- PC Engine CoreGrafx II with Super CD-ROM2
Part of a series on the |
History of video games |
---|
In the history of video games, the fourth generation of video game consoles, more commonly referred to as the 16-bit era, began on October 30, 1987, with the Japanese release of NEC Home Electronics' PC Engine (known as the TurboGrafx-16 in North America). Though NEC released the first console of this era, sales were mostly dominated by the rivalry between Sega and Nintendo across most markets: the Sega Mega Drive (known as the Sega Genesis in North America) and the Super Nintendo Entertainment System (known as the Super Famicom in Japan). Cartridge-based handheld game consoles became prominent during this time, such as the Nintendo Game Boy, Atari Lynx, Sega Game Gear and TurboExpress.
Nintendo was able to capitalize on its success in the third generation, and managed to win the largest worldwide market share in the fourth generation as well. However, particularly in the lucrative North American market, there was a fierce console war that raged through the early '90s, which eventually saw Sega taking a market share lead over Nintendo in North America by 1993. Sega's success in this era stemmed largely from its launch of its popular Sonic the Hedgehog franchise to compete with Nintendo's Super Mario series, as well as a very stylized marketing campaign aimed at American teenagers. Several other companies released consoles in this generation, but none of them were widely successful. Nevertheless, there were other companies that started to take notice of the maturing video game industry and begin making plans to release consoles of their own in the future. As with prior generations, game media still continued to be distributed primarily on ROM cartridges, though the first optical disc systems, such as the Philips CD-i, were released to limited success. There was additionally competition with home computer games on the Amiga and on DOS-based IBM clones, especially in markets like Europe. As games became more complex, concerns over video game violence, namely in titles such as Mortal Kombat and Night Trap , led to the eventual creation of the Entertainment Software Rating Board.
The emergence of fifth generation video game consoles, beginning around 1994, did not significantly diminish the popularity of fourth generation consoles for a few years. In 1996, however, there was a major drop in sales of hardware from this generation and a dwindling number of software publishers supporting fourth generation systems, [1] which together led to a drop in software sales in subsequent years.
Features that distinguish some fourth generation consoles from third generation consoles include:
Additionally, in specific cases, fourth generation hardware featured:
The PC Engine was the result of a collaboration between Hudson Soft and NEC and launched in Japan on October 30, 1987. It launched under the name TurboGrafx-16 in North America on August 29, 1989.
Initially, the PC Engine was quite successful in Japan, partly due to titles available on the then-new CD-ROM format. NEC released a CD add-on in 1990 and by 1992 had released a combination TurboGrafx and CD-ROM system known as the TurboDuo.
In the United States, NEC used Bonk, a head-banging caveman, as their mascot and featured him in most of the TurboGrafx advertising from 1990 to 1994. The platform was well received initially, especially in larger markets, but failed to make inroads into the smaller metropolitan areas where NEC did not have as many store representatives or as focused in-store promotion.
The TurboGrafx-16 failed to maintain its sales momentum or to make a strong impact in North America. [2] The TurboGrafx-16 and its CD combination system, the Turbo Duo, ceased manufacturing in North America by 1994, though a small amount of software continued to trickle out for the platform.
The Mega Drive was released in Japan on October 29, 1988. [3] The console was released in New York City and Los Angeles on August 14, 1989, under the name Sega Genesis, and in the rest of North America later that year. [4] It was launched in Europe and Australia on November 30, 1990, under its original name.
