{{Short description|Gaming generation from 1987 to 2005}} {{Use mdy dates|date=July 2019}} {{VG history|expandmenu=2}}
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 Mega Drive (known as the 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 Game Boy, Lynx, 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 in the early 1990s, 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 games on home computers such as the Amiga, Atari ST, Apple IIGS, and IBM PC compatibles, especially in markets like Europe. As games became more complex, concerns over violence in games like ''Mortal Kombat'' and ''Night Trap'' led to the creation of the Entertainment Software Rating Board.
The emergence of fifth generation video game consoles, beginning around 1994, did not initially significantly diminish the popularity of fourth generation consoles. In 1996, however, there was a major drop in sales of hardware from this generation and a dwindling number of software publishers supporting its systems,<ref>{{cite magazine|title=16-Bit's Final Hurrah |magazine=Electronic Gaming Monthly|issue=88 |publisher=Ziff Davis|date=November 1996 |pages=21–22}}</ref> which together led to a drop in software sales in subsequent years.
==Differences from third generation consoles==
Features that distinguish some fourth generation consoles from third generation consoles include:
* 16-bit microprocessors * Multi-button game controllers with many buttons (3 to 8) * Parallax scrolling of multi-layer tilemap backgrounds * Large sprites (up to 64×64 or 16×512 pixels), 80–380 sprites on screen, 16–96 sprites per scan line * Elaborate color, 64 to 4096 colors on screen, from palettes of 512 (9-bit) to 65,536 (16-bit) colors * Stereo audio, with multiple channels and digital audio playback (PCM, ADPCM) * Advanced music synthesis (FM, wavetable and/or sample-based synthesis)
Additionally, in specific cases, fourth generation hardware featured:
* Backgrounds with pseudo-3D scaling and rotation * Sprites that can ''individually'' be scaled and rotated * Flat-shaded 3D polygon graphics *Surround sound support * CD-ROM support via add-ons, allowing larger storage space, full motion video playback, and streaming CD-DA audio playback
==Home systems==
===TurboGrafx-16=== {{main|TurboGrafx-16}} thumb|right|TurboGrafx-16 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.<ref>{{cite news|url=https://www.theguardian.com/technology/gamesblog/2013/apr/02/turbografx-16-machine-that-time-forgot|title=TurboGrafx-16: the console that time forgot (and why it's worth re-discovering)|first=Paul|last=Sartori|newspaper=The Guardian |date=April 2, 2013|via=www.theguardian.com|access-date=June 26, 2017|archive-date=July 1, 2018|archive-url=https://web.archive.org/web/20180701054900/https://www.theguardian.com/technology/gamesblog/2013/apr/02/turbografx-16-machine-that-time-forgot|url-status=live}}</ref> 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.
===Mega Drive/Genesis=== {{main|Sega Genesis}} thumb|right|First version of the Sega Genesis The Mega Drive was released in Japan on October 29, 1988.<ref name="ConsoleInfo">{{cite web|url=http://www.consoledatabase.com/consoleinfo/segamegadrive/index.html |title=Sega Mega Drive Console Information |access-date=October 18, 2007 |author=Console Database Staff |publisher=Console Database/Dale Hansen |work=Console Database |url-status=dead |archive-url=https://web.archive.org/web/20071016064132/http://www.consoledatabase.com/consoleinfo/segamegadrive/index.html |archive-date=October 16, 2007}}</ref> 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.<ref>{{cite book |last=Kent |first=Steven L. | author-link = Steven L. Kent |title=The Ultimate History of Video Games |pages=404–405 |location=Roseville, California |publisher=Prima Publishing |year=2001 |isbn=0-7615-3643-4}}</ref> It was launched in Europe and Australia on November 30, 1990, under its original name.
Sega built its marketing campaign around its new mascot Sonic the Hedgehog,<ref name="Kent_pp424_431">{{cite book |last=Kent |first=Steven L. |author-link=Steven L. Kent |title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World |year=2001 |publisher=Prima Publishing |location=Roseville, California |isbn=0-7615-3643-4 |pages=424–431}}</ref> pushing the Genesis as the "cooler" alternative to Nintendo's console<ref name="Kent_434_448_449">{{cite book |last=Kent |first=Steven L. |author-link=Steven L. Kent |title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World |year=2001 |publisher=Prima Publishing |location=Roseville, California |isbn=0-7615-3643-4 |pages=434, 448–449}}</ref> and inventing the term "Blast Processing" to suggest that the Genesis was capable of handling games with faster motion than the SNES.<ref name="1up">{{cite web |url=http://www.1up.com/do/feature?cId=3134008 |title=The Essential 50 Part 28: Sonic the Hedgehog |publisher=www.1up.com |access-date=April 21, 2008 |url-status=dead |archive-url=https://web.archive.org/web/20160714080311/http://www.1up.com/features/essential-50-sonic |archive-date=July 14, 2016 }}</ref> Their advertising was often directly adversarial, leading to commercials such as "Genesis does what Nintendon't" and no scream at all.<ref>{{cite book |last=Kent |first=Steven L. |author-link=Steven L. Kent |title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World |year=2001 |publisher=Prima Publishing |location=Roseville, California |isbn=0-7615-3643-4 |page=405}}</ref>
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.<ref name='Wired-kohler-chris-2009-07-29'>{{cite magazine |first=Chris |last=Kohler |title=July 29, 1994: Videogame Makers Propose Ratings Board to Congress |date=July 29, 2009 |magazine=Wired |url=https://www.wired.com/thisdayintech/2009/07/dayintech_0729/ |access-date=April 20, 2015 |archive-date=February 18, 2014 |archive-url=https://web.archive.org/web/20140218213902/http://www.wired.com/thisdayintech/2009/07/dayintech_0729/ |url-status=live }}</ref> 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.<ref>{{cite magazine |title=International Outlook|magazine=Electronic Gaming Monthly|issue=53|publisher=Sendai Publishing|date=December 1993|page=90}}</ref> 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.<ref name="Kent_MK">{{cite book |last=Kent |first=Steven L. |author-link=Steven L. Kent |title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World |url=https://archive.org/details/ultimatehistoryv00kent |url-access=limited |year=2001 |publisher=Prima Publishing |location=Roseville, California |isbn=0-7615-3643-4 |pages=[https://archive.org/details/ultimatehistoryv00kent/page/n621 461]–480}}</ref><ref name="1UP_MK">{{cite web|url=http://www.1up.com/do/feature?cId=3152604|title=Purple Reign: 15 Years of the Super NES|author=Ray Barnholt|date=August 4, 2006|website=1UP.com|page=4|access-date=July 13, 2007|url-status=dead|archive-url=https://web.archive.org/web/20070927194054/http://www.1up.com/do/feature?cId=3152604|archive-date=September 27, 2007}}</ref> 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.<ref>{{cite magazine|last=Semrad |first=Ed |title=Sega Sets the Pace for 1994!|magazine=Electronic Gaming Monthly|issue=56|publisher=Sendai Publishing|date=March 1994|page=6}}</ref>
The console was never popular in Japan (being regularly outsold by the PC Engine), but still managed to sell 30.75 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.<ref>{{cite web|url=https://segaretro.org/History_of_the_Sega_Mega_Drive|title=History of the Sega Mega Drive - Sega Retro|website=segaretro.org|date=June 18, 2021|access-date=February 10, 2019|archive-date=April 1, 2020|archive-url=https://web.archive.org/web/20200401142716/https://segaretro.org/History_of_the_Sega_Mega_Drive|url-status=live}}</ref> 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.<ref>{{cite book |last=Kent |first=Steven L. |author-link=Steven L. Kent |title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World |year=2001 |publisher=Prima Publishing |location=Roseville, California |isbn=0-7615-3643-4 |pages=508, 531}}</ref>
===Super NES=== {{main|Super Nintendo Entertainment System}} thumb|right|The North American version of the Super NES 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.<ref>{{Cite news|url=https://www.rollingstone.com/culture/news/super-nintendo-25-year-anniversary-why-snes-still-matters-w435671|title=Why Super Nintendo Is the Reason You're Still Playing Video Games|magazine=Rolling Stone|access-date=2017-06-26|archive-date=July 1, 2018|archive-url=https://web.archive.org/web/20180701055213/https://www.rollingstone.com/culture/news/super-nintendo-25-year-anniversary-why-snes-still-matters-w435671|url-status=dead}}</ref> The machine reached North America as the Super Nintendo Entertainment System on August 23, 1991,{{#tag:ref|According to Stephen Kent's ''The Ultimate History of Video Games'', the official launch date was September 9.<ref name="KentReleaseDate">Kent (2001), p. 434. Kent states September 1 was planned but later rescheduled to September 9.</ref> Newspaper and magazine articles from late 1991 report that the first shipments were in stores in some regions on August 23,<ref>{{cite news |title=Super Nintendo sells quickly at OC outlets |first=Ron |last=Campbell |newspaper=The Orange County Register |date=August 27, 1991 <!-- |url=http://nl.newsbank.com/nl-search/we/Archives?p_action=search&p_field_date-0=YMD_date&p_params_date-0=date:B,E&p_text_date-0=8/27/1991+to+8/27/1991&p_text_advanced-0=Super+Nintendo+sells+quickly+at+OC+outlets |format=abstract |access-date=March 5, 2010 --> |quote=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.</ref><ref>{{cite magazine |title=Super Nintendo It's Here!!! |magazine=Electronic Gaming Monthly |date=November 1991 |issue=28 |page=162 |publisher=Sendai Publishing Group |quote=The Long{{sic|hide=y}} 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.}}</ref> while it arrived in other regions at a later date.<ref>{{cite news |title=New products put more zip into the video-game market |url=http://www.highbeam.com/doc/1P2-4070124.html |archive-url=https://web.archive.org/web/20121103060509/http://www.highbeam.com/doc/1P2-4070124.html |url-status=dead |archive-date=November 3, 2012 |format=abstract |newspaper=Chicago Sun-Times |date=August 27, 1991 |access-date=March 5, 2010 |quote=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.</ref> Many modern online sources (circa 2005 and later) report August 13.<ref>{{cite web|url=http://www.1up.com/do/feature?pager.offset=1&cId=3152604 |archive-url=https://archive.today/20120717143527/http://www.1up.com/do/feature?pager.offset=1&cId=3152604 |url-status=dead |archive-date=July 17, 2012 |title=Purple Reign: 15 Years of the Super NES |author=Ray Barnholt |date=August 4, 2006 |website=1UP.com |page=2 |access-date=June 14, 2007 }}</ref><ref>{{cite web |url=http://www.n-sider.com/hardwareview.php?hardwareid=5 |title=Super Nintendo Entertainment System |publisher=N-Sider.com |access-date=June 14, 2007 |archive-url=https://web.archive.org/web/20120111130841/http://www.n-sider.com/hardwareview.php?hardwareid=5 |archive-date=January 11, 2012 |url-status=dead}}</ref>|group=cn|name=NAReleaseDateNote}} 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,<ref name="consolidatedsales">{{cite web |url=http://www.nintendo.co.jp/ir/library/historical_data/pdf/consolidated_sales_e0912.pdf |title=Consolidated Sales Transition by Region |access-date=September 29, 2011 |date=January 27, 2010 |publisher=Nintendo |archive-url=https://www.webcitation.org/5nXieXX2B?url=http://www.nintendo.co.jp/ir/library/historical_data/pdf/consolidated_sales_e0912.pdf |archive-date=February 14, 2010 |url-status=dead}}</ref> and would remain popular well into the fifth generation of consoles.<ref>{{cite magazine|url=http://www.pcworld.com/printable/article/id,128295/printable.html|title=A Brief History of Game Consoles, as Seen in Old TV Ads|first=Danny|last=Allen|magazine=PC World|date=December 22, 2006|access-date=July 15, 2007|archive-date=May 8, 2008|archive-url=https://web.archive.org/web/20080508011331/http://www.pcworld.com/printable/article/id,128295/printable.html|url-status=dead}}</ref> Nintendo's market position was defined by its machine's increased video and sound capabilities,<ref>{{cite web |url=http://www.1up.com/do/feature?cId=3143409 |title=PS1 10th Anniversary retrospective |author=Jeremy Parish |website=1UP.com |date=September 6, 2005 |access-date=May 27, 2007 |url-status=dead |archive-url=https://web.archive.org/web/20070927200615/http://www.1up.com/do/feature?cId=3143409 |archive-date=September 27, 2007}}</ref> 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''.
