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History of video game consoles (fifth generation)
History of video game consoles (fifth generation)
and they failed to make a significant impact on the market. This era also saw three updated versions of Nintendo’s Game Boy: Game Boy Light (Japan only), Game Boy Pocket, and Game Boy Color. Bit ratings for consoles largely fell by the wayside during this era, with the notable exceptions of the Nintendo 64 and the heavy usage of references to the 64-bit processing power of the Atari Jaguar in advertisements. The number of "bits" cited in console names referred to the CPU word size and had been used by hardware marketers as a "show of power" for many years. However, there was little to be gained from increasing the word size much beyond 32 or 64 bits because once this level was reached, performance depended on more varied factors, such as processor clock speed, bandwidth, and memory size. The fifth generation also saw the rise of emulation. During this period, commonly available personal computers became powerful enough to emulate the 8 and 16-bit systems of the previous generation. Also, the development of the Internet made it possible to store and download tape and ROM images of older games, eventually leading 7th generation consoles (such as the Xbox 360, the Wii, PlayStation 3, PlayStation Portable, and Nintendo DSi ) to make many older games available for purchase or download.
Part of a series on: History of video games General • Golden Age of Video Arcade Games • History of video game companies • Video game crash of 1983 Consoles • First generation (1972–1977) • Second generation (1976–1984) • Third generation (1983–1992) • Fourth generation (1987–1996) • Fifth generation (1993–2002) • Sixth generation (1998–) • Seventh generation (2005–) Genres • History of computer role-playing games • History of massively multiplayer online games • History of online games Lists • Early history of video games • List of years in video games • Near future in video gaming
The fifth-generation era (more commonly known as the 32 bit era and occasionally, after the release of the Nintendo 64, the 64 bit era and more rarely the 3D era) refers to the computer and video games, video game consoles, and video game handhelds available at the close of the 20th century. The fifth generation lasted approximately from 1993 to 2002 and was dominated by three consoles, the Sega Saturn (1994), the Sony PlayStation (1994), and the Nintendo 64 (1996). Demographics in console sales varied widely, but these three consoles, especially the PlayStation, defined the system wars of this era. The FM Towns Marty, Amiga CD32, 3DO, the NEC PC-FX, and Atari Jaguar were also part of this era, but their sales were poor
Console systems
Transition to 3D
The 32-bit / 64-bit era is most noted for the rise of fully 3D games. While there were games prior that had used three dimensional environments, such as Donkey Kong Country or Kirby SuperStar, it was in this era that many game designers began to move traditionally 2D and pseudo-3D genres into 3D. Super Mario 64 on the N64, Crash Bandicoot on the PlayStation, and Tomb Raider on the Saturn (later released on the PlayStation as well), are prime examples of this trend. Their
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3D environments were widely marketed and they steered the industry’s focus away from side-scrolling and rail-style titles, as well as opening doors to more complex games and genres. Games like GoldenEye 007 or Legend Of Zelda Ocarina of time were nothing like shoot-em-ups or RPG’s before them. 3D became the main focus in this era as well as a slow decline of Cartridges in favor of CD’s.
History of video game consoles (fifth generation)
for the extra data. The cartridge format, however, was pushed beyond the limits of its storage capacity. Consequently, many game developers shifted their support away from the Nintendo 64 to the PlayStation.