Sega built their marketing campaign around their new mascot Sonic the Hedgehog, [5] pushing the Genesis as the "cooler" alternative to Nintendo's console [6] and inventing the term "Blast Processing" to suggest that the Genesis was capable of handling games with faster motion than the SNES. [7] Their advertising was often directly adversarial, leading to commercials such as "Genesis does what Nintendon't" and no scream at all. [8]
When the arcade game Mortal Kombat was ported for home release on the Genesis and Super Nintendo Entertainment System, Nintendo decided to censor the game's gore, but Sega kept the content in the game, via a code entered at the start screen. Sega's version of Mortal Kombat received generally more favorable reviews in the gaming press and outsold the SNES version three to one. This also led to Congressional hearings to investigate the marketing of violent video games to children, and to the creation of the Interactive Digital Software Association and the Entertainment Software Rating Board. [9] Sega concluded that the superior sales of their version of Mortal Kombat were outweighed by the resulting loss in consumer trust, and cancelled the game's release in Spain to avoid further controversy. [10] With the new ESRB rating system in place, Nintendo reconsidered its position for the release of Mortal Kombat II , and this time became the preferred version among reviewers. [11] [12] The Toy Retail Sales Tracking Service reported that during the key shopping month of November 1994, 63% of all 16-bit video game consoles sold were Sega systems. [13]
The console was never popular in Japan (being regularly outsold by the PC Engine), but still managed to sell 40 million units worldwide. By late 1995, Sega was supporting five different consoles and two add-ons, and Sega Enterprises chose to discontinue the Mega Drive in Japan to concentrate on the new Sega Saturn. [14] While this made perfect sense for the Japanese market, it was disastrous in North America: the market for Genesis games was much larger than for the Saturn, but Sega was left without the inventory or software to meet demand. [15]
Nintendo's fourth-generation console, the Super Famicom, was released in Japan on November 21, 1990; Nintendo's initial shipment of 300,000 units sold out within hours. [16] The machine reached North America as the Super Nintendo Entertainment System on August 23, 1991, [cn 1] and Europe and Australia in April 1992.
Despite stiff competition from the Mega Drive/Genesis console, the Super NES eventually took the top selling position, selling 49.10 million units worldwide, [23] and would remain popular well into the fifth generation of consoles. [24] Nintendo's market position was defined by their machine's increased video and sound capabilities, [25] including exclusive first-party franchise titles such as F-Zero , Super Mario World , Star Fox , Super Mario Kart , Donkey Kong Country , The Legend of Zelda: A Link to the Past and Super Metroid .
The CD-i format was announced in the late 1980s, with the first machines compatible with the format being released in 1991. The Philips CD-i's main selling point was that it was more than a game machine and could be used for multimedia needs. Due to an agreement between Nintendo and Philips about an abortive CD add-on for the SNES (which eventually evolved into Sony's PlayStation), Philips also had rights to use some of Nintendo's franchises. The CD-i was a commercial failure and was discontinued in 1998, [26] selling only 1 million units worldwide despite several partnerships and multiple versions of the device, some made by other manufacturers.
Released by SNK in 1990, the Neo Geo was a home console version of the major arcade platform. Compared to its console competition, the Neo Geo had much better graphics and sound, however, the prohibitively expensive launch price of $649.99 and games often retailing at over $250 made the console only accessible to a niche market. A less expensive version, retailing for $399.99, did not include a memory card, pack-in game or extra joystick.
Nintendo, NEC and Sega also competed with hardware peripherals for their consoles in this generation. NEC was the first with the release of the TurboGrafx CD system in 1990. Retailing for $399.99 at release, the CD add-on was not a popular purchase, but was largely responsible for the platform's success in Japan. [27] The Sega CD was released with an unusually high price tag ($300 at its release) and a limited library of games. A unique add-on for the Sega console was Sega Channel, a subscription-based service (a form of online gaming delivery) hosted by local television providers. It required hardware that plugged into a cable line and the Genesis.
Nintendo also made two attempts with the Satellaview and the Super Game Boy. The Satellaview was a satellite service released only in Japan and the Super Game Boy was an adapter for the SNES that allowed Game Boy games to be displayed on a TV in color. Nintendo, working along with Sony, also had plans to create a CD-ROM drive for the SNES (plans that resulted in a prototype version of the Sony PlayStation), but eventually decided not to go through with that project, opting to team up with Philips in the development of the add-on instead (contrary to popular belief, the CD-i was largely unrelated to the project).