===Compact Disc Interactive (CD-i)=== {{main|Philips CD-i}} thumb|right|Philips CD-i 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,<ref name="gamepro2">{{cite magazine |url=http://www.gamepro.com/gamepro/domestic/games/features/111823.shtml |title=The 10 Worst-Selling Consoles of All Time |author=Blake Snow |magazine=GamePro |date=July 30, 2007 |page=2 |access-date=October 25, 2008|archive-url=https://web.archive.org/web/20070508035815/http://www.gamepro.com/gamepro/domestic/games/features/111823.shtml|archive-date=May 8, 2007}}</ref> selling only 1 million units worldwide despite several partnerships and multiple versions of the device, some made by other manufacturers.
===Neo Geo=== {{main|Neo Geo (console)}} thumb|Neo-Geo 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.
===Add-ons=== 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.<ref name="Gamasutra">{{cite web |first=Christian |last=Nutt |url=https://www.gamedeveloper.com/business/stalled-engine-the-turbografx-16-turns-25 |title=Stalled engine: The TurboGrafx-16 turns 25 |website=Gamasutra |date=September 12, 2014 |access-date=February 15, 2018 |archive-date=January 1, 2016 |archive-url=https://web.archive.org/web/20160101061244/http://gamasutra.com/view/feature/225466/stalled_engine_the_turbografx16_.php |url-status=live }}</ref> 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).
{{gallery|style=margin:auto |width=125 |File:Super CD-ROM2 with CoreGrafx II (3-4 right view).jpg|PC Engine CoreGrafx II with Super CD-ROM{{sup|2}} |File:Sega-CD-Model2-Set.jpg|Second model Genesis and Sega CD |File:Sega-Genesis-32X-01.jpg|32X |File:Satellaview.jpg|Satellaview |File:Nintendo-Super-Game-Boy.jpg|Super Game Boy ||Super NES CD-ROM }}
===European importing=== thumb|right|upright=1.36| {{legend|#2EB039|NTSC}} {{legend|#6673ED|PAL, or switching to PAL}} {{legend|#FF8040|SECAM}} {{legend|#9fdba4|No information}} 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|date=October 2019}} 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|date=October 2019}}
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.<ref>{{cite magazine |title=Nintendo Ultra 64: The Launch of the Decade?|magazine=Maximum: The Video Game Magazine|issue=2 |date=November 1995|pages=107–8}}</ref><ref name=SSM19>{{cite magazine |title=Preview: Shining the Holy Ark|magazine=Sega Saturn Magazine|issue=19 |date=May 1997|page=33}}</ref> 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.<ref name=SSM19/>
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.
===Comparison=== {|class="wikitable" |+ Comparison of fourth-generation video game home consoles |- ! colspan="2" style="width: 7.5%" | Name ! style="width: 18.5%;" | PC-Engine/<br />TurboGrafx-16 ! style="width: 18.5%;" | Mega Drive/<br />Genesis ! style="width: 18.5%;" | Super Famicom/<br />Super NES ! style="width: 18.5%;" | Neo Geo |- style="text-align:center;" ! colspan="2" | Manufacturer | NEC | Sega | Nintendo | SNK |- style="text-align:center;" ! colspan="2" | Image(s) | style="background:white;" | 150px<br />150px | style="background:white;" | 150px<br />150px<br/>150px | style="background:white;" | 150px<br />150px<br/>150px | style="background:white;" | 150x150px150x150px |- style="vertical-align: center" ! colspan="2" |Release date |{{vgrelease|JP|October 30, 1987|NA|August 29, 1989|EU|1990||}} |{{vgrelease|JP|October 29, 1988|NA|August 14, 1989|EU|November 30, 1990}} |{{vgrelease|JP|November 21, 1990|NA|August 23, 1991<ref group="cn" name="NAReleaseDateNote" />|EU|April 11, 1992}} |{{vgrelease|JP/NA|June 18, 1991|EU|1991}} |- ! rowspan="3" |Launch prices !US$ |US$199.99 ({{inflation|US|199.99|1989|fmt=eq|r=-1}}) |US$189.99 ({{inflation|US|189.99|1989|fmt=eq|r=-1}}) |US$199.99 ({{inflation|US|199.99|1991|fmt=eq|r=-1}}) |US$649.99 <small>(Gold version)</small> ({{inflation|US|649.99|1991|fmt=eq|r=-1}}) US$399.99 <small>(Silver version)</small> ({{inflation|US|399.99|1991|fmt=eq|r=-1}}) |- !GBP | |£189.99<ref name="CVG_106">{{cite magazine|date=September 1990|title=Megadrive – Official at Last|url=https://archive.org/stream/Computer_Video_Games_Issue_106_1990-09_EMAP_Publishing_GB/Computer__Video_Games_Issue_106_1990-09_EMAP_Publishing_GB#page/n11/mode/2up|magazine=Computer and Video Games|location=United Kingdom|publisher=Future Publishing|issue=106|page=13|archive-url=https://web.archive.org/web/20161007203253/http://archive.org/stream/Computer_Video_Games_Issue_106_1990-09_EMAP_Publishing_GB/Computer__Video_Games_Issue_106_1990-09_EMAP_Publishing_GB#page/n11/mode/2up|archive-date=October 7, 2016|url-status=live}}</ref><ref name="ACE_37">{{cite magazine |date=October 1990 |title=Going Console Crazy |url=https://archive.org/stream/ACE_Issue_37_1990-10_Future_Publishing_GB#page/n5/mode/2up |magazine=ACE |location=United Kingdom |publisher=EMAP Images |issue=37 |page=7 }}</ref> ({{inflation|UK|189.99|1990|fmt=eq|r=-1}}) |£150<ref>{{Cite web|url=https://www.eurogamer.net/articles/2012-04-11-snes-celebrates-20th-birthday-in-uk|title=SNES celebrates 20th birthday in UK|first=Tom|last=Phillips|website=Eurogamer|date=April 11, 2012|access-date=September 13, 2020|archive-date=May 14, 2019|archive-url=https://web.archive.org/web/20190514071321/https://www.eurogamer.net/articles/2012-04-11-snes-celebrates-20th-birthday-in-uk|url-status=live}}</ref> ({{inflation|UK|150|1992|fmt=eq|r=-1}}) | |- !JP¥ |{{¥|59,800|1998|round=-1}} |¥21,000 ({{inflation|JP|21000|1988|fmt=eq|cursign=¥|r=-1}}) |¥25,000 ({{inflation|JP|25000|1990|fmt=eq|cursign=¥|r=-1}}) | |- ! rowspan="3" |Media !Type | colspan="1" | * HuCard (card-shaped cartridge) * CD-ROM (Turbo CD add-on) | * Cartridge * CD-ROM (Sega CD add-on) * Data card (Power Base Converter add-on) | * Game Pak (Cartridge) | * Cartridge * Data card (Japan/Europe)<ref name="Santulli 2005">{{cite book |title=Digital Press Collectors Guide |last=Santulli |first=Joe |year=2005 |publisher=Digital Press |location=USA |isbn=978-0-9709807-0-0 }}</ref> * CD-ROM (Neo Geo CD) |- !Regional lockout | {{Partial}}<ref name="Hu-Cards">Hu-Cards are region locked. CDs aren't region locked.</ref> |{{No|Region locked}} |{{No|Region locked}} |{{Yes|Unrestricted}} |- !Backward compatibility | {{N/A}} | {{Yes|Master System (using Power Base Converter)}} | {{Yes|Nintendo Entertainment System (unlicensed, using Super 8) Game Boy (using Super Game Boy)}} | {{N/A}} |- ! colspan="2" |Pack-in game |''Keith Courage in Alpha Zones'' |''Sonic the Hedgehog'' (15 million)<ref name="GameTap">{{cite video |url=https://www.youtube.com/watch?v=7mFs2v7XM4o |title=Sonic the Hedgehog GameTap Retrospective Pt. 3/4 |publisher=GameTap |access-date=September 24, 2011 |date=February 17, 2009 |time=1:25 |url-status=live |archive-url=https://web.archive.org/web/20160721184052/https://www.youtube.com/watch?v=7mFs2v7XM4o |archive-date=July 21, 2016 }} cf. {{cite magazine|title=Review: ''Sonic Jam''|magazine=Sega Saturn Magazine|issue=22|date=August 1997|page=68|quote=The original Megadrive game sold over 14 million copies.}}</ref> |''Super Mario World'' (20.6 million)<ref name="nintendohistory1">{{cite web|url=http://www.edge-online.com/features/nintendo-years|title=The Nintendo Years: 1990|website=Edge|page=2|date=June 25, 2007|access-date=June 27, 2007|archive-url=https://web.archive.org/web/20120820031228/http://www.edge-online.com/features/nintendo-years|archive-date=August 20, 2012}}</ref> | {{N/A}} |- ! colspan="2" |Best-selling games | ''Bonk's Adventure''<ref>{{cite web |url=http://wii.ign.com/articles/749/749638p1.html |title=Bonk's Adventure Virtual Console Review - Wii Review at IGN |publisher=Wii.ign.com |access-date=August 15, 2012 |archive-url=https://web.archive.org/web/20120414031040/http://wii.ign.com/articles/749/749638p1.html |archive-date=April 14, 2012 |url-status=dead}}</ref> |{{plainlist| *''Sonic the Hedgehog 2'' (6 million)<ref name="GameDevelopSales">{{cite web |last1=Boutros |first1=Daniel |title=A Detailed Cross-Examination of Yesterday and Today's Best-Selling Platform Games |url=https://www.gamedeveloper.com/business/a-detailed-cross-examination-of-yesterday-and-today-s-best-selling-platform-games |website=Game Developer |access-date=May 20, 2022 |date=August 5, 2006 |archive-date=November 20, 2015 |archive-url=https://web.archive.org/web/20151120113519/http://www.gamasutra.com/view/feature/1851/a_detailed_crossexamination_of_.php?page=2 |url-status=live }}</ref> }} |''Street Fighter II: The World Warrior'' (6.3 million)<ref name="capcomplatinum">{{cite web|url=https://www.capcom.co.jp/ir/english/business/million.html |title=Platinum Titles |publisher=Capcom |access-date=August 21, 2010 |archive-url=https://web.archive.org/web/20110605002550/http://capcom.co.jp/ir/english/business/million.html |archive-date=June 5, 2011 }}</ref> |''Samurai Shodown'' |- style="vertical-align: center" ! colspan="2" |Accessories (retail) | * TurboGrafx-CD (1988) * System Card (1988) * Super System Card (1991) * Arcade Card (1994) * TurboTap (1987) * TurboStick * TurboBooster * TurboBooster Plus | * Mega CD/Sega CD (1991) * Sega CD Backup Ram carts (1992 JP) (1994 NA)<ref name="segaretro.org">{{cite web |url=https://segaretro.org/CD_BackUp_RAM_Cart.htm|title=CD BackUp RAM Cart|access-date=September 7, 2016}}{{dead link|date=December 2017 |bot=InternetArchiveBot |fix-attempted=yes }}</ref> * Sega 32X (1994) * Mouse * Menacer (1992) * Power Base Converter * Sega Activator (1993) * Multitap | * Super Scope * Super NES Mouse (1992) * Super Multitap (1993) * Super Game Boy (1994) * Super Advantage * Satellaview (1995) | * Neo Geo Controller Pro (1995) * Neo Geo Memory Card (1990) * Neo Geo MVS to AES Converter (1998) |- style="vertical-align: center" ! colspan="2" |CPU | Hudson Soft HuC6280A (based on 8-bit 65SC02)<br />1.79 MHz (0.77 MIPS) or 7.16 MHz (3.08 MIPS)<ref name="retro">{{cite web|url=https://www.drolez.com/retro/|title=Lud's Open Source Corner|author=Ludovic Drolez|access-date=December 10, 2015|archive-date=March 9, 2020|archive-url=https://web.archive.org/web/20200309132442/https://drolez.com/retro/|url-status=live}}</ref> | * Motorola 68000 (16/32-bit CISC)<br />7.67 MHz (7.61 MHz PAL) (1.4 MIPS) (12.5 MHz CD) (2.19 MIPS)<ref name="retro" /> * Zilog Z80 (8/16-bit)<br />3.58 MHz (0.52 MIPS)<ref group="cn">Mega Drive games use the Z80 as a sound controller. The Power Base Converter effectively turns the Mega Drive into a Master System, giving control to the Z80 and leaving the 68000 dormant.</ref><ref name="retro" />
32X add-on: * 2× Hitachi SH-2 (32-bit RISC) @ 23 MHz (60 MIPS)<ref>{{cite web |url=http://www.hitachi.com/New/cnews/040419_040419.pdf |title=Renesas Technology and Hitachi Announce Development of SH-2A 32-Bit RISC CPUCore for High-Performance Embedded Sysytems |access-date=2019-07-23 |archive-date=March 4, 2016 |archive-url=https://web.archive.org/web/20160304085451/http://www.hitachi.com/New/cnews/040419_040419.pdf |url-status=live }}</ref> | * Nintendo custom Ricoh 5A22 (based on 16-bit 65C816)<br />3.58 MHz (3.55 MHz PAL) (1.5 MIPS)
SA-1 enhancement chip: * Nintendo custom 65C816<br />10.74 MHz (4.5 MIPS) | * Motorola 68000 (16/32-bit CISC)<br />12 MHz (2.1 MIPS) * Zilog Z80 (8/16-bit)<br />4 MHz (0.58 MIPS)<ref name="retro" /> |- ! colspan="2" |GPU | * Hudson Soft HuC6260 Video Color Encoder (16-bit) * Hudson Soft HuC6270A Video Display Controller (16-bit) | * Yamaha YM7101 VDP (Video Display Processor)<ref name="genvdp">{{cite web |last=MacDonald |first=Charles |date=August 10, 2000 |title=Sega Genesis VDP documentation |url=http://cgfm2.emuviews.com/txt/genvdp.txt |url-status=dead |archive-url=https://web.archive.org/web/20140318183327/http://cgfm2.emuviews.com/txt/genvdp.txt |archive-date=March 18, 2014 |access-date=October 5, 2022}}</ref>
Upgrades: * SVP chip: Samsung SSP1601 DSP<ref>{{cite web |url=http://notaz.gp2x.de/docs/SSP1601.pdf |title=SSP1601 |access-date=2019-07-23 |archive-date=July 1, 2018 |archive-url=https://web.archive.org/web/20180701054834/http://notaz.gp2x.de/docs/SSP1601.pdf |url-status=live }}</ref> @ 23 MHz (25 MIPS)<ref name="road">{{cite web|url=http://www.sega-16.com/2006/03/segas-svp-chip-the-road-not-taken/|title=Sega-16 – Sega's SVP Chip: The Road Not Taken?|date=March 17, 2006 |access-date=December 10, 2015|archive-date=October 21, 2019|archive-url=https://web.archive.org/web/20191021195822/http://www.sega-16.com/2006/03/segas-svp-chip-the-road-not-taken/|url-status=live}}</ref> (1994) * CD add-on: Sega ASIC coprocessor<ref name="progscd" /> * 32X add-on: Sega 32x VDP (Sega Custom LSI) @ 23 MHz <ref name="segaretro">{{cite web|url=http://segaretro.org/Sega_32X#Graphics|title=Sega 32x Graphics|access-date=March 27, 2017|archive-date=April 26, 2020|archive-url=https://web.archive.org/web/20200426050307/https://segaretro.org/Sega_32X#Graphics|url-status=live}}</ref> | * Ricoh PPU1 (Picture Processing Unit 1) * Ricoh PPU2 (Picture Processing Unit 2)<ref name="snesdoc" />
Enhancement chips: * DSP: NEC μPD77C25 @ 8 MHz<ref>[https://www.ersinelektronik.com/class/INNOVAEditor/assets/Datasheets/D77C25.pdf Datasheet] ersinelektronik.com {{Webarchive|url=https://web.archive.org/web/20230209133709/https://www.ersinelektronik.com/class/INNOVAEditor/assets/Datasheets/D77C25.pdf |date=February 9, 2023 }}</ref> (1990) * Super FX: 10.5 MHz<ref name="road" /> (10 MIPS) (1993) * Capcom Cx4 (Hitachi HG51B169 DSP)<ref>{{cite web|url=http://wiki.superfamicom.org/snes/show/Capcom+Cx4%C2%B1+Hitachi+HG51B169|title=Capcom Cx4 – Hitachi HG51B169 in SNES Development|work=Super Nintendo Development Wiki|access-date=December 10, 2015|archive-date=May 4, 2020|archive-url=https://web.archive.org/web/20200504140402/https://wiki.superfamicom.org/snes/show/Capcom+Cx4%C2%B1+Hitachi+HG51B169|url-status=dead}}</ref> (1994) * Super FX 2: 21.477 MHz (21 MIPS)<ref name="superfx">{{cite web|url=http://www.anthrofox.org/starfox/superfx.html|title=A Super FX FAQ|access-date=December 10, 2015|archive-date=May 4, 2020|archive-url=https://web.archive.org/web/20200504140418/http://www.anthrofox.org/starfox/superfx.html|url-status=live}}</ref> (1995) | * SNK LSPC2-A2 (line sprite generator & VRAM interface)<ref name="mvstech">{{cite web |first=Charles |last=MacDonald |url=http://furrtek.free.fr/noclass/neogeo/mvstech.txt |title=Neo*Geo MVS Hardware Notes |access-date=January 26, 2012 |archive-date=September 16, 2018 |archive-url=https://web.archive.org/web/20180916101030/http://furrtek.free.fr/noclass/neogeo/mvstech.txt |url-status=live }}</ref> * SNK PRO-B0 (palette arbiter)<ref>{{cite web|url=https://wiki.neogeodev.org/index.php?title=GPU|title=GPU|access-date=December 10, 2015|archive-url=https://web.archive.org/web/20151210234154/https://wiki.neogeodev.org/index.php?title=GPU|archive-date=December 10, 2015|url-status=dead}}</ref><ref>{{cite web|url=https://wiki.neogeodev.org/index.php?title=Category:Chips|title=Category:Chips|access-date=December 10, 2015|archive-date=May 10, 2019|archive-url=https://web.archive.org/web/20190510042728/https://wiki.neogeodev.org/index.php?title=Category:Chips|url-status=live}}</ref> |- ! colspan="2" |Sound chip(s) | * Hudson Soft HuC6280A PSG * CD add-on: Oki MSM5205 | * Yamaha YM2612 * Yamaha VDP PSG (SN76496)<ref>{{Cite web |url=https://github.com/mamedev/mame/blob/master/src/emu/sound/sn76496.c |title = Mame/Sn76496.c at master · mamedev/Mame · GitHub |website = GitHub |archive-url=https://archive.today/20141121125556/https://github.com/mamedev/mame/blob/master/src/emu/sound/sn76496.c |archive-date=21 November 2014 |url-status=dead}}</ref>
Upgrades:
* CD add-on: Ricoh RF5c164 * 32X add-on: Pulse-code modulation |Sony APU (Audio Processing Unit) * S-SMP (8-bit Sony SPC700) * S-DSP (16-bit DSP) |Yamaha YM2610 |- ! colspan="2" |RAM | * 8 KB main RAM * 64 KB video RAM Upgrades: * Super System Card: 64 KB DRAM, 192 KB SRAM * Arcade Duo Card: 2048 KB FPM DRAM, 192 KB SRAM<ref>{{cite web |date=March 16, 2011 |title=Arcade Card Pro |url=https://pcedev.wordpress.com/2011/03/16/arcade-card-pro/ |url-status=live |archive-url=https://web.archive.org/web/20151222171235/https://pcedev.wordpress.com/2011/03/16/arcade-card-pro/ |archive-date=December 22, 2015 |access-date=December 10, 2015 |work=PC-Engine dev}}</ref> * Arcade Pro Card: 2240 KB+192 kB | * 64 KB main PSRAM * 64 KB video DRAM<ref>{{cite web|url=http://segaretro.org/Sega_Mega_Drive_PCB_revisions|title=Mega Drive PCB revisions – Sega Retro|access-date=December 10, 2015|archive-date=September 26, 2014|archive-url=https://archive.today/20140926073638/http://segaretro.org/Sega_Mega_Drive_PCB_revisions|url-status=live}}</ref> * 8 KB Z80/audio SRAM<ref>{{cite web|date=March 18, 2014|title=Sega Genesis hardware notes|url=http://cgfm2.emuviews.com/txt/gen-hw.txt|url-status=dead|archive-url=https://web.archive.org/web/20140318183319/http://cgfm2.emuviews.com/txt/gen-hw.txt|archive-date=March 18, 2014}}</ref>
Upgrades: * SVP chip: 128 KB DRAM, 2 KB cache, 1 KB DSP RAM<ref>{{cite web |url=https://notaz.gp2x.de/docs/svpdoc.txt |title=notaz's SVP doc |access-date=2019-07-23 |archive-date=December 8, 2019 |archive-url=https://web.archive.org/web/20191208145001/https://notaz.gp2x.de/docs/svpdoc.txt |url-status=live }}</ref> * CD add-on: 512 KB main, 256 KB Video, 64 KB Audio, 16 KB cache, 8 KB Internal Back-up<ref name=":1" /> * CD BackUp Ram Carts: 8 KB to 512 KB <ref name="segaretro.org" /> * 32X add-on: 256 KB main RAM, 256 KB video RAM | * 128 KB main DRAM * 64 KB video SRAM * 64 KB audio PSRAM