Console wars
The 32-bit / 64-bit era was a paramount staging ground of the continuing "console wars" between the large game hardware manufacturers. "Console wars" were a phenomenon in which people would attempt to evaluate the upcoming hardware of a system and purchase the system for that reason alone, speculating that the best games must be made for that hardware. Since the length of time systems spent in development had been steadily growing since the 8-bit era, consumers were left with a lengthy period of time in which to speculate about the strengths and weaknesses of the consoles to be released in the next generation. Overview of the fifth generation consoles Many events transpired to mislead gamers during this era, causing much bitterness and confusion over which console was superior to the others. Adding to the uncertainty was the fact that there were more competing consoles in this era than at any other time after the North American video game crash of 1983. In addition, video game magazines constantly performed side-by-side hardware-specification comparisons of the systems using dubious statistics. Also, console makers routinely boasted theoretical maximum limits of each system’s 3D polygon rendering without accounting for real world in-game performance. The FM Towns Marty was the world’s first 32 bit console (contrary to claims from the Amiga CD32 and 3DO) and was released in 1991 by Japanese electronic company Fujitsu, it was never released outside of Japan and failed because of the emergance of Sony’s PlayStation.[1] Despite massive third party support and an unprecedented amount of hype for a firsttime entrant into the industry, the 3DO Interactive Multiplayer’s $700 price tag[1] prevented it from reaching the demographic of more casual gamers who chose instead to purchase one of the 3DO’s more affordable contemporaries. The Amiga CD32 was marketed as the world’s first 32 bit console, but in fact it was
CD vs cartridge
See also: ROM cartridge As Nintendo prepared to launch its newest console, they decided to make the Nintendo 64 a cartridge based system like its predecessors. Publicly, Nintendo defended this decision on the grounds that it would give games shorter load times than a Compact Disc (and would decrease piracy). However, it also had the dubious benefit of allowing Nintendo to charge higher licensing fees, as cartridge production was considerably more expensive than CD production. Many thirdparty developers viewed this as an underhanded attempt to raise more money for Nintendo and many of them became more reluctant to release games on the N64. Nintendo’s decision to use a cartridge based system sparked a small scale war amongst gamers as to which was better. The "media war" was spurred on no less by statements from top company executives themselves; one Nintendo magazine ad placed a Space Shuttle (cartridge) next to a snail (a CD) and dared consumers to decide "which one was better". At the time, CD-ROMs did suffer from long load times. However, in subsequent generations of consoles, load times became less of an issue as optical drives became faster. Despite these and other moves by Nintendo, almost every other contemporary system began to move to the new CD-ROM technology (the Nintendo 64 was the last major home video game console to use cartridges). Also appealing to publishers was the fact that CDs could be produced at significantly less expense and with more flexibility (it was easy to change production to meet demand), and they were able to pass the lower costs onto consumers. In particular, the fifth generation marked a turning point for optical-based storage media. As games grew more complex in content, sound, and graphics, the CD proved more than capable of providing enough space
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only the world’s first 32 bit console in Europe in Canada, it was never released in the US and along with other factors, Commodore International’s bankruptcy led to its failure.[2] The Sega 32X, an upgrade for the Mega Drive/Genesis and Sega Mega-CD, was released a year prior to the release of the Sega Saturn, and the Sega Neptune was also started as a more efficient version of the 32X. However, after the release of the Saturn, the Neptune was canceled and Sega failed to deliver a steady flow of games for the 32X platform. This angered owners of the 32X as they felt Sega failed to live up to the promises given early in the console’s life. This fiasco damaged Sega’s public image, and has been considered to be a major contributor in Sega eventually dropping out of the console hardware market.[2] The Sega Saturn was released as Sega’s shot of a 32 bit console, it was moderately successful, selling 9 million units worldwide, however this was not the success figure that both the Master System and Mega Drive had achieved and it lagged in third place until it was discontinued. The Atari Jaguar was released in 1993 with a surprisingly successful start, but quality software for the platform arrived few and far between, with only Tempest 2000, Wolfenstein 3D, Doom, and Alien vs. Predator being standout games. Atari’s claims of the system itself being 64-bit were also controversial. The Atari Panther was set to be released in 1991, as a 32 bit console, however it was canceled, which turned out to be a valuable mistake for Atari. The Sony PlayStation was the most successful console during this generation, and attention given by 1st and 3rd party developers helped the PlayStation achieve dominance in this generation and become the first console to ship 100 million units worldwide. Because of many delays of the release of the Nintendo 64, in 1995 Nintendo released the Virtual Boy, a supposedly portable system capable of displaying true 3D graphics, albeit in monochromatic red and black. Despite the system’s graphical capabilities, many who played the system experienced headaches and eye strain, and the system, though it was marketed as portable, was not truly so. It was discontinued within a year, and as a result less than 25 games were ever released for the system.
