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* ''VideoGame/RedZone''
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One might say this generation ended when the Super NES was officially discontinued in 2003 (having lasted a few years longer in Japan than America and elsewhere). But the Mega Drive, officially discontinued in 1998, has had an active afterlife; licensed games by third party developers have been sporadically released into TheNewTens, and licensed Mega Drive units with built in games are [[VideoGameLongRunners still being sold today]]. The Super NES would later see similar plug-and-play units being released, if only for a limited time.

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One might say this generation ended when the Super NES was officially discontinued in 2003 (having lasted a few years longer in Japan than America and elsewhere). But the Mega Drive, officially discontinued in 1998, has had an active afterlife; licensed games by third party developers have been sporadically released into TheNewTens, and licensed [[Platform/PlugNPlayGame Mega Drive units with built in games games]] are [[VideoGameLongRunners still being sold today]]. The Super NES would later see similar plug-and-play units being released, if only for a limited time.
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* Platform/ViewMasterInteractiveVision (1989)
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*** ''VideoGame/DonkeyKongLand''
*** ''VideoGame/DonkeyKongLand2''
*** ''VideoGame/DonkeyKongLandIII''
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Perhaps the single biggest innovation at release was in the realm of ''sound''; the limited sound capabilities of previous consoles had been a constant complaint, and all three major consoles of the time had taken time to expand audio capabilities significantly. Both the PCE and Mega Drive went with FM synthesis solutions that offered more sound channels and some additional co-processing to allow for wider sound options than the 8-bit machines and were still clear improvements on the NES. The SNES, however, went far beyond this: it utilized, effectively, [[https://en-academic.com/dic.nsf/enwiki/11823578 a completely discreet audio processor]] similar to the dedicated sound cards appearing in Platform/{{Amiga}} and [[Platform/IBMPersonalComputer IBM PC]] designs of the time, and which even had dedicated RAM for instrument sample storage. While the overhead for utilizing this power was higher compared to the competitors (not only was memory size on the ROM cart a concern, but the burden lay on the composer who needed to arrange instrument samples and needed the skill to utilize and mix them well; the Mega Drive in particular, meanwhile, just provided an easy-to-use, consistent audio solution), developers who could devote some cart space to a good sample library could effectively make music equal to any [[UsefulNotes/{{MOD}} tracker module]] and play back virtually any kind of sound clip; this led to SNES games developing a reputation for ''excellent'' sound and to the production of some of the first truly legendary video game soundtracks and scores that could stand the test of time. Part of the focus of the add-on history of the PCE and Mega Drive involved furious attempts to try and bolt on some kind of competitive solution that would allow those machines to match the SNES's audio potential, especially later in the generation as developer skill and resources improved and developers felt constrained by the two competing machines' audio potential in comparison. (The biggest was the CD attachments introducing the potential to use [[https://en.wikipedia.org/wiki/Compact_Disc_Digital_Audio "Red Book" audio]] outright, and give parts or ''all'' of the game fully CD-quality recorded music, though this introduced its own challenges.)

The PlatformGame's popularity from the [[MediaNotes/The8bitEraOfConsoleVideoGames 8-bit era]] continued into this generation, highlights including the ''Franchise/SuperMarioBros''[='=] series fourth installment, ''VideoGame/SuperMarioWorld'' and the aforementioned Mega Drive KillerApp ''Sonic the Hedgehog''. A permutation that became very defining for the genre in this era, however, was the platformer starring a MascotWithAttitude, as the popularity of Sonic the Hedgehog as a character [[FollowTheLeader inspired numerous imitators]], both from Japanese and Western developers. One genre that was born, so to speak, in this generation was the FightingGame. Spurred on by the revolutionary ''VideoGame/StreetFighterII'', many studios responded to capitalize on its success, with ''VideoGame/MortalKombat1992'' being a notable entry for its pioneering violence which would lead to an eventual debate on the effect of violent video games on young society. Nintendo had up to this point maintained a censorship code akin to MediaNotes/TheHaysCode and UsefulNotes/TheComicsCode, while Sega had created an MPAA-style ratings system, which allowed more freedom of content. Sega's allowance of blood in their console's port of ''Mortal Kombat'' (with a password) would result in it outselling the SNES port by a large margin[[note]]"Large" as in the Genesis port outsold the SNES port ''six to one''. Nintendo learned their lesson and ''Moral Kombat II'' was sold on the SNES completely uncut[[/note]], resulting in bitter Congressional hearings and, eventually, the foundation of the UsefulNotes/EntertainmentSoftwareRatingBoard.

to:

Perhaps the single biggest innovation at release was in the realm of ''sound''; the limited sound capabilities of previous consoles had been a constant complaint, and all three major consoles of the time had taken time to expand audio capabilities significantly. Both the PCE and Mega Drive went with FM synthesis solutions that offered more sound channels and some additional co-processing to allow for wider sound options than the 8-bit machines and were still clear improvements on the NES. The SNES, however, went far beyond this: it utilized, effectively, [[https://en-academic.com/dic.nsf/enwiki/11823578 a completely discreet audio processor]] similar to the dedicated sound cards appearing in Platform/{{Amiga}} and [[Platform/IBMPersonalComputer IBM PC]] designs of the time, and which even had dedicated RAM for instrument sample storage. While the overhead for utilizing this power was higher compared to the competitors (not only was memory size on the ROM cart a concern, but the burden lay on the composer who needed to arrange instrument samples and needed the skill to utilize and mix them well; the Mega Drive in particular, meanwhile, just provided an easy-to-use, consistent audio solution), developers who could devote some cart space to a good sample library could effectively make music equal to any [[UsefulNotes/{{MOD}} [[Platform/{{MOD}} tracker module]] and play back virtually any kind of sound clip; this led to SNES games developing a reputation for ''excellent'' sound and to the production of some of the first truly legendary video game soundtracks and scores that could stand the test of time. Part of the focus of the add-on history of the PCE and Mega Drive involved furious attempts to try and bolt on some kind of competitive solution that would allow those machines to match the SNES's audio potential, especially later in the generation as developer skill and resources improved and developers felt constrained by the two competing machines' audio potential in comparison. (The biggest was the CD attachments introducing the potential to use [[https://en.wikipedia.org/wiki/Compact_Disc_Digital_Audio "Red Book" audio]] outright, and give parts or ''all'' of the game fully CD-quality recorded music, though this introduced its own challenges.)