Enhancement chips: * SA-1: 2 KB RAM * Super FX: 32 to 128 KB SRAM<ref name="superfx" /> * Super FX 2: 64 to 128 KB SRAM<ref name="superfx" /> | * 64 KB main SRAM * 74 KB video SRAM * 2 KB audio SRAM<ref name="mvstech" /> |- ! colspan="2" |Video | * Resolution: 256×224 to 565×242 (progressive), 256×448 to 565×484 (interlaced) * Sprites: 64 on screen, 16 per scanline, 16×16 to 32×64 sizes, 16 colors per sprite, sprite flipping<ref name="pcetech">{{cite web |last=MacDonald |first=Charles |date=February 28, 2002 |title=TurboGrafx-16 Hardware Notes |url=http://cgfm2.emuviews.com/txt/pcetech.txt |url-status=dead |archive-url=https://web.archive.org/web/20140318183739/http://cgfm2.emuviews.com/txt/pcetech.txt |archive-date=March 18, 2014 |access-date=October 5, 2022}}</ref> * Tilemap: 1 scrolling background<ref name="pcetech" /> with line scroll effect<ref>{{cite web|url=http://www.superpcenginegrafx.net/sfiice_comp_bgs_main.html|title=Street Fighter II CE Comparison Backgrounds Main|access-date=December 10, 2015|archive-date=March 4, 2016|archive-url=https://web.archive.org/web/20160304060848/http://www.superpcenginegrafx.net/sfiice_comp_bgs_main.html|url-status=live}}</ref> * Colors on screen: 482 (241 for backgrounds, 241 for sprites) * Color palette: 512 (9-bit color) * CD add-on: Full motion video (FMV)<ref>{{cite web|url=http://www.computerandvideogames.com/399405/features/history-lesson-turbografx-pc-engine/|title=Video Games, Cheats, Guides, Codes, Reviews – GamesRadar|access-date=December 10, 2015|archive-date=November 14, 2018|archive-url=https://web.archive.org/web/20181114031019/https://www.gamesradar.com/spartacus-legends-preview-bloodiest-history-lesson-imaginable/|url-status=live}}</ref> | * Resolution: 320×224, 256×224 (NTSC), 320×240, 256×240 (PAL) (progressive),<ref>{{cite web|url=http://tasvideos.org/EncoderGuidelines.html|title=TASVideos|access-date=December 10, 2015|archive-date=December 11, 2015|archive-url=https://web.archive.org/web/20151211020544/http://tasvideos.org/EncoderGuidelines.html|url-status=live}}</ref> 320×448 to 320×480 (interlaced) * Sprites: 80 on screen, 20 per scanline, 8×8 to 32×32 sizes, 16 colors per sprite,<ref>{{cite web|url=http://fly.hiwaay.net/~jfrohwei/sega/genesis.html|archive-url=https://web.archive.org/web/20050122094914/http://fly.hiwaay.net/~jfrohwei/sega/genesis.html|title=How to program the Sega Genesis/Mega Drive|archive-date=January 22, 2005|access-date=December 10, 2015}}</ref> integer sprite zoom,<ref>{{cite web|url=http://cgfm2.emuviews.com/txt/msvdp.txt |title=Sega Master System VDP documentation |author=Charles MacDonald |access-date=July 5, 2011 |archive-url=https://web.archive.org/web/20140318183214/http://cgfm2.emuviews.com/txt/msvdp.txt |archive-date=March 18, 2014}}</ref> sprite flipping<ref name="sega_faq">{{cite web|url=http://fly.hiwaay.net/~jfrohwei/sega/genesis.html |title=Sega Programming FAQ October 18, 1995, Sixth Edition – Final |access-date=2015-12-10 |url-status=dead |archive-url=https://web.archive.org/web/20050122094914/http://fly.hiwaay.net/~jfrohwei/sega/genesis.html |archive-date=January 22, 2005 }}</ref> * Tilemaps: 2 parallax scrolling planes with line & row scroll effects<ref name="pilgrimage" /> and tile flipping<ref name="sega_faq" /> * Colors on screen: 64<ref name="genvdp" /> to 75<ref name="pilgrimage">{{cite web|url=http://www.gamepilgrimage.com/content/sega-genesis-vs-super-nintendo|title=Sega Genesis vs Super Nintendo - www.gamepilgrimage.com|access-date=December 10, 2015|archive-date=September 24, 2015|archive-url=https://web.archive.org/web/20150924020645/http://www.gamepilgrimage.com/content/sega-genesis-vs-super-nintendo|url-status=live}}</ref> (standard), 192 (shadow/highlight),<ref name="genvdp" /> 512 (160×224 resolution)<ref name="pilgrimage" /> * Color palette: 512 (standard), 1536 (shadow/highlight)<ref name="genvdp" />
Upgrades: * SVP enhancement chip: 3,000 texture mapping polygons/sec, 20,000 flat shading polygons/sec<ref name="ReferenceA">{{cite web |url=http://segaretro.org/Sega_32X#Technical_specifications |title=Sega 32X Technical Specifications |access-date=March 27, 2017 |archive-date=April 26, 2020 |archive-url=https://web.archive.org/web/20200426050307/https://segaretro.org/Sega_32X#Technical_specifications |url-status=live }}</ref> * CD add-on: Sprite/tilemap scaling & rotation,<ref name="progscd" /> FMV with 128–256 on-screen colors<ref>{{cite web|url=http://www.jammaparts.com/sega-cd_specifications.htm|title=JAMMAPARTS.COM – Sega CD Detailed Technical Specifications|access-date=December 10, 2015}}</ref><ref>{{cite web|url=https://segaretro.org/Sega_Mega-CD.htm|title=Technical Specifications|access-date=2017-03-27|archive-date=August 13, 2020|archive-url=https://web.archive.org/web/20200813142141/https://segaretro.org/Sega_Mega-CD.htm/|url-status=dead}}</ref> * 32X add-on: Color palette: 32,768 (15-bit high color), 256–32,768 colors on screen,<ref name="ReferenceA" /> 40,000 Texture Gouraud Shading polygons/sec, 50,000 texture mapping polygons/sec, 100,000 Gouraud Shading polygons/sec, 160,000 flat shading polygons/sec <ref name="ReferenceA" /> | * Resolution: 256×224 to 256×239 (progressive), 512×448 to 512×478 (interlaced) * Sprites: 128 on screen, 32 per scanline, 8×8 to 64×64 sizes, 16 colors per sprite, sprite flipping<ref name="snesdoc" /> * Tilemaps: 2–4 parallax scrolling planes (lo-res), or 1–2 scrolling planes (hi-res), or 1 scaling/rotating plane (Mode 7)<ref name="snesdoc" /> * Colors on screen: 256 (1–3 lo-res planes), 128 (4 planes), 128 to 160 (hi-res)<ref name="snesdoc">{{cite web|url=http://emu-docs.org/Super%20NES/General/snesdoc.html|title=SNES Graphics Information|access-date=December 10, 2015|archive-date=December 15, 2015|archive-url=https://web.archive.org/web/20151215183625/http://emu-docs.org/Super%20NES/General/snesdoc.html|url-status=dead}}</ref> * Color palette: 32,768 (15-bit high color)
Enhancement chips: * Super FX: 2,000 flat shading polygons/sec, 1,000 texture mapping polygons/sec<ref>{{cite web|url=http://segaretro.org/Blast_processing#cite_note-.5Bhttps:.2F.2Fen.wikibooks.org.2Fwiki.2FSuper_NES_Programming.2FSuper_FX_tutorial_Super_NES_Programming:_Super_FX_tutorial.5D-27|title=DMA|date=March 13, 2017|work=Segaretro+|access-date=March 13, 2017|archive-date=April 26, 2020|archive-url=https://web.archive.org/web/20200426043229/https://segaretro.org/Blast_processing#cite_note-.5Bhttps:.2F.2Fen.wikibooks.org.2Fwiki.2FSuper_NES_Programming.2FSuper_FX_tutorial_Super_NES_Programming:_Super_FX_tutorial.5D-27|url-status=live}}</ref> * Super FX 2: 4,000 flat shading polygons/sec, 2,000 texture mapping polygons/sec * Capcom Cx4: Sprite rotation/Calculations for wireframe effects * DSP-1: Advance Scaling and Rotation via Mode 7 * DSP-2: Dynamic Scaling Capability and Transparency effects * DSP-3: Bitstream decompression, and bitplane conversion of graphics * DSP-4: Draw Distance | * Resolution: 320×224 to 384×264<ref name="mvstech" /> (progressive) * Sprites: 380 on screen, 96 per scanline, double line buffering, 16×16 to 16×512 sizes, 16 colors per sprite, sprite scaling, sprite flipping<ref name="mvstech" /> * Tilemaps: 1 static plane, and optional 1–3 parallax scrolling planes with scaling and line & column scroll effects<ref name="mvstech" /><ref>{{cite web|url=http://www.gamepilgrimage.com/ArtofFightingComp001.htm|title=Game Pilgrimage|access-date=December 10, 2015|archive-date=November 5, 2015|archive-url=https://web.archive.org/web/20151105142129/http://www.gamepilgrimage.com/ArtofFightingComp001.htm|url-status=live}}</ref> * Colors on screen: 4096 * Color palette: 65,536 (16-bit high color) |- ! colspan="2" |Audio | Stereo audio with: * 6 programmable WS channels/voices * Square, sine, sawtooth, triangle and other waveforms * White noise generation on 2 channels * LFO<ref name="gamesx.com">[https://gamesx.com/wiki/lib/exe/fetch.php?media=schematics:turbografx-16_unit_service_manual_-_smtg16.pdf Unit service manual] gamesx.com {{Webarchive|url=https://web.archive.org/web/20190509153858/https://gamesx.com/wiki/lib/exe/fetch.php?media=schematics:turbografx-16_unit_service_manual_-_smtg16.pdf |date=May 9, 2019 }}</ref> or FM on 2 channels * Optional streaming of samples through any channel CD add on:
*1 ADPCM channel, 12-bit audio,<ref name=":2" /> 32.088 kHz sampling rate<ref name="MSM5205" /> * 1 streaming CD-DA channel, 16-bit CD audio, 44.1 kHz sampling rate
|Stereo audio with: * 6 FM synthesis channels/voices * 3 square wave channels/voices * Sine wave LFO * 1 PCM channel, 8-bit samples, 8 to 22 kHz sampling rate<ref>{{cite web |url=http://www.alyjameslab.com/wa_files/FMDRIVE_USER_MANUAL.pdf |title=FM-Drive 2612 VST User Manual 1.2 |author=Aly James |access-date=2019-07-23 |archive-date=September 25, 2020 |archive-url=https://web.archive.org/web/20200925040900/http://www.alyjameslab.com/wa_files/FMDRIVE_USER_MANUAL.pdf |url-status=live }}</ref> CD add on: * 8 PCM channels (16-bit, 32 kHz)<ref name="progscd" /> * 2-channel stereo streaming CD-DA (16-bit, 44.1 kHz) Upgrades: * SVP chip: 2 PWM channels<ref name="road" /> * 32X add-on: 10-bit PWM, surround sound |Stereo audio with: * 8 ADPCM channels * 16-bit audio, 32 kHz sampling rate * Optional Dolby Surround support |Stereo audio with: * 4 FM synthesis channels/voices * 3 square wave channels/voices * 1 white noise generator * 6 ADPCM channels (12-bit) @ 18.5 kHz sampling rate<ref name="ym2610">{{cite web|url=https://wiki.neogeodev.org/index.php?title=YM2610|title=YM2610|access-date=December 10, 2015|archive-date=October 30, 2020|archive-url=https://web.archive.org/web/20201030234914/https://wiki.neogeodev.org/index.php?title=YM2610|url-status=live}}</ref> * 1 ADPCM channel (16-bit) @ 1.8 to 55.5 kHz sampling rate<ref name="ym2610" /> |}