History of video game consoles (fifth generation)
The Nintendo 64 was announced as "Ultra 64" and two arcade games (Killer Instinct and Cruis’n USA) were released claiming to use the hardware. A famous TV ad for the Super NES port of the game Killer Instinct showed a gamer using a chainsaw to open the arcade cabinet so he could take out the console inside. This caused many gamers to refrain from buying the 3DO, Saturn, or PlayStation because they thought the commercial showed what was in the Nintendo 64’s hardware, and it appeared to be clearly superior to any of the competing systems. In the end, the arcade system turned out to be completely different from that used for those games (albeit of comparable capability), disappointing those who had expected the images from the ads (although the Nintendo 64’s graphical capabilities were technically superior to several of its competitors). Nippon Electric Company (NEC), the creator of the TurboGrafx-16 and TurboDuo in North America, and the PC Engine, Coregrafx, PC Engine Duo, and SuperGrafx in Japan; also entered the market with their first completely new console in seven years. Their 8-bit systems had competed quite well with the other companies’ 16-bit systems because of their custom graphics chipsets that allowed the 8-bit system to run 16-bit graphics. The PC Engine actually outsold the Famicom in Japan in 1988; however, the TurboGrafx-16 did not achieve the same success in North America. NEC then decided to make a new console and released the PC-FX in 1994. The system’s specs were impressive; it had a 32-bit processor, 16-bit stereo sound, a 16,777,000 color palette, and it featured the highest quality full motion video (FMV) of any console on the market at the time. The PC-FX also broke away from traditional console design and included a tower system which allowed for numerous expansion points, including a connection for NEC’s PC-9800 series of computers. However, despite the system’s impressive specs, it was marked as the ultimate side scrolling console and could not match the sales of the 3D systems currently on the market. Results of the fifth generation After the dust settled in the fifth generation console wars, several companies saw their outlooks change drastically. Atari, which was already on shaky ground after setbacks to
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Nintendo in the previous generation, ended up being purchased by JT Storage and stopped making game hardware. Sega’s loss of consumer confidence (coupled with its previous console failures) in North America set the company up for a similar fate in the next round of console wars. The Sega Saturn, although the most technically advanced console of the generation, suffered from poor marketing and comparatively limited third-party support. Sega’s decision to use dual processors was roundly criticized, and some wrongly believe the second CPU was added as a "panic" response to the PlayStation’s specifications. Regardless of their reasons for including it, only Sega’s first-party developers were ever able to use the second CPU effectively. The Saturn was far more difficult than the PlayStation to program for, and the 3D graphics on its 3rd party games often lacked the luster of the PlayStation or Nintendo 64 (N64), a severe disadvantage at the dawn of 3D games. Sega was also hurt by the plan to have a surprise four-month-early US launch of their console. This head start failed for several reasons. One of the major reasons being there were few software titles ready. Also, the fact that the Sega Saturn was US$100 more costly than the PlayStation pushed many potential buyers into purchasing the cheaper PlayStation. Sony took an early advantage by tapping the mass market and positioning the PlayStation as a "lifestyle accessory" for males in their late teens to late twenties. Sega and particularly Nintendo’s offerings were characterized as appealing more to children (both companies, for instance, featured mascots that appeared in Saturday morning cartoons). The securing of this new market is widely credited as the key to the system’s success. Sony carried this momentum over into the release of the PlayStation 2. Due to numerous delays, the Nintendo 64 was released one year later than its competitors. By the time it was finally launched in 1996, Sony had already established its dominance and the Sega Saturn was starting to struggle. Its use of cartridge media rather than compact discs alienated some developers and publishers due to the space limits and the relatively high cost involved, US$3.50 for an N64 cartridge versus US$0.35 for a PS disc, despite the fact that the Nintendo 64 had virtually no load times
History of video game consoles (fifth generation)
because of its cartridge media. In addition, the initially high suggested retail price of the console may have driven potential customers away, and many early adopters of the system who had paid the initial cost were angered by Nintendo’s decision to reduce the cost of the system within a few months of its release. However, the Nintendo 64 was successful and home to highly successful games including The Legend of Zelda: Ocarina of Time, Super Mario 64, Goldeneye 007, Banjo-Kazooie, and Super Smash Bros.. In the end, while the Nintendo 64 sold more units than the Sega Saturn, it failed to surpass the PlayStation, which dominated the market.
