor left and the company eventually decided to enter the market on its own. 1984–1986 Nintendo were initially discouraged after the crash, with Nintendo of America's market research being met with warnings to stay away from home consoles and US retailers refusing to stock game consoles. As a result, Nintendo instead introduced the Famicom to North America in the form of an arcade hardware, the Nintendo VS. System, in 1984. It became a major success in North American arcades, giving Nintendo the confidence to release the Famicom in North America as a video game console, for which there was growing interest due to Nintendo's positive reputation in the arcades. The Family Computer (commonly abbreviated the Famicom) became 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 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." 1986–2007 The popularity of the Japanese consoles grew so quickly that in 1988 Epyx stated that, in contrast to a video game-hardware industry in 1984 that the company had described as "dead", the market for Nintendo cartridges was larger than for all home-computer software. Nintendo sold seven million NES systems in 1988, almost as many as the number of units the Commodore 64 sold in its first five years. In 1988, The Los Angeles Times reported that the rise of video game consoles had a positive impact on computer games, sales of which grew 37% during the first quarter of 1988. In 1989, however, Compute! reported that Nintendo's popularity caused most computer-game companies to have poor sales during Christmas that year, resulting in serious financial problems for some, and after more than a decade making computer games, in 1989 Epyx converted completely to console cartridges. By 1990 30% of American households owned the NES, compared to 23% for all personal computers, and peer pressure to have a console was so great that even the children of computer-game developers demanded them despite parents' refusal and the presence of state-of-the-art computers and software at home. As Computer Gaming World reported in 1992, "The kids who don't have access to videogames are as culturally isolated as the kids in our own generation whose parents refused to buy a TV". This era contributed many influential aspects to the history of the development of video games. The third generation saw the release of 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. It was during this time that many successful video game franchises began, which went onto to becoming mainstays of the video game industry. 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. In Europe during the late 1980s, the Master System had a stronger start than the Nintendo Entertainment System in some areas, with NES sales lagging behind the Master System in the United Kingdom. By 1990, the Master System was the biggest-selling console in Europe, though the NES was beginning to have a fast-growing user base in the United Kingdom and this position had reversed by the end of the run of both consoles. The third generation also saw the beginning of the children's educational console market. 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. In North America, the Atari 7800 and Master System were discontinued in 1992, while the NES continued to be produced until 1995. In Europe, the Master System was discontinued in the late 1990s. However it has continued to sell in Brazil through to the present day. In Japan, Nintendo continued to repair Famicom systems until October 31, 2007. == Home systems ==
Home systems
Family Computer/Nintendo Entertainment System The Family Computer (Famicom), released on July 15, 1983, in Japan and in the United States on October 18, 1985, as the redesigned Nintendo Entertainment System (NES), is an 8-bit cartridge-based console developed and marketed by Nintendo. It became the most popular console of the generation, selling over 60 million units. It was the first home system to feature a controller with a directional pad (designed by Gunpei Yokoi), which became an industry standard. While the NES was discontinued in North America on August 14, 1995, it was not until September 25, 2003, that the Famicom was discontinued in Japan. Sega Mark III/Master System The Sega Mark III was released on October 20, 1985, for the Japanese market and was the third iteration of the SG-1000. The name was changed to the Master System and the design altered for release outside of Japan. It was designed to be more powerful than the NES in an attempt to give it an edge over the competition but despite good sales, it did not match the success of the NES, making it the second best selling console of the generation. This was the case in all regions apart from Brazil, where it continued to sell for years after the end of the generation. Atari 7800 The Atari 7800 was released in May 1986 and was the successor to the Atari 5200. It was the first console to be backward compatible without additional hardware. It was originally due for launch on May 21, 1984, but due to the sale of the company the launch did not happen until two years later and, coupled with a small library of games, the console did not sell as well as the Master System or NES. • Super Mario Bros. 3, 18 million (as of May 21, 2003) • Super Mario Bros. 2 }} • Bike Handle Controller • Card Catcher • Sega Handle Controller • Sega Rapid Fire Unit • SK-1100 • Light PhaserSegaScope 3D Glasses • Sega Control Stick • Sega Handle ControllerSega Paddle ControlSega Pro Action ReplaySega Remote Control System • Sega Rapid Fire Unit • Sega SG Commander • Sega Sports PadFamicom Disk System (Japan and Hong Kong) • NES AdvantageNES Four ScoreNES MaxNES SatelliteNES ZapperNES Power PadNES R.O.B.Famicom 3D System (Japan only) • More...Atari XG-1 Light Gun • XEGS keyboard • CX40 joystick • Atari XG-1 Light Gun • Texas Instruments TMS9918Yamaha YM2217 VDP (Video Display Processor) (later models) • Atari MARIAAtari TIA (Television Interface Adaptor)ANTICGraphic Television Interface AdaptorTexas Instruments SN76489Yamaha VDP PSG (later models) • Yamaha VDP PSG (SN76496) Japan only: • Yamaha YM2413 • NTSC: Ricoh 2A03 • PAL: Ricoh 2A07Atari TIA Optional cartridge