The fourth generation was also the era when the act of buying imported US games became more established in Europe, and regular stores began to carry them. The PAL region has a refresh rate of 50 Hz (compared with 60 Hz for NTSC) and a vertical resolution of 625 interlaced lines (576 effective), compared with 525/480 for NTSC. Because the simulation speed of contemporary game systems was directly linked to the output frame rate, which was in turn synchronized with the TV's refresh rate, this meant that the game would run more slowly on a PAL television. The smaller number of vertical lines in the NTSC signal would also lead to black bars appearing on the top and bottom of a PAL television. Developers often had a hard time converting games designed for the American and Japanese NTSC standard to the European and Australian PAL standard.[ citation needed ] Companies such as Konami, with large budgets and a healthy following in Europe and Australia, readily optimized several games (such as the International Superstar Soccer series) for this audience, while most smaller developers did not.[ citation needed ]
Also, few RPGs were released in Europe because the market for the genre was not as large as in Japan or North America, and the increasing amount of time and money required for translation as RPGs became more text-heavy, in addition to the usual need to convert the games to the PAL standard, often made localizing the games to Europe a high-cost venture with little potential payoff. [28] [29] As a result, RPG releases in Europe were largely limited to games which had previously been localized for North America, thus reducing the amount of translation required. [29]
Popular US games imported at this time included Final Fantasy IV (known in the US as Final Fantasy II), Final Fantasy VI (known in the US as Final Fantasy III), Secret of Mana , Street Fighter II , Chrono Trigger , and Super Mario RPG . Secret of Mana and Street Fighter II would eventually receive official release in Europe, whilst Final Fantasy IV, Final Fantasy VI, Chrono Trigger and Super Mario RPG would be released in Europe years later on other consoles or formats outside of this generation.
Name | PC-Engine/TurboGrafx-16 | SuperGrafx | Mega Drive/Genesis | Super Famicom/Super Nintendo | Neo Geo | |
---|---|---|---|---|---|---|
Manufacturer | NEC | Sega | Nintendo | SNK | ||
Image(s) | | | | |||
Release date |
| |||||
Launch prices | US$ | US$199.99 (equivalent to $490in 2023) | - | US$189.99 (equivalent to $470in 2023) | US$199.99 (equivalent to $450in 2023) | US$649.99 (Gold version) (equivalent to $1,450in 2023) US$399.99 (Silver version) (equivalent to $890in 2023) |
GBP | - | £189.99 [30] [31] (equivalent to $550in 2023) | £150 [32] (equivalent to $390in 2023) | |||
A$ | - | |||||
JP¥ | ¥59,800(equivalent to ¥60,610 in 2019) | ¥21,000 (equivalent to ¥24,610in 2019) | ¥25,000 (equivalent to ¥27,800in 2019) | |||
Media | Type |
|
| |||
Regional lockout | Partial [34] | Region locked | Region locked | Unrestricted | ||
Backward compatibility | N/A | Master System (using Power Base Converter) | Nintendo Entertainment System (unlicensed, using Super 8) Game Boy (using Super Game Boy) | N/A | ||
Best-selling games | Bonk's Adventure [35] | Daimakaimura | Sonic the Hedgehog (15 million) [36] | Super Mario World , 20 million (as of June 25, 2007) [37] | Samurai Shodown | |
Accessories (retail) |
|
|
|
| ||
CPU | Hudson Soft HuC6280A (based on 8-bit 65SC02) |
32X Add-on:
|
|
| ||
GPU |
|
| Upgrades: |
| ||
Sound chip(s) |
32X Add-on: | Sony APU (Audio Processing Unit)
| Yamaha YM2610 | |||
RAM | 32 KB main, 128 KB video RAM | Upgrades: |
Enhancement chips: |
| ||
Video |
| 128 sprites on screen, 32 sprites per scanline, 2 sprite layers, 2 parallax scrolling tilemap backgrounds, 512 colors on screen |
Upgrades:
|
Enhancement chips:
|