The PlatformGame's popularity from the [[MediaNotes/The8bitEraOfConsoleVideoGames 8-bit era]] continued into this generation, highlights including the ''Franchise/SuperMarioBros''[='=] series fourth installment, ''VideoGame/SuperMarioWorld'' and the aforementioned Mega Drive KillerApp ''Sonic the Hedgehog''. A permutation that became very defining for the genre in this era, however, was the platformer starring a MascotWithAttitude, as the popularity of Sonic the Hedgehog as a character [[FollowTheLeader inspired numerous imitators]], both from Japanese and Western developers. One genre that was born, so to speak, in this generation was the FightingGame. Spurred on by the revolutionary ''VideoGame/StreetFighterII'', many studios responded to capitalize on its success, with ''VideoGame/MortalKombat1992'' being a notable entry for its pioneering violence which would lead to an eventual debate on the effect of violent video games on young society. Nintendo had up to this point maintained a censorship code akin to MediaNotes/TheHaysCode and UsefulNotes/TheComicsCode, MediaNotes/TheComicsCode, while Sega had created an MPAA-style ratings system, which allowed more freedom of content. Sega's allowance of blood in their console's port of ''Mortal Kombat'' (with a password) would result in it outselling the SNES port by a large margin[[note]]"Large" as in the Genesis port outsold the SNES port ''six to one''. Nintendo learned their lesson and ''Moral Kombat II'' was sold on the SNES completely uncut[[/note]], resulting in bitter Congressional hearings and, eventually, the foundation of the UsefulNotes/EntertainmentSoftwareRatingBoard.MediaNotes/EntertainmentSoftwareRatingBoard.
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* ''VideoGame/SuperOffRoad''
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[[caption-width-right:350:[[Creator/{{Nintendo}} Whose]] [[Creator/{{Sega}} side]] [[UsefulNotes/ConsoleWars were]] ''[[UsefulNotes/ConsoleWars you]]'' [[UsefulNotes/ConsoleWars on in]] TheNineties?\\

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[[caption-width-right:350:[[Creator/{{Nintendo}} Whose]] [[Creator/{{Sega}} side]] [[UsefulNotes/ConsoleWars [[MediaNotes/ConsoleWars were]] ''[[UsefulNotes/ConsoleWars ''[[MediaNotes/ConsoleWars you]]'' [[UsefulNotes/ConsoleWars [[MediaNotes/ConsoleWars on in]] TheNineties?\\



However, the first 16-bit system to truly gain momentum worldwide was the Sega Mega Drive (Platform/SegaGenesis in North America). As it was feasible to make 16-bit console hardware based off their [[ArcadePerfectPort Sega System-16]] arcade hardware, Creator/{{Sega}} released this console in order to compete with the aging 8-bit Platform/NintendoEntertainmentSystem. The Mega Drive did only fairly well at first with games like ''VideoGame/AlteredBeast1988'', but then it ''really'' took off with Sega's BreakthroughHit, ''[[VideoGame/SonicTheHedgehog1 Sonic the Hedgehog]]''. Nintendo saw its almost monopolistic dominance erode with the competition's more advanced hardware, and they responded with the Platform/SuperNintendoEntertainmentSystem to fight NEC at home and Sega abroad. Meanwhile, Nintendo would maintain their iron-fisted licensing policy of the previous generation, imposing a two-year exclusivity clause on developers that made games for their consoles that forbade them from creating ports for competing platforms[[note]]A two-year gap might not sound like very much to a modern reader, but it is worth remembering that gaming technology was evolving ''extremely'' rapidly at the time and development cycles were counted in months rather than years, and two years easily could -- and often really ''did'' -- make all the difference in the world between what games became the overnight bestsellers and what games got left behind in the dust.[[/note]], forcing most developers to pick a side in the race. The fierce UsefulNotes/{{Console War|s}} between the Mega Drive and the SNES defined the era for most players, with advertisements from either company famously [[TakeThat lobbing insults]] at how the opposition's games or hardware weren't good as their own.

In terms of actual game design, the 16-bit era wasn't quite as big of a leap as the 8-bit era was to the [[UsefulNotes/TheGoldenAgeOfVideoGames Golden Age]], despite computing in ''general'' advancing by leaps and bounds during the lifetimes of the consoles (something that would be reflected in their successors). However, one notable technological improvement that sets this generation apart from 8-bit is the advent of "faux-3D" scrolling (i.e. [[http://en.wikipedia.org/wiki/Mode_7 Mode 7]]). The most successful games of the 16-bit era were often fleshed out and refined versions of their 8-bit counterparts design-wise. Many successful series from the 8-bit era threw off their EarlyInstallmentWeirdness and gained many of their standards in this era, such as ''Franchise/TheLegendOfZelda'' in ''[[VideoGame/TheLegendOfZeldaALinkToThePast A Link to the Past]]''. The industry made much bigger leaps in the graphics department. Games like ''VideoGame/SonicTheHedgehog1'', ''VideoGame/EccoTheDolphin'', and ''VideoGame/YoshisIsland'' were shining examples of SugarWiki/AwesomeArt with their well-drawn sprites and detailed environments. The releases of ''VideoGame/MortalKombat1992'' and ''VideoGame/DonkeyKongCountry1'' sparked a craze in DigitizedSprites on consoles, with notable games following suit including ''VideoGame/{{Vectorman}}'' and ''VideoGame/SuperMarioRPG''. The era also produced early experiments with UsefulNotes/PolygonalGraphics on home consoles, most notably ''VideoGame/StarFox1'' but also including arcade ports.

to:

However, the first 16-bit system to truly gain momentum worldwide was the Sega Mega Drive (Platform/SegaGenesis in North America). As it was feasible to make 16-bit console hardware based off their [[ArcadePerfectPort Sega System-16]] arcade hardware, Creator/{{Sega}} released this console in order to compete with the aging 8-bit Platform/NintendoEntertainmentSystem. The Mega Drive did only fairly well at first with games like ''VideoGame/AlteredBeast1988'', but then it ''really'' took off with Sega's BreakthroughHit, ''[[VideoGame/SonicTheHedgehog1 Sonic the Hedgehog]]''. Nintendo saw its almost monopolistic dominance erode with the competition's more advanced hardware, and they responded with the Platform/SuperNintendoEntertainmentSystem to fight NEC at home and Sega abroad. Meanwhile, Nintendo would maintain their iron-fisted licensing policy of the previous generation, imposing a two-year exclusivity clause on developers that made games for their consoles that forbade them from creating ports for competing platforms[[note]]A two-year gap might not sound like very much to a modern reader, but it is worth remembering that gaming technology was evolving ''extremely'' rapidly at the time and development cycles were counted in months rather than years, and two years easily could -- and often really ''did'' -- make all the difference in the world between what games became the overnight bestsellers and what games got left behind in the dust.[[/note]], forcing most developers to pick a side in the race. The fierce UsefulNotes/{{Console MediaNotes/{{Console War|s}} between the Mega Drive and the SNES defined the era for most players, with advertisements from either company famously [[TakeThat lobbing insults]] at how the opposition's games or hardware weren't good as their own.

In terms of actual game design, the 16-bit era wasn't quite as big of a leap as the 8-bit era was to the [[UsefulNotes/TheGoldenAgeOfVideoGames [[MediaNotes/TheGoldenAgeOfVideoGames Golden Age]], despite computing in ''general'' advancing by leaps and bounds during the lifetimes of the consoles (something that would be reflected in their successors). However, one notable technological improvement that sets this generation apart from 8-bit is the advent of "faux-3D" scrolling (i.e. [[http://en.wikipedia.org/wiki/Mode_7 Mode 7]]). The most successful games of the 16-bit era were often fleshed out and refined versions of their 8-bit counterparts design-wise. Many successful series from the 8-bit era threw off their EarlyInstallmentWeirdness and gained many of their standards in this era, such as ''Franchise/TheLegendOfZelda'' in ''[[VideoGame/TheLegendOfZeldaALinkToThePast A Link to the Past]]''. The industry made much bigger leaps in the graphics department. Games like ''VideoGame/SonicTheHedgehog1'', ''VideoGame/EccoTheDolphin'', and ''VideoGame/YoshisIsland'' were shining examples of SugarWiki/AwesomeArt with their well-drawn sprites and detailed environments. The releases of ''VideoGame/MortalKombat1992'' and ''VideoGame/DonkeyKongCountry1'' sparked a craze in DigitizedSprites on consoles, with notable games following suit including ''VideoGame/{{Vectorman}}'' and ''VideoGame/SuperMarioRPG''. The era also produced early experiments with UsefulNotes/PolygonalGraphics on home consoles, most notably ''VideoGame/StarFox1'' but also including arcade ports.