=== Other consoles === {|class="wikitable" |- ! colspan="2" style="width: 7.5%" | Name !style="width: 18.5%;" | PC Engine SuperGrafx !style="width: 18.5%;" | PC Engine Duo/TurboDuo !style="width: 18.5%;" | CD-i !style="width: 18.5%;" | Wondermega/X'Eye |- style="text-align:center;" ! colspan="2" | Manufacturer | colspan="2" | NEC | Philips | Victor/JVC |- style="text-align:center;" ! colspan="2" |Console | style="background:white;" |150px | style="background:white;" |150px<br />150px | style="background:white;" |150px<br />150px | style="background:white;" |150px
|- style="vertical-align: center" ! colspan="2" |Release date |{{vgrelease|JP|December 8, 1989||||||}} |{{vgrelease|JP|September 21, 1991|NA|October 10, 1992}} |{{vgrelease|NA|December 3, 1991|JP|April 25, 1992|EU|July 10, 1992}} |{{vgrelease|JP|April 1, 1992|NA|September, 1994}} |- ! rowspan="2" |Launch prices !US$ | |US$299.99 ({{inflation|US|299.99|1992|fmt=eq|r=-1}}) |US$799 ({{inflation|US|799|1991|fmt=eq|r=-1}}) |US$500 ({{inflation|US|500|1994|fmt=eq|r=-1}}) |- |- |- !JP¥ |¥59,800 ({{inflation|JP|59800|1989|fmt=eq|cursign=¥|r=-1}}) | | | |- ! rowspan="3" |Media !Type |HuCard |HuCard, CD-ROM |CD-ROM |Cartridge, CD-ROM |- !Regional lockout |{{No|Region locked}} |{{Partial}}<ref name="Hu-Cards" /> |{{Yes|Unrestricted}} |{{No|Region locked}} |- !Backward compatibility |{{Yes|PC Engine}} |{{Yes|PC Engine}} |{{No}} |{{Yes|Sega Genesis}} |- ! colspan="2" |GPU | * Hudson Soft HuC6260 Video Color Encoder (16-bit) * Hudson Soft HuC6202 Video Priority Controller * Hudson Soft HuC6270A Video Display Controller (16-bit) | * Hudson Soft HuC6260 Video Color Encoder (16-bit) * Hudson Soft HuC6270A Video Display Controller (16-bit) | Philips SCC66470, MCD 212 |Sega ASIC coprocessor<ref name="progscd">{{cite web |url=https://www.angelfire.com/ny/dezmoowu/Sega/progscd.txt |title=Sega CD programming FAQ |date=December 6, 1998 |access-date=2019-07-23 |archive-date=December 8, 2019 |archive-url=https://web.archive.org/web/20191208170032/http://www.angelfire.com/ny/dezmoowu/Sega/progscd.txt |url-status=live }}</ref>
|- ! colspan="2" |Sound chip(s) | Hudson Soft HuC6280A PSG with 6 Wavetable channels @111.87 kHz | * Hudson Soft HuC6280A PSG * Oki MSM5205 | MCD 221 |Ricoh RF5c164
|- ! colspan="2" |RAM | * 32 KB main RAM * 128 KB video RAM * 64 KB main DRAM, 64 KB audio DRAM | * 256 KB SRAM * 64 KB Video RAM * 8 KB Work Ram | 1 MB RAM | * 512 KB main * 256 KB Video * 64 KB Audio * 16 KB cache * 8 KB Internal Back-up<ref name=":1">{{cite web|url=http://segaretro.org/Sega_Mega-CD#Memory|title=Sega CD - www.segaretro.org|access-date=May 30, 2017|archive-date=April 27, 2020|archive-url=https://web.archive.org/web/20200427045643/https://segaretro.org/Sega_Mega-CD#Memory|url-status=live}}</ref> CD BackUp Ram Carts: * 8 KB to 512 KB <ref name="segaretro.org" /> |- ! colspan="2" |Video | * Resolution: 256×224 to 565×242 (progressive), 256×448 to 565×484 (interlaced) * Sprites: 128 on screen, 32 per scanline, 16×16 to 32×64 sizes, 16 colors per sprite, sprite flipping<ref name="pcetech" /> * Tilemap: 2 parallax scrolling sprite layers * Colors on screen: 512 (241 for backgrounds, 240 for sprites) * Color palette: 512 (9-bit color) | | | |- ! colspan="2" |Audio | * 1 ADPCM channel, 12-bit audio,<ref name=":2">{{cite web|url=https://console5.com/techwiki/images/f/f8/MSM5205.pdf|title=OKI Semiconductor MSM5205|website=console5.com|access-date=5 September 2023|archive-date=October 11, 2020|archive-url=https://web.archive.org/web/20201011121959/https://console5.com/techwiki/images/f/f8/MSM5205.pdf|url-status=live}}</ref> 32.088 kHz sampling rate<ref name="MSM5205">{{cite web|url=https://www.ysutopia.net/special/MSM5205.htm|title=MSM5205|access-date=December 10, 2015|archive-date=September 21, 2020|archive-url=https://web.archive.org/web/20200921182646/https://www.ysutopia.net/special/MSM5205.htm|url-status=live}}</ref> * 1 streaming CD-DA channel, 16-bit CD audio, 44.1 kHz sampling rate * Optional Dolby Surround support |Stereo audio with: * 6 programmable WS channels/voices * Square, sine, sawtooth, triangle and other waveforms * White noise generation on 2 channels * LFO<ref name="gamesx.com" /> or FM on 2 channels * Optional streaming of samples through any channel * 1 ADPCM channel, 12-bit audio,<ref>[https://console5.com/techwiki/images/f/f8/MSM5205.pdf] {{Webarchive|url=https://web.archive.org/web/20201011121959/https://console5.com/techwiki/images/f/f8/MSM5205.pdf|date=October 11, 2020}}</ref> 32.088 kHz sampling rate<ref name="MSM5205" /> * 1 streaming CD-DA channel, 16-bit CD audio, 44.1 kHz sampling rate * Optional Dolby Surround support |Stereo audio with: * 8 ADPCM channels |Stereo audio with: * 8 PCM channels (16-bit, 32 kHz)<ref name="progscd" /> * 2-channel stereo streaming CD-DA (16-bit, 44.1 kHz) |}<gallery class="center"> File:CDTV.jpg|Commodore CDTV<br />Released in 1991 File:Blank.svg<!-- Do not use placeholder image per WP:IPH -->|Video Information System by Tandy Released in 1992 File:Kids Computer Pico-01.jpg|Sega Pico<br />Released in 1993 File:Pioneer-LaserActive-Set-FL.jpg|LaserActive by Pioneer<br />Released in 1993 File:Blank.svg<!-- Do not use placeholder image per WP:IPH -->|CPS Changer by Capcom<br />Released in 1994 File:Super-ACan-Console-set-h.jpg|Super A'Can<br />Released in Taiwan on October 25, 1995 </gallery>
===Worldwide sales standings=== {{See also|List of best-selling game consoles}} {| class="wikitable sortable" |- ! Console ! Firm ! Units sold |- | Super Nintendo Entertainment System |Nintendo|| 49.1 million<ref>{{cite web |url=https://www.nintendo.com/systemsclassic?type=snes |title=Super NES |access-date=December 4, 2007 |publisher=Nintendo |work=Classic Systems |archive-url=https://web.archive.org/web/20070714072607/http://www.nintendo.com/systemsclassic?type=snes |archive-date=July 14, 2007}}</ref> |- |Sega Mega Drive/Genesis |Sega|| 35.25 million{{#tag:ref|30.75 million sold by Sega worldwide as of June 1996.<ref name="famitsu 306">{{cite journal| date= June 21, 1996| title= Yearly market report| journal= Famitsu Weekly| issue= 392|page=8|language=ja}}</ref><ref>{{cite book|last1=Zackariasson|first1=Peter|last2=Wilson|first2=Timothy L.|last3=Ernkvist|first3=Mirko|title=The Video Game Industry: Formation, Present State, and Future|chapter=Console Hardware: The Development of Nintendo Wii|publisher=Routledge|year=2012|isbn=978-1-138-80383-1|page=158}}</ref> 1.5 million projected by Majesco Entertainment of the Genesis 3 in 1998.<ref name="AllgameMajesco">{{cite web|url=http://www.allgame.com/company.php?id=857|title=Majesco Sales – Overview|publisher=AllGame|archive-url=https://web.archive.org/web/20130727182416/http://allgame.com/company.php?id=857|archive-date=July 27, 2013|access-date=October 5, 2013}}</ref> 3 million sold by Tectoy in Brazil as of 2012.<ref>{{cite web|url=https://jogos.uol.com.br/ultimas-noticias/2012/07/30/vinte-anos-depois-master-system-e-mega-drive-vendem-150-mil-unidades-por-ano-no-brasil.htm|title=Vinte anos depois, Master System e Mega Drive vendem 150 mil unidades por ano no Brasil|language=pt|access-date=October 18, 2012|publisher=UOL|author=Théo Azevedo|quote=Base instalada: 5 milhões de Master System; 3 milhões de Mega Drive|date=July 30, 2012|archive-date=April 24, 2019|archive-url=https://web.archive.org/web/20190424040853/https://jogos.uol.com.br/ultimas-noticias/2012/07/30/vinte-anos-depois-master-system-e-mega-drive-vendem-150-mil-unidades-por-ano-no-brasil.htm|url-status=live}}</ref><ref>{{cite web|last=Sponsel|first=Sebastian|url=http://www.sega-16.com/2015/11/interview-stefano-arnhold-tectoy/|title=Interview: Stefano Arnhold (Tectoy)|work=Sega-16|date=November 16, 2015|access-date=November 21, 2015|archive-date=October 4, 2018|archive-url=https://web.archive.org/web/20181004161631/http://www.sega-16.com/2015/11/interview-stefano-arnhold-tectoy/|url-status=live}}</ref>|group=cn|name=genesis}} |- | PC Engine/TurboGrafx-16 |NEC|| 7.7 million |- | Sega CD |Sega|| {{nowrap|2.765 million}}<ref name="SD">{{cite magazine | magazine=Screen Digest | title=Finance & Business | date=March 1995 | url=https://www.scribd.com/doc/208776076/Screen-Digest?secret_password=2ntzw5zfrtsy8kxequmg | pages=56–62 | access-date=May 23, 2021 | archive-date=November 24, 2021 | archive-url=https://archive.today/20211124142424/https://www.scribd.com/doc/208776076/Screen-Digest?secret_password=2ntzw5zfrtsy8kxequmg | url-status=live }}</ref> |- | PC Engine CD-ROM² |NEC|| {{nowrap|1.92 million}}<ref>{{cite magazine|date=June 21, 1996|title=Weekly ''Famitsu'' Express|url=https://imgur.com/hXXa6DE|magazine=Famitsu|volume=11|issue=392|archive-url=https://ghostarchive.org/archive/20211019/https://imgur.com/hXXa6DE|archive-date=2021-10-19|access-date=August 2, 2019|lang=ja|url-status=live}}</ref> |- | Neo Geo AES |SNK|| {{nowrap|1.18 million}}{{#tag:ref|1 million in Japan.