| |
Audio | Stereo audio with:
Upgrades:
| Stereo audio with:
| Stereo audio with: |
Name | CD-ROM²/TurboGrafx-CD | PC Engine Duo/TurboDuo | CD-i | Sega CD/Mega-CD | Wondermega/X'Eye | |
---|---|---|---|---|---|---|
Manufacturer | NEC | Philips | Sega | Victor/JVC | ||
Console | | | | | | |
Release date | ||||||
Launch prices | US$ | US$399.99 (equivalent to $980in 2023) | US$299.99 (equivalent to $650in 2023) | US$799 (equivalent to $1,790in 2023) | US$299 (equivalent to $650in 2023) | US$500 (equivalent to $1,030in 2023) |
GBP | £270 (equivalent to £700in 2023) | |||||
A$ | ||||||
JP¥ | JP¥49,800 (equivalent to ¥53,600in 2019) | |||||
Regional lockout | Unrestricted | Partial [34] | Unrestricted | Region locked | ||
Accessories (retail) |
|
|
|
| ||
CPU | Hudson Soft HuC6280A (based on 8-bit 65SC02) | Philips SCC68070 @ 15.5 MHz | Motorola 68000 @ 12.5 MHz (2.19 MIPS) [39] | |||
GPU |
| Philips SCC66470, MCD 212 | Sega ASIC coprocessor [65] | |||
Sound chip(s) | MCD 221 | |||||
RAM | Super CD-ROM²:
Upgrades: |
| 1 MB RAM |
CD BackUp Ram Carts:
| ||
Audio |
| Stereo audio with:
| Stereo audio with:
| Stereo audio with:
|
Console | Firm | Units sold |
---|---|---|
Super Nintendo Entertainment System | Nintendo | 49.1 million [78] |
Sega Mega Drive/Genesis | Sega | 35.25 million [cn 3] |
PC Engine/TurboGrafx-16 | NEC | 7.7 million |
Sega CD | Sega | 2.765 million [84] |
PC Engine CD-ROM² | NEC | 1.92 million [85] |
Neo Geo AES | SNK | 1.18 million [cn 4] |
Philips CD-i | Philips | 1 million [88] |
Sega 32X | Sega | 800,000 [89] |
FM Towns Marty | Fujitsu | 45,000 (as of December 31, 1993) [90] |
Neo Geo CD | SNK | 570,000 [87] |
The first handheld game console released in the fourth generation was the Game Boy, on April 21, 1989. It went on to dominate handheld sales by an extremely large margin, despite featuring an 8-bit microprocessor and a low-contrast, unlit monochrome screen while all three of its leading competitors had color. Three major franchises made their debut on the Game Boy: Tetris , the Game Boy's killer application; Pokémon; and Kirby. With some design (Game Boy Pocket, Game Boy Light) and hardware (Game Boy Color) changes, it continued in production in some form until 2008, enjoying a better than 18-year run.
The Atari Lynx included hardware-accelerated color graphics, a backlight, and the ability to link up to sixteen units together in an early example of network play when its competitors could only link 2 or 4 consoles (or none at all), [91] but its comparatively short battery life (approximately 4.5 hours on a set of alkaline cells, versus 35 hours for the Game Boy), high price, and weak games library made it one of the worst-selling handheld game systems of all time, with less than 500,000 units sold. [92] [93]
The third major handheld of the fourth generation was the Game Gear. It featured graphics capabilities roughly comparable to the Master System (better colours, but lower resolution), a ready made games library by using the "Master-Gear" adaptor to play cartridges from the older console, and the opportunity to be converted into a portable TV using a cheap tuner adaptor, but it also suffered some of the same shortcomings as the Lynx. While it sold more than twenty times as many units as the Lynx, its bulky design – slightly larger than even the original Game Boy; relatively poor battery life – only a little better than the Lynx; and later arrival in the marketplace – competing for sales amongst the remaining buyers who did not already have a Game Boy – hampered its overall popularity despite being more closely competitive to the Nintendo in terms of price and breadth of software library. [94] Sega eventually retired the Game Gear in 1997, a year before Nintendo released the first examples of the Game Boy Color, to focus on the Nomad and non-portable console products.