The PlatformGame's popularity from the [[MediaNotes/The8bitEraOfConsoleVideoGames 8-bit era]] continued into this generation, highlights including the ''Franchise/SuperMarioBros''[='=] series fourth installment, ''VideoGame/SuperMarioWorld'' and the aforementioned Mega Drive KillerApp ''Sonic the Hedgehog''. A permutation that became very defining for the genre in this era, however, was the platformer starring a MascotWithAttitude, as the popularity of Sonic the Hedgehog as a character [[FollowTheLeader inspired numerous imitators]], both from Japanese and Western developers. One genre that was born, so to speak, in this generation was the FightingGame. Spurred on by the revolutionary ''VideoGame/StreetFighterII'', many studios responded to capitalize on its success, with ''VideoGame/MortalKombat1992'' being a notable entry for its pioneering violence which would lead to an eventual debate on the effect of violent video games on young society. Nintendo had up to this point maintained a censorship code akin to UsefulNotes/TheHaysCode and UsefulNotes/TheComicsCode, while Sega had created an MPAA-style ratings system, which allowed more freedom of content. Sega's allowance of blood in their console's port of ''Mortal Kombat'' (with a password) would result in it outselling the SNES port by a large margin[[note]]"Large" as in the Genesis port outsold the SNES port ''six to one''. Nintendo learned their lesson and ''Moral Kombat II'' was sold on the SNES completely uncut[[/note]], resulting in bitter Congressional hearings and, eventually, the foundation of the UsefulNotes/EntertainmentSoftwareRatingBoard.

The fighting genre wouldn't see as big of a revolution until ''VideoGame/VirtuaFighter'' in UsefulNotes/{{the Fifth Generation|OfConsoleVideoGames}}. The {{JRPG}} genre also hit its stride during this generation, with [[Creator/SquareEnix Square]] making some of the most well-loved titles in the genre of all time, such as ''VideoGame/FinalFantasyVI'' (marketed as ''Final Fantasy III'' in the Western hemisphere), ''VideoGame/ChronoTrigger'', and ''VideoGame/SuperMarioRPG''; the success of these titles helped pave the way for wider mainstream success of the JRPG overall in the next generation.

to:

The PlatformGame's popularity from the [[MediaNotes/The8bitEraOfConsoleVideoGames 8-bit era]] continued into this generation, highlights including the ''Franchise/SuperMarioBros''[='=] series fourth installment, ''VideoGame/SuperMarioWorld'' and the aforementioned Mega Drive KillerApp ''Sonic the Hedgehog''. A permutation that became very defining for the genre in this era, however, was the platformer starring a MascotWithAttitude, as the popularity of Sonic the Hedgehog as a character [[FollowTheLeader inspired numerous imitators]], both from Japanese and Western developers. One genre that was born, so to speak, in this generation was the FightingGame. Spurred on by the revolutionary ''VideoGame/StreetFighterII'', many studios responded to capitalize on its success, with ''VideoGame/MortalKombat1992'' being a notable entry for its pioneering violence which would lead to an eventual debate on the effect of violent video games on young society. Nintendo had up to this point maintained a censorship code akin to UsefulNotes/TheHaysCode MediaNotes/TheHaysCode and UsefulNotes/TheComicsCode, while Sega had created an MPAA-style ratings system, which allowed more freedom of content. Sega's allowance of blood in their console's port of ''Mortal Kombat'' (with a password) would result in it outselling the SNES port by a large margin[[note]]"Large" as in the Genesis port outsold the SNES port ''six to one''. Nintendo learned their lesson and ''Moral Kombat II'' was sold on the SNES completely uncut[[/note]], resulting in bitter Congressional hearings and, eventually, the foundation of the UsefulNotes/EntertainmentSoftwareRatingBoard.

The fighting genre wouldn't see as big of a revolution until ''VideoGame/VirtuaFighter'' in UsefulNotes/{{the MediaNotes/{{the Fifth Generation|OfConsoleVideoGames}}. The {{JRPG}} genre also hit its stride during this generation, with [[Creator/SquareEnix Square]] making some of the most well-loved titles in the genre of all time, such as ''VideoGame/FinalFantasyVI'' (marketed as ''Final Fantasy III'' in the Western hemisphere), ''VideoGame/ChronoTrigger'', and ''VideoGame/SuperMarioRPG''; the success of these titles helped pave the way for wider mainstream success of the JRPG overall in the next generation.
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Capitalization was fixed from Videogame.Starwing to Video Game.Starwing. Null edit to update index.
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* ''VideoGame/KidIcarusOfMythsAndMonsters''
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It must be noted, it wasn't that Nintendo had been entirely behind the curve on the potential of using the CD as a game medium. In fact, the company had been in talks with another Japanese company, Creator/{{Sony}}, as far back as 1988, about the development of a CD-based peripheral of their own for the SNES, and in June 1991, the two companies would even reveal that they had entered a partnership and were co-developing an entirely new CD-based console, called the "[=PlayStation=]". But already the very next day, Nintendo announced, in a massive surprise to everyone, including Sony, that they were dissolving the partnership and was instead going to collaborate with the Netherlands-based company, Creator/{{Philips| Records}}, Sony's most fierce rival on the electronics market. The exact reasons for Nintendo's sudden U-turn aren't entirely clear, as sources differ somewhat on what caused the 11th hour breakdown in negotiations between the two companies, but it was certainly an insult that Sony didn't forget, and they decided that maybe it was time to go into the console market on their own...

to:

It must be noted, it wasn't that Nintendo had been entirely behind the curve on the potential of using the CD as a game medium. In fact, the company had been in talks with another Japanese company, Creator/{{Sony}}, as far back as 1988, about the development of a CD-based peripheral of their own for the SNES, and in June 1991, the two companies would even reveal that they had entered a partnership and were co-developing an entirely new CD-based console, called the "[=PlayStation=]". But already the very next day, Nintendo announced, in a massive surprise to everyone, including Sony, that they were dissolving the partnership and was instead going to collaborate with the Netherlands-based company, Creator/{{Philips| Records}}, Creator/{{Philips|Records}}, Sony's most fierce rival on the electronics market. The exact reasons for Nintendo's sudden U-turn aren't entirely clear, as sources differ somewhat on what caused the 11th hour breakdown in negotiations between the two companies, but it was certainly an insult that Sony didn't forget, and they decided that maybe it was time to go into the console market on their own...