<ref name=":4">{{cite web|title=Hardware Totals|url=https://sites.google.com/site/gamedatalibrary/hardware-totals|access-date=13 October 2016|website=Game Data Library|archive-date=October 13, 2016|archive-url=https://web.archive.org/web/20161013155243/https://sites.google.com/site/gamedatalibrary/hardware-totals|url-status=live}}</ref> 180,000 overseas.<ref name=":0">{{cite magazine|date=February 1998|title=Tokyorama|url=https://www.abandonware-magazines.org/affiche_mag.php?mag=51&num=4862&album=oui|magazine=Consoles +|issue=73|pages=46–7|lang=fr|access-date=January 10, 2022|archive-date=January 10, 2022|archive-url=https://web.archive.org/web/20220110183145/https://www.abandonware-magazines.org/affiche_mag.php?mag=51&num=4862&album=oui|url-status=live}}</ref>|group=cn}} |- | Philips CD-i |Philips|| 1 million<ref>''Consoles +'', [https://news.google.com/newspapers?id=fvAjAAAAIBAJ&sjid=MO0DAAAAIBAJ&pg=6925,7664744&dq=philips+cd-i+owners+worldwide&hl=en] {{Webarchive|url=https://web.archive.org/web/20201117132004/https://news.google.com/newspapers?id=fvAjAAAAIBAJ&sjid=MO0DAAAAIBAJ&pg=6925,7664744&dq=philips+cd-i+owners+worldwide&hl=en|date=November 17, 2020}}</ref> |- | Sega 32X |Sega|| 800,000<ref>{{cite book |last=Stuart |first=Keith |title=Sega Mega Drive Collected Works |year=2014 |quote=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." |publisher=Read-Only Memory |isbn=9780957576810}}</ref> |- | Neo Geo CD |SNK|| 570,000<ref name=":0" /> |}
==Handheld systems== {{See also|Comparison of handheld game consoles}}
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),<ref name="The Atari Lynx">{{cite web|url= http://www.ataritimes.com/lynx/index.html|title=The Atari Lynx|access-date=August 20, 2006|publisher=ataritimes.com|year=2006 |archive-url = https://web.archive.org/web/20060810182044/http://www.ataritimes.com/lynx/index.html <!-- Bot retrieved archive --> |archive-date = August 10, 2006}}</ref> but its comparatively short battery life (approximately 4.5 hours on a set of alkaline cells, versus 35 hours for the Game Boy), and high price, resulted in the Lynx only selling 2 Million worldwide.<ref>{{Cite book |last=Bossom |first=Andy |title=Video Games: An Introduction to the Industry |date=July 6, 2017 |page=28 |publisher=Bloomsbury |isbn=978-1-4742-5542-4 |oclc=992448568}}</ref>
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.<ref>{{cite web |last=Bauscher |first=Dave |title=allgame ( Sega Game Gear > Overview ) |publisher=Allgame |access-date=September 21, 2008 |url=http://www.allgame.com/cg/agg.dll?p=agg&sql=5:25 |quote=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. |archive-date=July 17, 2012 |archive-url=https://archive.today/20120717165009/http://www.allgame.com/cg/agg.dll?p=agg&sql=5:25 |url-status=dead }}</ref> 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.<ref name="handheld sales">{{cite web |url=http://www.gamepro.com/gamepro/domestic/games/features/125748.shtml |title=The 10 Worst-Selling Handhelds of All Time |access-date=January 2, 2010 |author=Blake Snow |publisher=GamePro.com |date=July 30, 2007 |archive-url=https://web.archive.org/web/20080730005444/http://www.gamepro.com/gamepro/domestic/games/features/125748.shtml |archive-date=July 30, 2008 |url-status=dead}}</ref>
=== List of handheld consoles === {|class="wikitable" |- ! colspan="2" style="width: 10%" | Console !style="width: 23%;" | Game Boy<br>Game Boy Pocket<br>Game Boy Light !style="width: 22%;" | Atari Lynx !style="width: 22%;" | Game Gear !style="width: 22%;" | PC Engine GT<br>TurboExpress<br>PC Engine LT |- style="text-align:center;" ! colspan="2" | Manufacturer | Nintendo | Atari | Sega | NEC |- style="text-align:center;" ! colspan="2" |Image |style="background: white;"|70px 70px 70px |style="background: white;"|160px 160px |style="background: white;"|150px |style="background: white;"|80px 80px |- style="vertical-align: top" ! colspan="2" |Release date |{{ubl|'''Game Boy'''{{vgrelease|JP|April 21, 1989|US|July 31, 1989|EU|September 28, 1990}}|'''Game Boy Pocket'''{{vgrelease|JP|July 21, 1996|US|September 3, 1996}}|'''Game Boy Light'''{{vgrelease|JP|April 14, 1998}}}} |{{vgrelease|US|October 11, 1989|EU|1990|JP|1990}} |{{vgrelease|JP|October 6, 1990|EU|April 26, 1991|US|April 26, 1991|AU|1992}} |{{ubl|'''PC Engine GT/TurboExpress'''{{vgrelease|JP|December 1, 1990<ref>{{cite web|url=http://www.pc-engine.co.uk/?section=systems|title=PC-Engine|publisher=pc-engine|access-date=January 23, 2016|archive-date=June 23, 2018|archive-url=https://web.archive.org/web/20180623210846/http://www.pc-engine.co.uk/?section=systems|url-status=live}}</ref>|US|1991}} '''PC Engine LT'''{{vgrelease|JP|December 13, 1991}}}} |- ! rowspan="4" |Launch price !US$ |US$89.95<ref>{{cite news | author=Douglas C. McGill | title=Now, Video Game Players Can Take Show on the Road | url=https://www.nytimes.com/1989/06/05/business/now-video-game-players-can-take-show-on-the-road.html | work=The New York Times | date=June 5, 1989 | access-date=February 8, 2017 | archive-date=November 4, 2020 | archive-url=https://web.archive.org/web/20201104221525/https://www.nytimes.com/1989/06/05/business/now-video-game-players-can-take-show-on-the-road.html | url-status=live }}</ref> ({{inflation|US|89.99|1989|fmt=eq|r=-1}}) |US$189.99 ({{inflation|US|189.99|1989|fmt=eq|r=-1}}) |US$149.99 ({{inflation|US|149.99|1991|fmt=eq|r=-1}}) |US$299.99<ref name="engadget">{{cite web |last=Melanson |first=Donald |date=March 3, 2006 |title=A Brief History of Handheld Video Games |url=https://www.engadget.com/2006/03/03/a-brief-history-of-handheld-video-games/ |url-status=live |archive-url=https://web.archive.org/web/20090618191810/http://www.engadget.com/2006/03/03/a-brief-history-of-handheld-video-games/ |archive-date=June 18, 2009 |access-date=January 27, 2009 |publisher=Engadget}}</ref> ({{inflation|US|299.99|1991|fmt=eq|r=-1}}) |- !GBP |{{GBP|69.99}}<ref>{{YouTube|id=JR25jqWNxO0|t=22s|title=Nintendo Game Boy Original - UK TV Commercial (1990)}}</ref> ({{inflation|UK|69.99|1990|r=-2|fmt=eq|cursign=£}}) | | | |- !A$ | | |A$155 ({{inflation|AU|155|1992|fmt=eq|r=-1}}) | |- !JP¥ |{{¥|12,500}}<ref>{{cite web|url=https://www.nintendo.co.jp/nom/9903/history/index.html|title=Game Boy History|publisher=Nintendo|access-date=March 27, 2009|archive-date=August 20, 2020|archive-url=https://web.archive.org/web/20200820094447/https://www.nintendo.co.jp/nom/9903/history/index.html|url-status=live}}</ref> ({{inflation|JP|12,500|1989|r=-1|fmt=eq|cursign=¥}}) | |{{¥|14,500}} ({{inflation|JP|14,500|1990|r=-1|fmt=eq|cursign=¥}}) | |- ! colspan="2" |Units sold |118.69 million, including Game Boy Color<ref name="consolidatednintendosales">{{cite web |url=https://www.nintendo.co.jp/ir/library/historical_data/pdf/consolidated_sales_e1603.pdf |title=Consolidated Sales Transition by Region |access-date=2016-10-23 |date=2016-04-26 |publisher=Nintendo |archive-url=https://web.archive.org/web/20160427084600/https://www.nintendo.co.jp/ir/library/historical_data/pdf/consolidated_sales_e1603.pdf |archive-date=April 27, 2016 |url-status=dead}}</ref><ref>{{cite web|url=http://images.businessweek.com/ss/06/10/game_consoles/source/7.htm |title=Game Boy |access-date=July 30, 2008 |work=A Brief History of Game Console Warfare |publisher=BusinessWeek |url-status=dead |archive-url=https://web.archive.org/web/20070509094404/http://images.businessweek.com/ss/06/10/game_consoles/source/7.htm |archive-date=May 9, 2007}}</ref> |500,000<ref name="handheld sales"/> |14 million<ref>{{Cite web |last=shmuplations |date=2021-12-28 |title=The History of Sega Console Hardware - shmuplations.com |url=https://shmuplations.com/segahistory/ |access-date=2026-02-19 |language=en-US}}</ref><ref name="handheld sales"/> |1.5 million<ref name="handheld sales"/> |- ! rowspan="3" |Media !Type |Cartridge |Cartridge |Cartridge |Datacard |- !Regional lockout | {{Yes|Unrestricted}} | {{Yes|Unrestricted}} | {{Yes|Unrestricted}} | {{No|Region locked}} |- !Backward compatibility | {{n/a}} | {{n/a}} | {{Yes|Master System (using adapter)}} | {{Yes|TurboGrafx-16 (HuCard only)}} |- ! colspan="2" |Best-selling games |''Pokémon Red'', ''Blue'', and ''Yellow'' |''RoadBlasters'' |''Sonic the Hedgehog 2'' |''Bonk's Adventure'' |- ! colspan="2" |CPU | Sharp SM83 @ 4.2 MHz | MOS 65SC02 @ 4 MHz | Zilog Z80 @ 3.5 MHz | HuC6280A @ 1.79 / 7.16 MHz |- ! colspan="2" |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 |- ! colspan="2" |Video | {{ubl|2.6 inch|160×144|4 shades of green/gray}} | {{ubl|3.5 inch|160×102|4,096-color palette, 16 colors per scanline}} | {{ubl|3.2 inch|160×144|4,096-color palette, 32 colors on-screen}} | {{ubl|2.6 inch|400×270|64 sprites, 16 per scanline|512-color palette, 482 colors on-screen}} |- ! colspan="2" |Audio |Stereo audio (using headphones), with: * Two square wave channels * One programmable waveform channel * One white noise generator |Stereo audio with: * Four square wave channels * A built-in DAC for each channel |Stereo audio (using headphones), with: * Three square wave channels * One white noise generator |Stereo audio (using headphones), with: * Six programmable waveform channels * White noise generation * Optional streaming of samples |}