Other handheld consoles released during the fourth generation included the TurboExpress, a handheld version of the TurboGrafx-16 released by NEC in 1990, and the Game Boy Pocket, an improved model of the Game Boy released about two years before the debut of the Game Boy Color. While the TurboExpress was another early pioneer of color handheld gaming technology and had the added benefit of using the same game cartridges or 'HuCards' as the TurboGrafx16, it had even worse battery life than the Lynx and Game Gear – about three hours on six contemporary AA batteries – selling only 1.5 million units. [93]
Console | Game Boy / Game Boy Pocket / Game Boy Light | Atari Lynx | Game Gear | PC Engine GT / TurboExpress / PC Engine LT | |
---|---|---|---|---|---|
Manufacturer | Nintendo | Atari | Sega | NEC | |
Image | |||||
Release date | |||||
Launch price | US$ | US$89.95 [96] (equivalent to $220in 2023) | US$189.99 (equivalent to $470in 2023) | US$149.99 (equivalent to $340in 2023) | US$299.99 [97] (equivalent to $670in 2023) |
GBP | £99 [98] (equivalent to £300in 2023) | ||||
A$ | A$155 (equivalent to $330in 2022) | ||||
JP¥ | ¥12,500 [99] (equivalent to ¥14,330in 2019) | ¥14,500 (equivalent to ¥16,130in 2019) | |||
Units sold | 118.69 million, including Game Boy Color [100] [101] | 500,000 [93] | 11 million [93] | 1.5 million [93] | |
Media | Type | Cartridge | Cartridge | Cartridge | Datacard |
Regional lockout | Unrestricted | Unrestricted | Unrestricted | Region locked | |
Backward compatibility | — | — | Master System (using adapter) | TurboGrafx-16 (HuCard only) | |
Best-selling games | Pokémon Red, Blue, and Yellow | RoadBlasters | Sonic the Hedgehog 2 | Bonk's Adventure | |
CPU | Sharp SM83 @ 4 MHz | MOS 65SC02 @ 4 MHz | Zilog Z80 @ 3.5 MHz | HuC6280A @ 1.79 / 7.16 MHz | |
Memory | 8 KB work RAM, 8 KB video RAM | 64 KB RAM | 8 KB work RAM, 16 KB video RAM | 8 KB work RAM, 64 KB video RAM | |
Video |
|
|
|
| |
Audio | Stereo audio (using headphones), with:
| Stereo audio with:
| Stereo audio (using headphones), with:
| Stereo audio (using headphones), with:
|
A handheld game console, or simply handheld console, is a small, portable self-contained video game console with a built-in screen, game controls and speakers. Handheld game consoles are smaller than home video game consoles and contain the console, screen, speakers, and controls in one unit, allowing players to carry them and play them at any time or place.
The Super Nintendo Entertainment System, commonly shortened to Super Nintendo, Super NES or SNES, is a 16-bit home video game console developed by Nintendo that was released in 1990 in Japan and South Korea, 1991 in North America, 1992 in Europe and Oceania and 1993 in South America. In Japan, it is called the Super Famicom (SFC). In South Korea, it is called the Super Comboy and was distributed by Hyundai Electronics. The system was released in Brazil on August 30, 1993, by Playtronic. In Russia and CIS, the system was distributed by Steepler from 1994 until 1996. Although each version is essentially the same, several forms of regional lockout prevent cartridges for one version from being used in other versions.