** Platform/SegaCD[=/=]Mega CD (1991-1996)

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** Platform/SegaCD[=/=]Mega CD Platform/SegaCD[=/=]Mega-CD (1991-1996)
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* ''VideoGame/{{Wolfchild}}''
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The 16-bit era, or Fourth Generation, kicked off with the release of the NEC/Creator/HudsonSoft console Platform/TurboGrafx16 (or in Japan, the PC Engine) in 1987. Emerging as an unexpected viable competitor to Nintendo, the PC Engine/[=TurboGrafx=] ended up being the first system to outsell the [[Platform/NintendoEntertainmentSystem Famicom]] in Japan, maintaining strong levels of success there and spurring Creator/{{Nintendo}} into action. With this new era came hardware more powerful than their [[UsefulNotes/The8bitEraOfConsoleVideoGames 8-bit]] counterparts, able to handle more colorful and detailed graphics and more complex games.

to:

The 16-bit era, or Fourth Generation, kicked off with the release of the NEC/Creator/HudsonSoft console Platform/TurboGrafx16 (or in Japan, the PC Engine) in 1987. Emerging as an unexpected viable competitor to Nintendo, the PC Engine/[=TurboGrafx=] ended up being the first system to outsell the [[Platform/NintendoEntertainmentSystem Famicom]] in Japan, maintaining strong levels of success there and spurring Creator/{{Nintendo}} into action. With this new era came hardware more powerful than their [[UsefulNotes/The8bitEraOfConsoleVideoGames [[MediaNotes/The8bitEraOfConsoleVideoGames 8-bit]] counterparts, able to handle more colorful and detailed graphics and more complex games.



The PlatformGame's popularity from the [[UsefulNotes/The8bitEraOfConsoleVideoGames 8-bit era]] continued into this generation, highlights including the ''Franchise/SuperMarioBros''[='=] series fourth installment, ''VideoGame/SuperMarioWorld'' and the aforementioned Mega Drive KillerApp ''Sonic the Hedgehog''. A permutation that became very defining for the genre in this era, however, was the platformer starring a MascotWithAttitude, as the popularity of Sonic the Hedgehog as a character [[FollowTheLeader inspired numerous imitators]], both from Japanese and Western developers. One genre that was born, so to speak, in this generation was the FightingGame. Spurred on by the revolutionary ''VideoGame/StreetFighterII'', many studios responded to capitalize on its success, with ''VideoGame/MortalKombat1992'' being a notable entry for its pioneering violence which would lead to an eventual debate on the effect of violent video games on young society. Nintendo had up to this point maintained a censorship code akin to UsefulNotes/TheHaysCode and UsefulNotes/TheComicsCode, while Sega had created an MPAA-style ratings system, which allowed more freedom of content. Sega's allowance of blood in their console's port of ''Mortal Kombat'' (with a password) would result in it outselling the SNES port by a large margin[[note]]"Large" as in the Genesis port outsold the SNES port ''six to one''. Nintendo learned their lesson and ''Moral Kombat II'' was sold on the SNES completely uncut[[/note]], resulting in bitter Congressional hearings and, eventually, the foundation of the UsefulNotes/EntertainmentSoftwareRatingBoard.

to:

The PlatformGame's popularity from the [[UsefulNotes/The8bitEraOfConsoleVideoGames [[MediaNotes/The8bitEraOfConsoleVideoGames 8-bit era]] continued into this generation, highlights including the ''Franchise/SuperMarioBros''[='=] series fourth installment, ''VideoGame/SuperMarioWorld'' and the aforementioned Mega Drive KillerApp ''Sonic the Hedgehog''. A permutation that became very defining for the genre in this era, however, was the platformer starring a MascotWithAttitude, as the popularity of Sonic the Hedgehog as a character [[FollowTheLeader inspired numerous imitators]], both from Japanese and Western developers. One genre that was born, so to speak, in this generation was the FightingGame. Spurred on by the revolutionary ''VideoGame/StreetFighterII'', many studios responded to capitalize on its success, with ''VideoGame/MortalKombat1992'' being a notable entry for its pioneering violence which would lead to an eventual debate on the effect of violent video games on young society. Nintendo had up to this point maintained a censorship code akin to UsefulNotes/TheHaysCode and UsefulNotes/TheComicsCode, while Sega had created an MPAA-style ratings system, which allowed more freedom of content. Sega's allowance of blood in their console's port of ''Mortal Kombat'' (with a password) would result in it outselling the SNES port by a large margin[[note]]"Large" as in the Genesis port outsold the SNES port ''six to one''. Nintendo learned their lesson and ''Moral Kombat II'' was sold on the SNES completely uncut[[/note]], resulting in bitter Congressional hearings and, eventually, the foundation of the UsefulNotes/EntertainmentSoftwareRatingBoard.
Is there an issue? Send a MessageReason:
None


The 16-bit era, or Fourth Generation, kicked off with the release of the NEC/Creator/HudsonSoft console UsefulNotes/TurboGrafx16 (or in Japan, the PC Engine) in 1987. Emerging as an unexpected viable competitor to Nintendo, the PC Engine/[=TurboGrafx=] ended up being the first system to outsell the [[UsefulNotes/NintendoEntertainmentSystem Famicom]] in Japan, maintaining strong levels of success there and spurring Creator/{{Nintendo}} into action. With this new era came hardware more powerful than their [[UsefulNotes/The8bitEraOfConsoleVideoGames 8-bit]] counterparts, able to handle more colorful and detailed graphics and more complex games.

to:

The 16-bit era, or Fourth Generation, kicked off with the release of the NEC/Creator/HudsonSoft console UsefulNotes/TurboGrafx16 Platform/TurboGrafx16 (or in Japan, the PC Engine) in 1987. Emerging as an unexpected viable competitor to Nintendo, the PC Engine/[=TurboGrafx=] ended up being the first system to outsell the [[UsefulNotes/NintendoEntertainmentSystem [[Platform/NintendoEntertainmentSystem Famicom]] in Japan, maintaining strong levels of success there and spurring Creator/{{Nintendo}} into action. With this new era came hardware more powerful than their [[UsefulNotes/The8bitEraOfConsoleVideoGames 8-bit]] counterparts, able to handle more colorful and detailed graphics and more complex games.