===Other handheld game consoles=== <gallery class="center"> File:Gamate_(Console_only).jpg|Gamate <br />Released in 1991<ref>[http://www.videogamegazette.com/gamate/gamate.html Gamate Archive] {{webarchive|url=https://web.archive.org/web/20110511073905/http://www.videogamegazette.com/gamate/gamate.html |date=May 11, 2011 }}, Video Game Gazette. Retrieved June 14, 2010.</ref> Sony_IVO.png|CD-i Intelligent Discman IVO <br />Released in 1991 File:Watara-Supervision-Tilted.jpg|Watara Supervision <br />Released in 1992 File:Mega-Duck-Handheld-FL.jpg|Mega Duck/Cougar Boy <br /> Released in 1993 </gallery>
== Milestone titles ==<!-- DO NOT ADD UNCITED ENTRIES --> * ''Chrono Trigger'' (SNES) by Square is frequently listed among the greatest video games of all time.<ref name="greatest-games">{{cite web | author=IGN staff | year=2006 | title=The Top 100 Games Ever | url=http://top100.ign.com/2006/001-010.html | website=IGN | access-date=January 18, 2014 | archive-url=https://web.archive.org/web/20150425073430/http://top100.ign.com/2006/001-010.html | archive-date=April 25, 2015 | url-status=dead | df=mdy-all }}</ref><ref name="greatest-games2">{{cite web | author=IGN staff | year=2007 | title=The Top 100 Games Ever | url=http://top100.ign.com/2007/ign_top_game_18.html | website=IGN | access-date=January 18, 2014 | archive-url=https://web.archive.org/web/20071203032033/http://top100.ign.com/2007/ign_top_game_18.html | archive-date=December 3, 2007 | url-status=dead | df=mdy-all }}</ref><ref name="greatest-games3">{{cite web | author=IGN staff | year=2008 | title=IGN Top 100 Games 2008 – 2 Chrono Trigger | url=http://top100.ign.com/2008/ign_top_game_2.html | website=IGN | access-date=January 18, 2014 | archive-url=https://web.archive.org/web/20090217225935/http://top100.ign.com/2008/ign_top_game_2.html | archive-date=February 17, 2009 | url-status=dead | df=mdy-all }}</ref><ref>{{cite magazine |title=Game Informer's Top 100 Games of All Time (Circa Issue 100) |url=https://www.gameinformer.com/b/features/archive/2009/11/16/game-informer-s-top-100-games-of-all-time-circa-issue-100.aspx |magazine=Game Informer |last=Cork |first=Jeff |date=November 16, 2009 |access-date=January 18, 2014 |archive-date=February 19, 2016 |archive-url=https://web.archive.org/web/20160219152324/http://www.gameinformer.com/b/features/archive/2009/11/16/game-informer-s-top-100-games-of-all-time-circa-issue-100.aspx |url-status=live }}</ref><ref name="gamespot-greatestgame">{{cite web | date=April 17, 2006 | editor=GameSpot editorial team | title=The Greatest Games of All Time | url=http://www.gamespot.com/gamespot/features/all/greatestgames/index.html | archive-url=https://web.archive.org/web/20060423115602/http://www.gamespot.com/gamespot/features/all/greatestgames/index.html | archive-date=April 23, 2006 | website=GameSpot | access-date=January 18, 2014}}</ref><ref name="nextgen">{{cite magazine|author=Campbell, Colin |date=March 3, 2006 |title=Japan Votes on All Time Top 100 |url=http://www.next-gen.biz/features/japan-votes-all-time-top-100 |magazine=Edge |access-date=January 18, 2014 |url-status=dead |archive-url=https://web.archive.org/web/20090730204546/http://www.next-gen.biz/features/japan-votes-all-time-top-100 |archive-date=July 30, 2009}}</ref><ref name="kotakudengeki">{{cite web|first=Brian |last=Ashcraft |date=March 6, 2008 |title=Dengeki Readers Say Fav 2007 Game, Fav of All Time |url=http://kotaku.com/364353/dengeki-readers-say-fav-2007-game-fav-of-all-time |publisher=Kotaku |access-date=January 18, 2014 |url-status=dead |archive-url=https://web.archive.org/web/20090807024238/http://kotaku.com/364353/dengeki-readers-say-fav-2007-game-fav-of-all-time |archive-date=August 7, 2009}}</ref><ref>{{cite web|title=The 100 best games of all time|url=http://www.gamesradar.com/best-games-ever/|publisher=GamesRadar|access-date=January 18, 2014|date=April 20, 2012|archive-date=May 9, 2012|archive-url=https://web.archive.org/web/20120509195913/http://www.gamesradar.com/best-games-ever/|url-status=live}}</ref> * ''Donkey Kong Country'' (SNES) by Rare and Nintendo turned the tide of the console war in favor of Nintendo and became the best-selling game since ''Super Mario Bros. 3'', largely due to its impressive graphics.<ref>{{cite book |last=Kent |first=Steven L. |author-link=Steven L. Kent |title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World |url=https://archive.org/details/ultimatehistoryv00kent |url-access=limited |year=2001 |publisher=Prima Publishing |location=Roseville, California |isbn=0-7615-3643-4 |page=[https://archive.org/details/ultimatehistoryv00kent/page/n510 497]}}</ref> * ''FIFA International Soccer'' (Genesis, SNES) by Extended Play Productions and EA Sports has been described as one of the most influential sports games ever made.<ref>{{cite web|last=Kent|first=Steven L.|title=SOMETIMES THE BEST|url=http://sadsamspalace.blogspot.com/2006/10/sometimes-best.html|publisher=Sad Sam's Place|date=October 9, 2006|access-date=February 2, 2014|archive-date=December 18, 2014|archive-url=https://web.archive.org/web/20141218184642/http://sadsamspalace.blogspot.com/2006/10/sometimes-best.html|url-status=live}}</ref> * ''Garou: Mark of the Wolves'' (Arcade, Neo Geo AES) by SNK is considered one of the best fighting games, as well as the "swan song" of the generation. receiving praise for its hand-drawn graphics, and the game's tight and streamlined control scheme.<ref name="bestworst2001">{{cite web | archive-url=https://web.archive.org/web/20020413045907/http://gamespot.com/gamespot/features/video/bestof_2001/p3_16.html | url=http://gamespot.com/gamespot/features/video/bestof_2001/p3_16.html | title=''GameSpot''{{'}}s Best and Worst of 2001: Best Fighting Game Winner | author=''GameSpot'' Staff | date=December 2001 | work=GameSpot | archive-date=April 13, 2002 | url-status=dead }}</ref> * ''Gunstar Heroes'' (Genesis) by Treasure and Sega is considered one of the best action games of the generation.<ref>{{cite web|last=Thomas|first=Lucas|title=Gunstar Heroes Virtual Console Review|url=http://www.ign.com/articles/2006/12/11/gunstar-heroes-virtual-console-review|website=IGN|date=December 11, 2006|access-date=January 19, 2014|archive-date=December 2, 2019|archive-url=https://web.archive.org/web/20191202222105/https://www.ign.com/articles/2006/12/11/gunstar-heroes-virtual-console-review|url-status=live}}</ref> * ''John Madden Football (1990)'' (Genesis, SNES) by Park Place Productions and EA Sports played an important role in the early success of both the Genesis console and Electronic Arts.<ref>{{cite book |last=Kent |first=Steven L. |author-link=Steven L. Kent |title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World |year=2001 |publisher=Prima Publishing |location=Roseville, California |isbn=0-7615-3643-4 |pages=407–410}}</ref> * ''Super Mario World'' (SNES) by Nintendo Entertainment Analysis & Development (Nintendo EAD) and Nintendo, a SNES launch title showcasing the console's capabilities with enhanced graphics and sound, as well as introducing new gameplay mechanics and expansive level design. It is often considered one of the best games in the series, it became the best-selling game of its generation and is cited as one of the greatest video games ever made.<ref name="101facts">{{cite web |last1=Kelly |first1=Andy |title=101 game facts that will rock your world |url=http://www.gamesradar.com/101-game-facts-that-will-rock-your-world/4/ |website=GamesRadar |publisher=Future plc |access-date=17 September 2017 |page=4 |date=14 November 2008 |url-status=live |archive-url=https://web.archive.org/web/20170918021110/http://www.gamesradar.com/101-game-facts-that-will-rock-your-world/4/ |archive-date=18 September 2017}}</ref><ref name="Empire">{{cite web |title=The 100 Greatest Games Of All Time |url=http://www.empireonline.com/100greatestgames/default.asp?p=1 |work=Empire|publisher=Bauer Consumer Media |access-date=30 May 2009 |archive-url=https://web.archive.org/web/20110706095032/http://www.empireonline.com/100greatestgames/default.asp?p=1 |archive-date=6 July 2011 |url-status=dead}}</ref><ref name=GameSpot2007>{{cite web|title=The Greatest Games of All Time|url=http://www.gamespot.com/gamespot/features/all/greatestgames/index.html|website=GameSpot|access-date=May 9, 2020|archive-url=https://web.archive.org/web/20080726155641/http://www.gamespot.com/gamespot/features/all/greatestgames/index.html|archive-date=July 26, 2008|date=2007}}</ref> * ''Super Metroid'' (SNES) by Nintendo Research & Development 1 and Nintendo is still regarded by many gaming organizations as one of the "best games of all time."