The Sega CD, known as Mega-CD in most regions outside North America and Brazil, is a CD-ROM accessory and format for the Sega Genesis produced by Sega as part of the fourth generation of video game consoles. Originally released in November 1991, it came to North America in late 1992, and the rest of the world in 1993. The Sega CD plays CD-based games and adds hardware functionality such as a faster CPU and a custom graphics chip for enhanced sprite scaling and rotation. It can also play audio CDs and CD+G discs.
The TurboGrafx-16, known as the PC Engine outside North America, is a home video game console designed by Hudson Soft and sold by NEC Home Electronics. It was the first console marketed in the fourth generation, commonly known as the 16-bit era, however in actuality, the console has an 8-bit central processing unit (CPU) coupled with a 16-bit graphics processor, effectively making the claim somewhat false advertising. It was released in Japan in 1987 and in North America in 1989. In Europe the Japanese model was unofficially imported and distributed in the United Kingdom and France from 1988. In Japan, the system was launched as a competitor to the Famicom, but the delayed United States release meant that it ended up competing with the Sega Genesis and later the Super NES.
The Genesis Nomad, also known as Sega Nomad, is a handheld game console manufactured by Sega and released in North America in October 1995. The Nomad is a portable variation of the Sega Genesis home video game console. It could also be used with a television set via a video port. It was based on the Mega Jet, a portable version of the home console designed for use on airline flights in Japan.
The fifth generation era refers to computer and video games, video game consoles, and handheld gaming consoles dating from approximately October 4, 1993, to March 23, 2006. The best-selling home console was the Sony PlayStation, followed by the Nintendo 64 and Sega Saturn. The PlayStation also had a redesigned version, the PSone, which was launched on July 7, 2000.
The history of video game consoles, both home and handheld, began in the 1970s. The first console that played games on a television set was the 1972 Magnavox Odyssey, first conceived by Ralph H. Baer in 1966. Handheld consoles originated from electro-mechanical games that used mechanical controls and light-emitting diodes (LED) as visual indicators. Handheld electronic games had replaced the mechanical controls with electronic and digital components, and with the introduction of Liquid-crystal display (LCD) to create video-like screens with programmable pixels, systems like the Microvision and the Game & Watch became the first handheld video game consoles.
1992 saw many sequels and prequels in video games, such as Dragon Quest V, Final Fantasy V, Sonic the Hedgehog 2, Street Fighter II: Champion Edition, Super Mario Land 2: 6 Golden Coins, and Super Mario Kart, along with new titles such as Art of Fighting, Lethal Enforcers, Mortal Kombat and Virtua Racing.
A multitap is a video game console peripheral that increases the number of controller ports available to the player, allowing additional controllers to be plugged in simultaneously in a manner similar to a power strip or a USB hub. A multitap often takes the form of a box with three or more controller ports which is then connected to a controller port on the console itself.
The Virtual Console is a defunct line of downloadable retro video games for Nintendo's Wii and Wii U home video game consoles and the Nintendo 3DS family of systems. The Virtual Console lineup consisted of titles originally released on past home and handheld consoles and were run in their original forms through software emulation, therefore remaining mostly unaltered, and could be purchased from the Wii Shop Channel or Nintendo eShop for between 500 and 1200 Wii Points, or using real currency, with prices depending on the system, rarity, and/or demand.
The Sega Genesis, known as the Mega Drive outside North America, is a 16-bit fourth generation home video game console developed and sold by Sega. It was Sega's third console and the successor to the Master System. Sega released it in 1988 in Japan as the Mega Drive, and in 1989 in North America as the Genesis. In 1990, it was distributed as the Mega Drive by Virgin Mastertronic in Europe, Ozisoft in Australasia, and Tectoy in Brazil. In South Korea, it was distributed by Samsung Electronics as the Super Gam*Boy and later the Super Aladdin Boy.