Perhaps the single biggest innovation at release was in the realm of ''sound''; the limited sound capabilities of previous consoles had been a constant complaint, and all three major consoles of the time had taken time to expand audio capabilities significantly. Both the PCE and Mega Drive went with FM synthesis solutions that offered more sound channels and some additional co-processing to allow for wider sound options than the 8-bit machines and were still clear improvements on the NES. The SNES, however, went far beyond this: it utilized, effectively, [[https://en-academic.com/dic.nsf/enwiki/11823578 a completely discreet audio processor]] similar to the dedicated sound cards appearing in UsefulNotes/{{Amiga}} and [[Platform/IBMPersonalComputer IBM PC]] designs of the time, and which even had dedicated RAM for instrument sample storage. While the overhead for utilizing this power was higher compared to the competitors (not only was memory size on the ROM cart a concern, but the burden lay on the composer who needed to arrange instrument samples and needed the skill to utilize and mix them well; the Mega Drive in particular, meanwhile, just provided an easy-to-use, consistent audio solution), developers who could devote some cart space to a good sample library could effectively make music equal to any [[UsefulNotes/{{MOD}} tracker module]] and play back virtually any kind of sound clip; this led to SNES games developing a reputation for ''excellent'' sound and to the production of some of the first truly legendary video game soundtracks and scores that could stand the test of time. Part of the focus of the add-on history of the PCE and Mega Drive involved furious attempts to try and bolt on some kind of competitive solution that would allow those machines to match the SNES's audio potential, especially later in the generation as developer skill and resources improved and developers felt constrained by the two competing machines' audio potential in comparison. (The biggest was the CD attachments introducing the potential to use [[https://en.wikipedia.org/wiki/Compact_Disc_Digital_Audio "Red Book" audio]] outright, and give parts or ''all'' of the game fully CD-quality recorded music, though this introduced its own challenges.)

to:

Perhaps the single biggest innovation at release was in the realm of ''sound''; the limited sound capabilities of previous consoles had been a constant complaint, and all three major consoles of the time had taken time to expand audio capabilities significantly. Both the PCE and Mega Drive went with FM synthesis solutions that offered more sound channels and some additional co-processing to allow for wider sound options than the 8-bit machines and were still clear improvements on the NES. The SNES, however, went far beyond this: it utilized, effectively, [[https://en-academic.com/dic.nsf/enwiki/11823578 a completely discreet audio processor]] similar to the dedicated sound cards appearing in UsefulNotes/{{Amiga}} Platform/{{Amiga}} and [[Platform/IBMPersonalComputer IBM PC]] designs of the time, and which even had dedicated RAM for instrument sample storage. While the overhead for utilizing this power was higher compared to the competitors (not only was memory size on the ROM cart a concern, but the burden lay on the composer who needed to arrange instrument samples and needed the skill to utilize and mix them well; the Mega Drive in particular, meanwhile, just provided an easy-to-use, consistent audio solution), developers who could devote some cart space to a good sample library could effectively make music equal to any [[UsefulNotes/{{MOD}} tracker module]] and play back virtually any kind of sound clip; this led to SNES games developing a reputation for ''excellent'' sound and to the production of some of the first truly legendary video game soundtracks and scores that could stand the test of time. Part of the focus of the add-on history of the PCE and Mega Drive involved furious attempts to try and bolt on some kind of competitive solution that would allow those machines to match the SNES's audio potential, especially later in the generation as developer skill and resources improved and developers felt constrained by the two competing machines' audio potential in comparison. (The biggest was the CD attachments introducing the potential to use [[https://en.wikipedia.org/wiki/Compact_Disc_Digital_Audio "Red Book" audio]] outright, and give parts or ''all'' of the game fully CD-quality recorded music, though this introduced its own challenges.)



Also in this generation, portable gaming systems began to gain traction with the release of the Nintendo Platform/GameBoy and Atari Lynx in 1989 and the Sega UsefulNotes/GameGear in 1990. While the Lynx failed to gain much success, Nintendo and Sega's efforts gave gamers versions of their favourite franchises to take with them when they were away from their televisions. While Sega's system certainly benefited from its coloured screen, it was ultimately the Game Boy that would win out by a considerable margin, boosted by the inclusion of ''VideoGame/{{Tetris}}'' as a pack-in game making the system more appealing to those who weren't already interested in video games than ''VideoGame/SuperMarioLand'' might ([[UsefulNotes/{{Wii}} sound familiar?]]), though the fact that it was significantly cheaper, more pocket-able and had much better battery life also helped. Its success would continue into the next generation.

At the end of the generation's sales race, Nintendo and the SNES still came out ahead in numbers against Sega and the Genesis/Master System, but the competition between the two Japanese companies had been closer than ever before. But the rivalry would ultimately not last. In what can perhaps be seen as an PortentOfDoom for how Sega would fare in the subsequent generations, Sega would attempt to both prolong the life of the Genesis/Master System and regain a technological advantage over Nintendo by releasing a couple of peripherals for the console, namely the UsefulNotes/SegaCD and UsefulNotes/Sega32X , but both projects quickly turned out to be financial failures and ended up being relatively quickly discontinued by Sega. Instead the company decided to instead focus on their next console, the Platform/SegaSaturn, which would use the CD technology as a basis for its games, and would kickstart the next generation.

to:

Also in this generation, portable gaming systems began to gain traction with the release of the Nintendo Platform/GameBoy and Atari Lynx in 1989 and the Sega UsefulNotes/GameGear Platform/GameGear in 1990. While the Lynx failed to gain much success, Nintendo and Sega's efforts gave gamers versions of their favourite franchises to take with them when they were away from their televisions. While Sega's system certainly benefited from its coloured screen, it was ultimately the Game Boy that would win out by a considerable margin, boosted by the inclusion of ''VideoGame/{{Tetris}}'' as a pack-in game making the system more appealing to those who weren't already interested in video games than ''VideoGame/SuperMarioLand'' might ([[UsefulNotes/{{Wii}} ([[Platform/{{Wii}} sound familiar?]]), though the fact that it was significantly cheaper, more pocket-able and had much better battery life also helped. Its success would continue into the next generation.

At the end of the generation's sales race, Nintendo and the SNES still came out ahead in numbers against Sega and the Genesis/Master System, but the competition between the two Japanese companies had been closer than ever before. But the rivalry would ultimately not last. In what can perhaps be seen as an PortentOfDoom for how Sega would fare in the subsequent generations, Sega would attempt to both prolong the life of the Genesis/Master System and regain a technological advantage over Nintendo by releasing a couple of peripherals for the console, namely the UsefulNotes/SegaCD Platform/SegaCD and UsefulNotes/Sega32X Platform/Sega32X , but both projects quickly turned out to be financial failures and ended up being relatively quickly discontinued by Sega. Instead the company decided to instead focus on their next console, the Platform/SegaSaturn, which would use the CD technology as a basis for its games, and would kickstart the next generation.



* UsefulNotes/NeoGeo (1990-1997)

to:

* UsefulNotes/NeoGeo Platform/NeoGeo (1990-1997)



* UsefulNotes/{{Satellaview}} (1995-2000)

to:

* UsefulNotes/{{Satellaview}} Platform/{{Satellaview}} (1995-2000)



* UsefulNotes/{{XBAND}} (1994-1997)

to:

* UsefulNotes/{{XBAND}} Platform/{{XBAND}} (1994-1997)
Is there an issue? Send a MessageReason:
None