chip: • POKEY POKEY 3 KB RAM(256 bytes sprite attribute table) • 32 bytes palette RAM 4.277 KB (4380 bytes) RAM • 2 KB main RAM) • 256 bytes sprite attribute RAM • 28 bytes palette RAM Upgrades: • MMC chips: Up to 8 KB work RAM and 12 KB video RAM • Famicom Disk System: 32 KB work RAM, 8 KB video RAM • 8×8 or 8×16 pixels • Display list • 100 sprites (30 per scanline without background) • Three square wave channels/voices • One noise generator • Three square wave channels • One noise generator Japan only: • Two operator FM synthesizer • Nine FM synthesis channels • Two square wave channels • One triangle wave channel • One noise generator • One DPCM channel, 6-bit audio, 4.2 to 33.5 kHz sampling rate Japan only upgrades: • Optional cartridge chip • One wavetable synthesizer (Famicom Disk System) • Two square waves Optional cartridge chip: • Four square wave channels • One noise generator • Four square wave channels • One noise generator Other consoles File:Philips Videopac G7400.jpg|Videopac+ G7400 (1983) File:Nichibutsu My Vision.jpg|My Vision (1983) File:Casio-PV1000-Console-Set.jpg|PV-1000 (1983) File:Tomy-Tutor-wControllers.jpg|Tomy Tutor Pyūta Jr. was a console version released in 1983 File:Super-Cassette-Vision-Console-L.jpg|Super Cassette Vision (1984) File:BBC-bridge-companion.png|BBC Bridge Companion (1985) File:Blank.svg|Video ChallengerReleased in 1987 File:Nintendo-Famicom-Disk-System.jpg|Family Computer Disk System (1986) File:Blank.svg|LJN Video ArtReleased in 1987 File:Action-Max-System.jpg|Action Max (1987) File:ViewMaster-Interactive-Vision-wController-L.jpg|View-Master Interactive Vision (1989) File:VTech-Socrates-Set-FL.jpg|VTech Socrates (1988) File:Amstrad-GX4000-Console-Set.jpg|GX4000 (1990) File:C64GS-Console-Set.jpg|Commodore 64 Games System (1990) Revisions File:Sharp-Twin-Famicom-Console.jpg|Twin FamicomManufactured by Sharp Corporation. Exclusively released in Japan on July 1, 1986 File:SHARP_AN510.jpg|Famicom Titler (1989) File:Sega-Master-System-MkII-wController.jpg|Master System IICost-reduced variant released in 1990 File:NES-101-Console-Set.jpg|New-Style NES (1993) Clones File:Telegames-Personal-Arcade-Console.png|Dina (Telegames Personal Arcade)ColecoVision and SG-1000 combination released in 1986 File:Micro_Genius_IQ-201_Famicom_clone.jpg|Micro Genius IQ-201 File:Pegasus_console+pad+game.jpg|Pegasus (1991) File:Dendy_Junior_II_frontrt_ctrls.png|Dendy (1992) Unreleased File:Nintendo_Advanced_Video_System_(retouched).jpg|Nintendo Advanced Video System The original model for the NES planned to release worldwide (1983) Sales comparison The NES/Famicom sold by far the most units of any third generation console, particularly in Japan and North America. In North America in 1989, between Nintendo and Sega, there was a 94% to 6% split in market share between the NES and the Master System, in Nintendo's favor. The NES sold units in North America during 1986, much more than the Master System (125,000) and Atari 7800 (100,000) combined. By 1990, Nintendo had a 93% North American market share, followed by Sega with a 3.8% share, NEC with 1.3% and Atari with 1.1% share. Nintendo maintained its North American lead through 1991, when it had a market-share of 80% that year, much more than Atari (12%) and Sega (8%) combined. This was due to Nintendo's strong lineup of both first-party titles (such as Super Mario Bros., Metroid, Duck Hunt, and The Legend of Zelda) and third-party titles along with Nintendo's strict licensing rules that required NES titles to be exclusive to the console for two years after release, putting a damper on third-party support for other consoles. In Europe, competition was much tougher for the NES, which was trailing behind the Master System up until 1990, despite the former's hegemony of the North American and Japanese markets. In other regions, the Master System was the most successful console in Brazil, while the Dendy (a Taiwanese Famiclone of the NES/Famicom) was the most successful in the former Soviet Union. == Software ==
Software
Milestone titlesAlex Kidd in Miracle World (SMS) by Sega featured Sega's original mascot, Alex Kidd. • Castlevania (NES) by Konami is loosely based on Bram Stoker's Dracula, featuring Count Dracula as the main antagonist of the series. This game initiated the Castlevania series. • Dragon Ball: Dragon Daihikyō (SCV) by Epoch was the first game based upon the now long-running manga and anime series, Dragon Ball.Dragon Quest (NES) by Chunsoft and Enix introduced the Dragon Quest series in 1986. • Final Fantasy (NES) by Square started the Final Fantasy series in 1987. • The Legend of Zelda (NES) by Nintendo R&D4 and Nintendo initiated the Legend of Zelda series in 1986. • Mega Man 2 (NES) by Capcom was the breakthrough title in Capcom's Mega Man series. The series had a number of additional hits on the NES, and later spawned several successful spin-off series. • Metal Gear (MSX2) by Konami initiated the Metal Gear series in 1987. It was released for the MSX2 computer and remade on the NES shortly after. • Metroid (NES) by R&D1 and Nintendo initiated the Metroid series in 1986. • Ninja Gaiden (NES) by Tecmo initiated the Ninja Gaiden series in 1988, and was acclaimed for its extreme difficulty, high quality music, and for having one of the earliest uses of cutscenes in video games. • Phantasy Star (SMS) by Sega Consumer Development Division 2 and Sega is considered one of the benchmark role-playing video games, and is among the first to use a science fiction setting, and to feature a female protagonist. • Super Mario Bros. (NES) by Nintendo R&D4 and Nintendo was bundled with the NES and became the best-selling video game of all time, a title it held until 2009. Countless imitations of the game appeared over the course of the console generation. • Super Mario Bros. 3 (NES) by Nintendo is widely considered the best sidescrolling platform game of the generation, as well as topping many "Best Game" lists for the NES. Its jumping physics and world map segments, where players can choose their path, served as a formula for later 2D Mario games. == See also ==
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