Bomberman '94 is a video game from the Bomberman series which was developed and published by Hudson Soft for the PC Engine and released on December 10, 1993, in Japan. It was later re-developed by Westone and re-published by Sega as Mega Bomberman on the Sega Mega Drive/Genesis in 1994 in other areas. The PC Engine Bomberman '94 was later released outside Japan through the Virtual Console and the PlayStation Network.
Valis III is a 1990 action-platform video game originally developed by Laser Soft, published by Telenet Japan and NEC for the TurboGrafx-CD. A Sega Genesis version was released in 1991. It is the third entry in the Valis series. It stars Yuko Asou, a Japanese teenage schoolgirl chosen as the Valis warrior and wielder of the mystical Valis sword after the events of Valis II. King Glames, wielder of the sword Leethus, leads denizens of the dark world to conquer both Vecanti and Earth, seeking refuge for his people amid the destruction of their planet. Together with the demon warrior-maiden Cham and her sister Valna, Yuko must prevent Glames from destroying both worlds. Through the journey, the player explores and searches for items and power-ups while fighting enemies and defeating bosses.
A ROM cartridge, usually referred to in context simply as a cartridge, cart, cassette, or card, is a replaceable part designed to be connected to a consumer electronics device such as a home computer, video game console or, to a lesser extent, electronic musical instruments.
TecMagik Entertainment Ltd. was a Californian video game development and publishing company that released games for 8-bit and 16-bit games consoles between 1991 and 1994. While the company moved on to developing games for original PlayStation and Nintendo 64 platforms, those games were cancelled prior to release.
The Super NES CD-ROM is an unreleased add-on for the Super Nintendo Entertainment System (SNES) video game console. It was built upon the functionality of the cartridge-based SNES by adding support for a CD-ROM-based format known as Super Disc.
In the video game industry, a console war describes the competition between two or more video game console manufacturers in trying to achieve better consumer sales through more advanced console technology, an improved selection of video games, and general marketing around their consoles. While console manufacturers are generally always trying to out-perform other manufacturers in sales, these console wars engage in more direct tactics to compare their offerings directly against their competitors or to disparage the competition in contrast to their own, and thus the marketing efforts have tended to escalate in back-and-forth pushes.
Last weekend, months after video-game addicts started calling, Dave Adams finally was able to sell them what they craved: Super Nintendo. Adams, manager of Babbages in South Coast Plaza, got 32 of the $199.95 systems Friday.Based on the publication date, the "Friday" mentioned would be August 23, 1991.
The Long awaited Super NES is finally available to the U.S. gaming public. The first few pieces of this unit hit the store shelves on August 23, 1991. Nintendo, however, released the first production run without any heavy fanfare or spectacular announcements.
On Friday, area Toys R Us stores [...] were expecting Super NES, with a suggested retail price of $199.95, any day, said Brad Grafton, assistant inventory control manager for Toys R Us.Based on the publication date, the "Friday" mentioned would be August 23, 1991.
Base instalada: 5 milhões de Master System; 3 milhões de Mega Drive
Finally with regards the launch of the 32X Shinobu Toyoda of Sega of America recalls, "We had an inventory problem. Behind the scenes, Nakayama wanted us to sell a million units in the US in the first year. Kalinske and I said we could only sell 600,000. We shook hands on a compromise - 800,000. At the end of the year we had managed to shift 600,000 as estimated, so ended up with 200,000 units in our warehouse, which we had to sell to retailers at a steep discount to get rid of the inventory."
One drawback to the Lynx system is its power consumption. It requires 6 AA batteries, which allow four to five hours of game play. The Nintendo Game Boy provides close to 35 hours use before new batteries are necessary.
While this feature is not included on the Game Boy it does provide a disadvantage – the Game Gear requires 6 AA batteries that only last up to six hours. The Nintendo Game Boy only requires 4 AA batteries and is capable of providing up to 35 hours of play.