However, the first 16-bit system to truly gain momentum worldwide was the Sega Mega Drive (Platform/SegaGenesis in North America). As it was feasible to make 16-bit console hardware based off their [[ArcadePerfectPort Sega System-16]] arcade hardware, Creator/{{Sega}} released this console in order to compete with the aging 8-bit UsefulNotes/NintendoEntertainmentSystem. The Mega Drive did only fairly well at first with games like ''VideoGame/AlteredBeast1988'', but then it ''really'' took off with Sega's BreakthroughHit, ''[[VideoGame/SonicTheHedgehog1 Sonic the Hedgehog]]''. Nintendo saw its almost monopolistic dominance erode with the competition's more advanced hardware, and they responded with the Platform/SuperNintendoEntertainmentSystem to fight NEC at home and Sega abroad. Meanwhile, Nintendo would maintain their iron-fisted licensing policy of the previous generation, imposing a two-year exclusivity clause on developers that made games for their consoles that forbade them from creating ports for competing platforms[[note]]A two-year gap might not sound like very much to a modern reader, but it is worth remembering that gaming technology was evolving ''extremely'' rapidly at the time and development cycles were counted in months rather than years, and two years easily could -- and often really ''did'' -- make all the difference in the world between what games became the overnight bestsellers and what games got left behind in the dust.[[/note]], forcing most developers to pick a side in the race. The fierce UsefulNotes/{{Console War|s}} between the Mega Drive and the SNES defined the era for most players, with advertisements from either company famously [[TakeThat lobbing insults]] at how the opposition's games or hardware weren't good as their own.

to:

However, the first 16-bit system to truly gain momentum worldwide was the Sega Mega Drive (Platform/SegaGenesis in North America). As it was feasible to make 16-bit console hardware based off their [[ArcadePerfectPort Sega System-16]] arcade hardware, Creator/{{Sega}} released this console in order to compete with the aging 8-bit UsefulNotes/NintendoEntertainmentSystem.Platform/NintendoEntertainmentSystem. The Mega Drive did only fairly well at first with games like ''VideoGame/AlteredBeast1988'', but then it ''really'' took off with Sega's BreakthroughHit, ''[[VideoGame/SonicTheHedgehog1 Sonic the Hedgehog]]''. Nintendo saw its almost monopolistic dominance erode with the competition's more advanced hardware, and they responded with the Platform/SuperNintendoEntertainmentSystem to fight NEC at home and Sega abroad. Meanwhile, Nintendo would maintain their iron-fisted licensing policy of the previous generation, imposing a two-year exclusivity clause on developers that made games for their consoles that forbade them from creating ports for competing platforms[[note]]A two-year gap might not sound like very much to a modern reader, but it is worth remembering that gaming technology was evolving ''extremely'' rapidly at the time and development cycles were counted in months rather than years, and two years easily could -- and often really ''did'' -- make all the difference in the world between what games became the overnight bestsellers and what games got left behind in the dust.[[/note]], forcing most developers to pick a side in the race. The fierce UsefulNotes/{{Console War|s}} between the Mega Drive and the SNES defined the era for most players, with advertisements from either company famously [[TakeThat lobbing insults]] at how the opposition's games or hardware weren't good as their own.
Is there an issue? Send a MessageReason:
Updating links to the new Platform namespace.


However, the first 16-bit system to truly gain momentum worldwide was the Sega Mega Drive (UsefulNotes/SegaGenesis in North America). As it was feasible to make 16-bit console hardware based off their [[ArcadePerfectPort Sega System-16]] arcade hardware, Creator/{{Sega}} released this console in order to compete with the aging 8-bit UsefulNotes/NintendoEntertainmentSystem. The Mega Drive did only fairly well at first with games like ''VideoGame/AlteredBeast1988'', but then it ''really'' took off with Sega's BreakthroughHit, ''[[VideoGame/SonicTheHedgehog1 Sonic the Hedgehog]]''. Nintendo saw its almost monopolistic dominance erode with the competition's more advanced hardware, and they responded with the UsefulNotes/SuperNintendoEntertainmentSystem to fight NEC at home and Sega abroad. Meanwhile, Nintendo would maintain their iron-fisted licensing policy of the previous generation, imposing a two-year exclusivity clause on developers that made games for their consoles that forbade them from creating ports for competing platforms[[note]]A two-year gap might not sound like very much to a modern reader, but it is worth remembering that gaming technology was evolving ''extremely'' rapidly at the time and development cycles were counted in months rather than years, and two years easily could -- and often really ''did'' -- make all the difference in the world between what games became the overnight bestsellers and what games got left behind in the dust.[[/note]], forcing most developers to pick a side in the race. The fierce UsefulNotes/{{Console War|s}} between the Mega Drive and the SNES defined the era for most players, with advertisements from either company famously [[TakeThat lobbing insults]] at how the opposition's games or hardware weren't good as their own.

to:

However, the first 16-bit system to truly gain momentum worldwide was the Sega Mega Drive (UsefulNotes/SegaGenesis (Platform/SegaGenesis in North America). As it was feasible to make 16-bit console hardware based off their [[ArcadePerfectPort Sega System-16]] arcade hardware, Creator/{{Sega}} released this console in order to compete with the aging 8-bit UsefulNotes/NintendoEntertainmentSystem. The Mega Drive did only fairly well at first with games like ''VideoGame/AlteredBeast1988'', but then it ''really'' took off with Sega's BreakthroughHit, ''[[VideoGame/SonicTheHedgehog1 Sonic the Hedgehog]]''. Nintendo saw its almost monopolistic dominance erode with the competition's more advanced hardware, and they responded with the UsefulNotes/SuperNintendoEntertainmentSystem Platform/SuperNintendoEntertainmentSystem to fight NEC at home and Sega abroad. Meanwhile, Nintendo would maintain their iron-fisted licensing policy of the previous generation, imposing a two-year exclusivity clause on developers that made games for their consoles that forbade them from creating ports for competing platforms[[note]]A two-year gap might not sound like very much to a modern reader, but it is worth remembering that gaming technology was evolving ''extremely'' rapidly at the time and development cycles were counted in months rather than years, and two years easily could -- and often really ''did'' -- make all the difference in the world between what games became the overnight bestsellers and what games got left behind in the dust.[[/note]], forcing most developers to pick a side in the race. The fierce UsefulNotes/{{Console War|s}} between the Mega Drive and the SNES defined the era for most players, with advertisements from either company famously [[TakeThat lobbing insults]] at how the opposition's games or hardware weren't good as their own.



Perhaps the single biggest innovation at release was in the realm of ''sound''; the limited sound capabilities of previous consoles had been a constant complaint, and all three major consoles of the time had taken time to expand audio capabilities significantly. Both the PCE and Mega Drive went with FM synthesis solutions that offered more sound channels and some additional co-processing to allow for wider sound options than the 8-bit machines and were still clear improvements on the NES. The SNES, however, went far beyond this: it utilized, effectively, [[https://en-academic.com/dic.nsf/enwiki/11823578 a completely discreet audio processor]] similar to the dedicated sound cards appearing in UsefulNotes/{{Amiga}} and [[UsefulNotes/IBMPersonalComputer IBM PC]] designs of the time, and which even had dedicated RAM for instrument sample storage. While the overhead for utilizing this power was higher compared to the competitors (not only was memory size on the ROM cart a concern, but the burden lay on the composer who needed to arrange instrument samples and needed the skill to utilize and mix them well; the Mega Drive in particular, meanwhile, just provided an easy-to-use, consistent audio solution), developers who could devote some cart space to a good sample library could effectively make music equal to any [[UsefulNotes/{{MOD}} tracker module]] and play back virtually any kind of sound clip; this led to SNES games developing a reputation for ''excellent'' sound and to the production of some of the first truly legendary video game soundtracks and scores that could stand the test of time. Part of the focus of the add-on history of the PCE and Mega Drive involved furious attempts to try and bolt on some kind of competitive solution that would allow those machines to match the SNES's audio potential, especially later in the generation as developer skill and resources improved and developers felt constrained by the two competing machines' audio potential in comparison. (The biggest was the CD attachments introducing the potential to use [[https://en.wikipedia.org/wiki/Compact_Disc_Digital_Audio "Red Book" audio]] outright, and give parts or ''all'' of the game fully CD-quality recorded music, though this introduced its own challenges.)