Comparison Other consoles
Casio Loopy Neo Geo Apple Bandai Released Pippin in 1995[10] CD Released 1995–1997[3] in 1994
PC-FX Released in 1994
Virtual Boy 1995–1996[3]
Bandai TurboDuo Playdia Released 1994–1996 in 1992
Add-ons and remakes
Atari Jaguar CD Released in 1995
Nintendo 64DD (Add On) Released only in Japan in 1999
Worldwide sales standings
See also: List of best-selling game consoles
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From Wikipedia, the free encyclopedia
Name 3DO Interactive Multiplayer Amiga CD32
History of video game consoles (fifth generation)
Atari Jaguar Sega Saturn Sony PlayStation
Nint
Console
Launch prices (USD) Release date
US$700[1]
US$399.99
US$250[3]
US$399[1]
US$299.99
US$1
NA
October 1993[4]
UK
September 1993
US
November 18, 1993
JP Jun November JP December 3, 22, 1994 1994 1996 NA May 11, NA September 9, NA Se 1995 1995 29, 1 EU July 8, EU September PAL M 1995 29, 1995 1997
JP
Bestselling game
Return Simon the Sorcer- Alien vs PredatFire,Unknown er,Unknown or,Unknown amount of amount of units. amount of units. units. CD-ROM CD-ROM (cassette, floppy disk, hard drive (software), data card via add-ons) • • • • Keyboard Floppy Drive Mouse MPEG card
Virtua Fighter 2, 1.7 million in Japan[5]
Gran Turismo, 10.85 million shipped (as of
April 30, 2008)[6][7]
Supe 64, 1 lion (
21, 20
Media
Cartridge, (CD via CD-ROM, add-on) cartridge (limited, Japan only) • Atari Jaguar CD • Team Tap (up to 8 players) • JagLink - 2 console networking • CatBox - 8 console networking, additional video output options • Memory Track, for Jaguar CD only • Saturn digital gamepad • Analog gamepad • Light guns • Multitap (up to 10 players) • Sega NetLink modem and keyboard • keyboard • mouse • 1.44 MB 3.5" disk drive • DirectLink • MPEG cards • RAM expansion cartridges
CD-ROM
Cartr (prop magn via Ja add-o
Accessories • MPEG cards (retail) • FZ-EM256 save memory backup unit • Light guns
• Multitap (up to 8 players) • Fishing reel controllers (Bass Landing and Reel Fishing) • Dual Analog Controller • DualShock • GunCon • Jogcon • Konami Justifier • NeGcon • PocketStation • Flightstick • Dance pad • Memory Card
• Co Pa • M Ex Pa • Ru • M ca • Fi Re • Tr Pa • N 64 (Ja • M • Ti
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Console PlayStation Nintendo 64 Sega Saturn 3DO Virtual Boy Atari Jaguar Apple Bandai Pippin Units sold
History of video game consoles (fifth generation)
102.49 million shipped (as of March 31, 2007)[11] 32.93 million (as of March 31, 2005)[12] 9.5 million (as of May 4, 2007)[1] 2 million (as of May 4, 2007)[1] 770,000 (as of May 4, 2007)[3] 500,000 (as of May 15, 2007)[13] 42,000 (as of May 4, 2007)[3]
In 1996-97, when all three consoles were fully available, Sony managed a 51% market share of the worldwide market, following by Nintendo with 40%, while Sega lagged with 9%. Production of the Sega Saturn was prematurely discontinued in 1998, with its demise being accelerated by rumours that work on its successor was underway, which hurt sales in late 1997. The N64 was produced until 2001 when it was succeeded by the Nintendo GameCube; however, PlayStation production had not ceased as it was redesigned as the PSOne, further extending the life of the console around the release of the followup PlayStation 2.