<ref>{{cite web | url=http://gamers.com/feature/egmtop100/index.jsp | title=100 Games Of All Time | publisher=gamers.com | access-date=September 3, 2006 | archive-url=https://web.archive.org/web/20030611191341/http://gamers.com/feature/egmtop100/index.jsp | archive-date=June 11, 2003}}</ref> * ''Mortal Kombat'' (Arcade, Genesis, SNES) by Midway Games garnered heated controversy over its violent themes, with the uncensored Genesis version outselling the SNES version by nearly three-to-one, ultimately leading to a U.S. Congressional hearing and the creation of the Entertainment Software Rating Board.<ref>{{cite book |last=Kent |first=Steven L. |author-link=Steven L. Kent |title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World |year=2001 |publisher=Prima Publishing |location=Roseville, California |isbn=0-7615-3643-4 |pages=466–80}}</ref> * ''NHLPA Hockey '93'' (Genesis, SNES) by Park Place Productions and EA Sports is considered one of the most outstanding sports games ever made.<ref>{{cite magazine |title=Game Informer's Top 100 Games of All Time (Circa Issue 100) |url=https://www.gameinformer.com/b/features/archive/2009/11/16/game-informer-s-top-100-games-of-all-time-circa-issue-100.aspx |magazine=Game Informer |last=Cork |first=Jeff |date=November 16, 2009 |access-date=December 10, 2013 |archive-date=February 19, 2016 |archive-url=https://web.archive.org/web/20160219152324/http://www.gameinformer.com/b/features/archive/2009/11/16/game-informer-s-top-100-games-of-all-time-circa-issue-100.aspx |url-status=live }}</ref><ref>{{cite web| url=http://www.1up.com/features/egm-200-greatest-videogames?pager.offset=6| title=The Greatest 200 Videogames of Their Time| access-date=January 18, 2014| website=1UP.com| first=Steve| last=Semrad| date=February 2, 2006| url-status=dead| archive-url=https://web.archive.org/web/20121020122128/http://www.1up.com/features/egm-200-greatest-videogames?pager.offset=6| archive-date=October 20, 2012| df=mdy-all}}</ref> * ''Phantasy Star II'' (Genesis) by Sega Consumer Development Division 2 and Sega has been cited as one of the best and most influential console RPGs.<ref name="gamepro_psii">{{cite magazine|last=Kaiser|first=Rowan|title=RPG Pillars: Phantasy Star II|url=http://www.gamepro.com/article/features/221338/rpg-pillars-phantasy-star-ii/|magazine=GamePro|access-date=January 18, 2014|date=July 22, 2011|archive-url=https://web.archive.org/web/20110725005927/http://www.gamepro.com/article/features/221338/rpg-pillars-phantasy-star-ii/|archive-date=July 25, 2011|url-status=dead}}</ref><ref name="gspot_phanstar2">{{cite web|first=Greg |last=Kasavin |url=http://www.gamespot.com/features/6129293/index.html |title=The Greatest Games of All Time: Phantasy Star II – Features at GameSpot |website=GameSpot |access-date=January 18, 2014 |url-status=dead |archive-url=https://web.archive.org/web/20050718001919/http://www.gamespot.com/features/6129293/index.html |archive-date=July 18, 2005}}</ref><ref name="cvg_phantasy">{{cite web|title=Time Machine: Phantasy Star|url=http://www.computerandvideogames.com/281081/features/time-machine-phantasy-star/|publisher=ComputerAndVideoGames.com|access-date=January 18, 2014|date=January 2, 2011|archive-date=May 12, 2013|archive-url=https://web.archive.org/web/20130512113709/http://www.computerandvideogames.com/281081/features/time-machine-phantasy-star/|url-status=live}}</ref> * ''Sonic the Hedgehog'' (Genesis) by Sonic Team and Sega was Sega's bid to compete head-to head with Nintendo's ''Mario'' franchise, played a critical role in the success of the Genesis, and received widespread critical acclaim as one of the greatest games ever made, kickstarting a successful franchise.<ref>{{cite book |last=Kent |first=Steven L. |author-link=Steven L. Kent |title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World |year=2001 |publisher=Prima Publishing |location=Roseville, California |isbn=0-7615-3643-4 |pages=428–431}}</ref> * ''Street Fighter II'' (Arcade, Genesis, SNES, TurboGrafx) by Capcom was the second game in the series to produce a lasting fanbase and set many of the trends seen in fighting games today, most notably its colorful selection of playable fighters from different countries across the globe.<ref>{{cite news|title=Street Fighter II: The World Warrior (Game) – Giant Bomb|url=https://www.giantbomb.com/street-fighter-ii-the-world-warrior/3030-243/|agency=www.giantbomb.com|access-date=2017-11-20|language=en|archive-date=May 25, 2019|archive-url=https://web.archive.org/web/20190525223530/https://www.giantbomb.com/street-fighter-ii-the-world-warrior/3030-243/|url-status=live}}</ref> As of 2008, it is Capcom's best-selling consumer game of all time.<ref name="platinum">{{cite web|url=http://ir.capcom.co.jp/english/data/million.html |title=CAPCOM – Platinum Titles |url-status=dead |archive-url=https://web.archive.org/web/20071217035926/http://ir.capcom.co.jp/english/data/million.html |archive-date=December 17, 2007}}</ref> * ''Streets of Rage 2'' (Genesis) by Sega AM7 and Sega is considered the best beat 'em up of the generation.<ref>{{cite web|last=Thomas|first=Lucas M.|title=Streets of Rage 2 Review: The definitive console brawler|url=http://uk.wii.ign.com/articles/792/792475p1.html|work=IGN|access-date=January 18, 2014|date=May 30, 2007|archive-date=November 6, 2009|archive-url=https://web.archive.org/web/20091106125357/http://uk.wii.ign.com/articles/792/792475p1.html|url-status=live}}</ref> * ''Super Monaco GP'' (Arcade, Genesis) by Sega set a new standard for realism in console racing games.<ref>{{cite web |url=http://www.meanmachinesmag.co.uk/review/46/super-monaco-gp.php |title=Super Monaco GP – Sega Megadrive – Mean Machines review |publisher=Meanmachinesmag.co.uk |access-date=January 18, 2014 |archive-date=December 30, 2013 |archive-url=https://web.archive.org/web/20131230232026/http://www.meanmachinesmag.co.uk/review/46/super-monaco-gp.php |url-status=dead }}</ref> * ''Super Mario World 2: Yoshi's Island'' (SNES) by Nintendo Entertainment Analysis & Development (Nintendo EAD) and Nintendo is considered perhaps the finest 2D platformer.<ref name="ign">{{cite web |last=Harris |first=Craig |website=IGN.com |url=http://uk.gameboy.ign.com/articles/371/371999p1.html |title=Yoshi's Island: Super Mario Advance 3 |date=September 24, 2002 |access-date=January 18, 2014 |url-status=dead |archive-url=https://web.archive.org/web/20120321170421/http://uk.gameboy.ign.com/articles/371/371999p1.html |archive-date=March 21, 2012}}</ref> * ''The Legend of Zelda: A Link to the Past'' (SNES) by Nintendo EAD and Nintendo courted popularity that was larger than that of its predecessors on the NES.<ref>{{cite web|url=http://ludogo.linda-errol.com/games/zelda.htm|title=Legend of Zelda—A link to the Past|access-date=March 29, 2008|publisher=Ludogo|archive-url=https://web.archive.org/web/20080405225555/http://ludogo.linda-errol.com/games/zelda.htm|archive-date=April 5, 2008}}</ref><ref name="greatest">{{cite web|last=Gouskos|first=Carrie|url=http://www.gamespot.com/articles/the-greatest-games-of-all-time-the-legend-of-zelda-a-link-to-the-past/1100-6145817/|title=The Greatest Games of All-Time: The Legend of Zelda: A Link to the Past|website=GameSpot|date=March 14, 2006|access-date=March 7, 2007|archive-date=June 7, 2019|archive-url=https://web.archive.org/web/20190607084504/https://www.gamespot.com/articles/the-greatest-games-of-all-time-the-legend-of-zelda-a-link-to-the-past/1100-6145817/|url-status=live}}</ref> It was one of the few action-adventures to be released early in the SNES's lifecycle. ''Zelda II'' on the NES had been mostly action-based and was side-scrolling, while ''A Link to the Past'' drew more inspiration from the original ''Zelda'' game with its top-down adventure format.<ref name="link to the past">{{cite video game|title=The Legend of Zelda: A Link to the Past|developer=Nintendo|publisher=Nintendo|date=April 13, 1992|platform=SNES}}</ref><ref name="four swords">{{cite video game|title=The Legend of Zelda: A Link to the Past & Four Swords|developer=Nintendo|publisher=Nintendo|date=December 2, 2002|platform=Game Boy Advance}}</ref><ref name="player's guide">{{cite book|title=The Legend of Zelda: A Link to the Past Nintendo Player's Strategy Guide|author=Arakawa, M.|publisher=Nintendo|year=1992|asin=B000AMPXNM}}</ref><ref name="official guide">{{cite book|title=The Legend of Zelda — A Link to the Past|author=Stratton, Bryan|publisher=Prima Games|date=December 10, 2002|isbn=0-7615-4118-7|url-access=registration|url=https://archive.org/details/legendofzeldal00brya}}</ref>
==See also== {{Portal|1980s|1990s|Video games}} * 1980s in video games * 1990s in video games
==Notes== {{reflist|group=cn}}
== References == {{reflist|colwidth=25em}}
{{Fourth generation game consoles}} {{History of Video Games}}
{{DEFAULTSORT:History Of Video Game Consoles (Fourth Generation)}} Category:Fourth-generation video game consoles 04 .Consoles04 .Consoles04 .Consoles04 Video game consoles04