to:

Perhaps the single biggest innovation at release was in the realm of ''sound''; the limited sound capabilities of previous consoles had been a constant complaint, and all three major consoles of the time had taken time to expand audio capabilities significantly. Both the PCE and Mega Drive went with FM synthesis solutions that offered more sound channels and some additional co-processing to allow for wider sound options than the 8-bit machines and were still clear improvements on the NES. The SNES, however, went far beyond this: it utilized, effectively, [[https://en-academic.com/dic.nsf/enwiki/11823578 a completely discreet audio processor]] similar to the dedicated sound cards appearing in UsefulNotes/{{Amiga}} and [[UsefulNotes/IBMPersonalComputer [[Platform/IBMPersonalComputer IBM PC]] designs of the time, and which even had dedicated RAM for instrument sample storage. While the overhead for utilizing this power was higher compared to the competitors (not only was memory size on the ROM cart a concern, but the burden lay on the composer who needed to arrange instrument samples and needed the skill to utilize and mix them well; the Mega Drive in particular, meanwhile, just provided an easy-to-use, consistent audio solution), developers who could devote some cart space to a good sample library could effectively make music equal to any [[UsefulNotes/{{MOD}} tracker module]] and play back virtually any kind of sound clip; this led to SNES games developing a reputation for ''excellent'' sound and to the production of some of the first truly legendary video game soundtracks and scores that could stand the test of time. Part of the focus of the add-on history of the PCE and Mega Drive involved furious attempts to try and bolt on some kind of competitive solution that would allow those machines to match the SNES's audio potential, especially later in the generation as developer skill and resources improved and developers felt constrained by the two competing machines' audio potential in comparison. (The biggest was the CD attachments introducing the potential to use [[https://en.wikipedia.org/wiki/Compact_Disc_Digital_Audio "Red Book" audio]] outright, and give parts or ''all'' of the game fully CD-quality recorded music, though this introduced its own challenges.)



Also in this generation, portable gaming systems began to gain traction with the release of the Nintendo UsefulNotes/GameBoy and Atari Lynx in 1989 and the Sega UsefulNotes/GameGear in 1990. While the Lynx failed to gain much success, Nintendo and Sega's efforts gave gamers versions of their favourite franchises to take with them when they were away from their televisions. While Sega's system certainly benefited from its coloured screen, it was ultimately the Game Boy that would win out by a considerable margin, boosted by the inclusion of ''VideoGame/{{Tetris}}'' as a pack-in game making the system more appealing to those who weren't already interested in video games than ''VideoGame/SuperMarioLand'' might ([[UsefulNotes/{{Wii}} sound familiar?]]), though the fact that it was significantly cheaper, more pocket-able and had much better battery life also helped. Its success would continue into the next generation.

At the end of the generation's sales race, Nintendo and the SNES still came out ahead in numbers against Sega and the Genesis/Master System, but the competition between the two Japanese companies had been closer than ever before. But the rivalry would ultimately not last. In what can perhaps be seen as an PortentOfDoom for how Sega would fare in the subsequent generations, Sega would attempt to both prolong the life of the Genesis/Master System and regain a technological advantage over Nintendo by releasing a couple of peripherals for the console, namely the UsefulNotes/SegaCD and UsefulNotes/Sega32X , but both projects quickly turned out to be financial failures and ended up being relatively quickly discontinued by Sega. Instead the company decided to instead focus on their next console, the UsefulNotes/SegaSaturn, which would use the CD technology as a basis for its games, and would kickstart the next generation.

to:

Also in this generation, portable gaming systems began to gain traction with the release of the Nintendo UsefulNotes/GameBoy Platform/GameBoy and Atari Lynx in 1989 and the Sega UsefulNotes/GameGear in 1990. While the Lynx failed to gain much success, Nintendo and Sega's efforts gave gamers versions of their favourite franchises to take with them when they were away from their televisions. While Sega's system certainly benefited from its coloured screen, it was ultimately the Game Boy that would win out by a considerable margin, boosted by the inclusion of ''VideoGame/{{Tetris}}'' as a pack-in game making the system more appealing to those who weren't already interested in video games than ''VideoGame/SuperMarioLand'' might ([[UsefulNotes/{{Wii}} sound familiar?]]), though the fact that it was significantly cheaper, more pocket-able and had much better battery life also helped. Its success would continue into the next generation.

At the end of the generation's sales race, Nintendo and the SNES still came out ahead in numbers against Sega and the Genesis/Master System, but the competition between the two Japanese companies had been closer than ever before. But the rivalry would ultimately not last. In what can perhaps be seen as an PortentOfDoom for how Sega would fare in the subsequent generations, Sega would attempt to both prolong the life of the Genesis/Master System and regain a technological advantage over Nintendo by releasing a couple of peripherals for the console, namely the UsefulNotes/SegaCD and UsefulNotes/Sega32X , but both projects quickly turned out to be financial failures and ended up being relatively quickly discontinued by Sega. Instead the company decided to instead focus on their next console, the UsefulNotes/SegaSaturn, Platform/SegaSaturn, which would use the CD technology as a basis for its games, and would kickstart the next generation.
Is there an issue? Send a MessageReason:
None


* UsefulNotes/SegaGenesis[=/=]Sega Mega Drive (1988-1997)[[note]]Majesco Entertainment would continue to manufacture the system until 1999 in North America, while Tectoy in Brazil wouldn't discontinue the system until 2023.[[/note]]
** UsefulNotes/SegaCD[=/=]Mega CD (1991-1996)
* UsefulNotes/SuperACan (1995-1996)
* UsefulNotes/SuperNintendoEntertainmentSystem (1991-2003)[[note]]Japanese lifespan (1990-2003)[[/note]]
* UsefulNotes/TurboGrafx16 (1987-1994)

to:

* UsefulNotes/SegaGenesis[=/=]Sega Platform/SegaGenesis[=/=]Sega Mega Drive (1988-1997)[[note]]Majesco Entertainment would continue to manufacture the system until 1999 in North America, while Tectoy in Brazil wouldn't discontinue the system until 2023.[[/note]]
** UsefulNotes/SegaCD[=/=]Mega Platform/SegaCD[=/=]Mega CD (1991-1996)
* UsefulNotes/SuperACan Platform/SuperACan (1995-1996)
* UsefulNotes/SuperNintendoEntertainmentSystem Platform/SuperNintendoEntertainmentSystem (1991-2003)[[note]]Japanese lifespan (1990-2003)[[/note]]
* UsefulNotes/TurboGrafx16 Platform/TurboGrafx16 (1987-1994)



* UsefulNotes/AtariLynx (1989-1995)
* UsefulNotes/GameBoy (1989-2003)
* UsefulNotes/GameGear (1990-1997)[[note]]Majesco Entertainment would continue to manufacture the system until 2000 in North America.[[/note]]

to:

* UsefulNotes/AtariLynx Platform/AtariLynx (1989-1995)
* UsefulNotes/GameBoy Platform/GameBoy (1989-2003)
* UsefulNotes/GameGear Platform/GameGear (1990-1997)[[note]]Majesco Entertainment would continue to manufacture the system until 2000 in North America.[[/note]]
Is there an issue? Send a MessageReason:
None


* ''VideoGame/FZero''

to:

* ''VideoGame/FZero''''VideoGame/FZero1990''
Is there an issue? Send a MessageReason:
None


However, the first 16-bit system to truly gain momentum worldwide was the Sega Mega Drive (UsefulNotes/SegaGenesis in North America). As it was feasible to make 16-bit console hardware based off their [[ArcadePerfectPort Sega System-16]] arcade hardware, Creator/{{Sega}} released this console in order to compete with the aging 8-bit UsefulNotes/NintendoEntertainmentSystem. The Mega Drive did only fairly well at first with games like ''VideoGame/AlteredBeast'', but then it ''really'' took off with Sega's BreakthroughHit, ''[[VideoGame/SonicTheHedgehog1 Sonic the Hedgehog]]''. Nintendo saw its almost monopolistic dominance erode with the competition's more advanced hardware, and they responded with the UsefulNotes/SuperNintendoEntertainmentSystem to fight NEC at home and Sega abroad. Meanwhile, Nintendo would maintain their iron-fisted licensing policy of the previous generation, imposing a two-year exclusivity clause on developers that made games for their consoles that forbade them from creating ports for competing platforms[[note]]A two-year gap might not sound like very much to a modern reader, but it is worth remembering that gaming technology was evolving ''extremely'' rapidly at the time and development cycles were counted in months rather than years, and two years easily could -- and often really ''did'' -- make all the difference in the world between what games became the overnight bestsellers and what games got left behind in the dust.[[/note]], forcing most developers to pick a side in the race. The fierce UsefulNotes/{{Console War|s}} between the Mega Drive and the SNES defined the era for most players, with advertisements from either company famously [[TakeThat lobbing insults]] at how the opposition's games or hardware weren't good as their own.

to:

However, the first 16-bit system to truly gain momentum worldwide was the Sega Mega Drive (UsefulNotes/SegaGenesis in North America). As it was feasible to make 16-bit console hardware based off their [[ArcadePerfectPort Sega System-16]] arcade hardware, Creator/{{Sega}} released this console in order to compete with the aging 8-bit UsefulNotes/NintendoEntertainmentSystem. The Mega Drive did only fairly well at first with games like ''VideoGame/AlteredBeast'', ''VideoGame/AlteredBeast1988'', but then it ''really'' took off with Sega's BreakthroughHit, ''[[VideoGame/SonicTheHedgehog1 Sonic the Hedgehog]]''. Nintendo saw its almost monopolistic dominance erode with the competition's more advanced hardware, and they responded with the UsefulNotes/SuperNintendoEntertainmentSystem to fight NEC at home and Sega abroad. Meanwhile, Nintendo would maintain their iron-fisted licensing policy of the previous generation, imposing a two-year exclusivity clause on developers that made games for their consoles that forbade them from creating ports for competing platforms[[note]]A two-year gap might not sound like very much to a modern reader, but it is worth remembering that gaming technology was evolving ''extremely'' rapidly at the time and development cycles were counted in months rather than years, and two years easily could -- and often really ''did'' -- make all the difference in the world between what games became the overnight bestsellers and what games got left behind in the dust.[[/note]], forcing most developers to pick a side in the race. The fierce UsefulNotes/{{Console War|s}} between the Mega Drive and the SNES defined the era for most players, with advertisements from either company famously [[TakeThat lobbing insults]] at how the opposition's games or hardware weren't good as their own.



* ''VideoGame/AlteredBeast''

to:

* ''VideoGame/AlteredBeast''''VideoGame/AlteredBeast1988''
Is there an issue? Send a MessageReason:
None


In terms of actual game design, the 16-bit era wasn't quite as big of a leap as the 8-bit era was to the [[UsefulNotes/TheGoldenAgeOfVideoGames Golden Age]], despite computing in ''general'' advancing by leaps and bounds during the lifetimes of the consoles (something that would be reflected in their successors). However, one notable technological improvement that sets this generation apart from 8-bit is the advent of "faux-3D" scrolling (i.e. [[http://en.wikipedia.org/wiki/Mode_7 Mode 7]]). The most successful games of the 16-bit era were often fleshed out and refined versions of their 8-bit counterparts design-wise. Many successful series from the 8-bit era threw off their EarlyInstallmentWeirdness and gained many of their standards in this era, such as ''Franchise/TheLegendOfZelda'' in ''[[VideoGame/TheLegendOfZeldaALinkToThePast A Link to the Past]]''. The industry made much bigger leaps in the graphics department. Games like ''VideoGame/SonicTheHedgehog1'', ''VideoGame/EccoTheDolphin'', and ''VideoGame/YoshisIsland'' were shining examples of SugarWiki/AwesomeArt with their well-drawn sprites and detailed environments. The releases of ''VideoGame/MortalKombat1992'' and ''VideoGame/DonkeyKongCountry1'' sparked a craze in DigitizedSprites on consoles, with notable games following suit including ''VideoGame/{{Vectorman}}'' and ''VideoGame/SuperMarioRPG''. The era also produced early experiments with UsefulNotes/PolygonalGraphics on home consoles, most notably ''VideoGame/StarFox'' but also including arcade ports.

to:

In terms of actual game design, the 16-bit era wasn't quite as big of a leap as the 8-bit era was to the [[UsefulNotes/TheGoldenAgeOfVideoGames Golden Age]], despite computing in ''general'' advancing by leaps and bounds during the lifetimes of the consoles (something that would be reflected in their successors). However, one notable technological improvement that sets this generation apart from 8-bit is the advent of "faux-3D" scrolling (i.e. [[http://en.wikipedia.org/wiki/Mode_7 Mode 7]]). The most successful games of the 16-bit era were often fleshed out and refined versions of their 8-bit counterparts design-wise. Many successful series from the 8-bit era threw off their EarlyInstallmentWeirdness and gained many of their standards in this era, such as ''Franchise/TheLegendOfZelda'' in ''[[VideoGame/TheLegendOfZeldaALinkToThePast A Link to the Past]]''. The industry made much bigger leaps in the graphics department. Games like ''VideoGame/SonicTheHedgehog1'', ''VideoGame/EccoTheDolphin'', and ''VideoGame/YoshisIsland'' were shining examples of SugarWiki/AwesomeArt with their well-drawn sprites and detailed environments. The releases of ''VideoGame/MortalKombat1992'' and ''VideoGame/DonkeyKongCountry1'' sparked a craze in DigitizedSprites on consoles, with notable games following suit including ''VideoGame/{{Vectorman}}'' and ''VideoGame/SuperMarioRPG''. The era also produced early experiments with UsefulNotes/PolygonalGraphics on home consoles, most notably ''VideoGame/StarFox'' ''VideoGame/StarFox1'' but also including arcade ports.

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