Software
Milestone titles
• Tomb Raider Was the first game to to offer unprecedented combination of graphics and gameplay often considered very influential to 5th generation video games while contributing much to the success of Playstation. • Ape Escape was the first game to require the use of both of the two joysticks on the DualShock analog controller on the PlayStation. • Dragon Quest VII was the number one best-selling title on the PlayStation in Japan, released in 2000. The game was the first main installment of Japan’s national RPG series released in 5 years since 1995. It featured graphics similar to its predecessors. • Final Fantasy VII is one of the most critically acclaimed games of all time. It was the first game in the Final Fantasy series to make use of full motion videos (FMVs) and it opened the door to the mainstream US market for Japanese-origin RPGs. It signaled the convergence of film and interactive media and raised the bar in terms of production value for games. Final Fantasy is now one of the biggest franchises in video gaming, with FFVII in particular having several spin-offs known as Compilation of Final Fantasy VII, including two sequels, a movie, and an Action Adventure game. • Gran Turismo broke away from the mold of traditional arcade style racing games by offering realistic physics and handling as well as a plethora of licensed vehicles. The best selling game ever for the original PlayStation, GT is also credited as increasing popular awareness of certain Japan-only sports cars such as the
Handheld systems
See also: Comparison of handheld game consoles
Mega Duck/ Cougar Boy Released in 1993
Sega Game.com Gamate Nomad Released in Released Released 1997 in 1994 in 1995
Neo Geo Pocket Released WonderSwan Game Game in 1998 Released in Boy Light Boy Col1999 Released or in 1997 Released (only in in 1998 Japan)
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Mitsubishi Evolution, Subaru Impreza WRX, and Nissan Skyline, and a UK-only sports car company named TVR and eventually paved the way for their importation into the US. The Legend of Zelda: Ocarina of Time is one of the most critically acclaimed games of all time and often listed as the greatest video game of all time. [14][15][16][17][18][19][20] It smoothly transferred the playing mechanics of the previous 2D Zelda adventures, now making it 3-D with a 3rd person perspective that could switch to 1st person. It also featured mini-games such as fishing & horseback riding. Metal Gear Solid was released on the PlayStation in fall of 1998. It received critical acclaim for its involved storyline, believable voice acting, and cinematic presentation. The series remains a best seller for the PlayStation after many incarnations. Nights into Dreams... was developed by Sega’s Sonic Team. The game was sold with the 3D controller, which looked similar to that of the Dreamcast. With its innovative gameplay and graphics, Nights, an exclusive title, aided in the selling of a number of Saturns. It was a Saturn exclusive and despite the overall failure of its console, it nevertheless became a cult video game. Panzer Dragoon Saga was the final game developed by Sega’s Team Andromeda before it was disbanded. Upon release, the game was met with unanimous praise from international gaming publications and has in time come to be considered to be among the most significant of the Saturn releases. The game relatively well known as a result of being released in very low quantities in the US and Europe, which has resulted in the game becoming arguably the most sought after Saturn game. PaRappa the Rapper, although only a modest success at its time of release, was highly influential in creating the music video game genre, which would grow in popularity throughout the fifth and sixth generations, thanks in large part to the popular Dance Dance Revolution. Nintendo’s Pokémon titles for the Game Boy led to massive success in both video game sales as well as licensed
History of video game consoles (fifth generation)
merchandise. This success was assisted in part by the Pokémon anime series, which was localized for North America. In addition to establishing a wildly popular franchise, Pokémon arguably helped extend the life of the handheld Game Boy system. • Super Mario 64 was the first game released for the Nintendo 64 and one of the most innovative games of its time. It helped prove that analog controls, as opposed to the D-pad, were almost a necessity for 3D games. • Resident Evil and Silent Hill helped popularize the survival horror genre, which was previously confined to relatively obscure titles such as Alone in the Dark and Sweet Home. This genre continued to grow in to the sixth generation of video games, as new games such as Fatal Frame achieved cult status, and the two original series in the genre, Silent Hill and Resident Evil went on to produce many successful sequels. Both have since been adapted for films. • GoldenEye 007 is a critically acclaimed game that helped popularize the firstperson shooter genre on the consoles, paving the way for future franchises such as Halo. The first-person shooter genre had until now been popular only on personal computers. • Perfect Dark is a critically acclaimed game that is seen by many as the followup to Goldeneye. It helped popularize the firstperson shooter genre on the consoles, and added an indepth multiplayer mode paving the way for future franchises such as Halo. The first-person shooter genre had until now been popular only on personal computers. Return Fire is one of the 3DO’s defining titles, and sold well. It was later ported to the Sega Saturn and PlayStation. Alien vs. Predator was one of the Atari Jaguar’s defining titles; it was well received from critics and sold well and is remembered as the Killer app for the Jaguar.
•
•
•
•
•
See also
• Commodore International • The 3DO Company • Playdia
•
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History of video game consoles (fifth generation)
[11] "PlayStation Cumulative Production Shipments of Hardware". Sony Computer Entertainment Inc. http://www.scei.co.jp/ corporate/data/bizdataps_e.html. Retrieved on 2008-03-22. [12] "05 Nintendo Annual Report - Nintendo Co., Ltd." (PDF). Nintendo Co., Ltd.. 2005-05-26. 33. http://www.nintendo.com/corp/report/ NintendoAnnualReport2005.pdf#page=33. Retrieved on 2007-11-25. [13] Greg Orlando (2007-05-15). "Console Portraits: A 40-Year Pictorial History of Gaming". Wired News. Condé Nast Publications. http://www.wired.com/ gaming/gamingreviews/multimedia/2007/ 05/ gallery_game_history?slide=28&slideView=7. Retrieved on 2008-03-23. [14] "The Legend of Zelda: Ocarina of Time reviews". Metacritic. http://www.metacritic.com/games/ platforms/n64/legendofzeldaocarina. Retrieved on 2008-11-26. [15] "IGN Top 100 Games, #001-010 (2005)". IGN. http://top100.ign.com/2005/ 001-010.html. Retrieved on 2008-11-26. [16] "IGN Top 100 Games, #4 (2007)". IGN. http://top100.ign.com/2007/ ign_top_game_4.html. Retrieved on 2008-11-26. [17] "NP Top 200", Nintendo Power 200: 58–66, February 2006. [18] "The Greatest 200 Games of Their Time", Electronic Gaming Monthly 200: February 2006. [19] "All-Time Best Rankings". Game Rankings. http://www.gamerankings.com/ browse.html. Retrieved on 2008-11-26. [20] "Top 100 Games of All Time", Game Informer 36. August 2001.
References
[1] ^ Blake Snow (2007-05-04). "The 10 Worst-Selling Consoles of All Time". GamePro.com. p. 1. http://www.gamepro.com/gamepro/ domestic/games/features/111822.shtml. Retrieved on 2007-11-25. [2] "32X/Project Mars: Anatomy of a Failure". goodcowfilms.com. http://www.goodcowfilms.com/farm/ games/news-archive/ SegaBase%20-%2032X.htm. Retrieved on 2007-06-22. [3] ^ Blake Snow (2007-05-04). "The 10 Worst-Selling Consoles of All Time". GamePro.com. p. 2. http://www.gamepro.com/gamepro/ domestic/games/features/111823.shtml. Retrieved on 2007-11-25. [4] http://www.allgame.com/cg/ agg.dll?p=agg&sql=5:18 [5] "Japan Platinum Game Chart". The Magic Box. http://www.the-magicbox.com/ topten2.htm. Retrieved on 2007-11-25. [6] Sony Computer Entertainment (2008-05-09). Gran Turismo Series Shipment Exceeds 50 Million Units Worldwide. Press release. http://asia.playstation.com/eng_hk/ index.php?q=node/1517. Retrieved on 2008-06-03. [7] ""Gran Turismo" Series Software Title List". Polyphony Digital. April 2008. http://www.polyphony.co.jp/english/ list.html. Retrieved on 2008-06-03. [8] "Mario sales data". GameCubicle.com. http://www.gamecubicle.com/featuresmario-units_sold_sales.htm. Retrieved on 2007-11-25. [9] "All Time Top 20 Best Selling Games". 2003-05-21. Archived from the original on 2006-02-21. http://web.archive.org/ web/20060221044930/ http://www.ownt.com/qtakes/2003/ gamestats/gamestats.shtm. Retrieved on 2007-11-25. [10] "Play:Right Rare > Hardware > Casio Loopy". http://www.uk.playright.dk/ raretitel.php?id=29220. Retrieved on 2008-12-14. Retrieved from tory_of_video_game_consoles_(fifth_generation)" Categories: History of video games
"http://en.wikipedia.org/wiki/His-
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History of video game consoles (fifth generation)
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