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Meanwhile, back in Japan, Creator/{{Sega}} had tried challenging Nintendo's hold over the console market with their own gaming console. The first of these was the SG-1000, which had been released on the very same day as the Famicom, but failed to make a big impact. A year later, in July 1984, Sega put out an upgraded version of the console, called the SG-1000 II. But thing first truly got interesting when the third iteration of the console, the Sega Mark III, which would be redesigned and branded as the UsefulNotes/SegaMasterSystem for the Western market, was released in October 1985. The Mark III/Master System was technically more graphically powerful than the NES, but due to Nintendo's rather iron-fisted licensing policy on the domestic market, namely that they required that games for the Famicom would not be ported to other consoles, Sega faced an uphill battle from the start, despite their advantage. Inspired by Nintendo's success in the North American market, they also took the Master System to that region in September 1986, and even made an attempt at countering the popularity of Nintendo's Mario with their own mascot, ''VideoGame/AlexKidd'', thereby firing the first serious shot in the console wars between the two Japanese companies over the Western marked, that would really heat up throughout the later 1980s.

to:

Meanwhile, back in Japan, Creator/{{Sega}} had tried challenging Nintendo's hold over the console market with their own gaming console. The first of these was the SG-1000, which had been released on the very same day as the Famicom, but failed to make a big impact. A year later, in July 1984, Sega put out an upgraded version of the console, called the SG-1000 II. But thing first truly got interesting when the third iteration of the console, the Sega Mark III, which would be redesigned and branded as the UsefulNotes/SegaMasterSystem for the Western market, was released in October 1985. The Mark III/Master System was technically more graphically powerful than the NES, but due to Nintendo's rather iron-fisted licensing policy on the domestic market, namely that they required that games for the Famicom would not be ported to other consoles, Sega faced an uphill battle from the start, despite their technological advantage. Inspired by Nintendo's success in the North American market, they also took the Master System to that region in September 1986, and even made an attempt at countering the popularity of Nintendo's Mario with their own mascot, ''VideoGame/AlexKidd'', thereby firing the first serious shot in the console wars between the two Japanese companies over the Western marked, that would really heat up throughout the later 1980s.
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Though the 7800 did end up selling fairly well, in spite of everything, it still ultimately failed to really drag Atari out of the hole it had ended up in due to the crash. Under Jack Tarimel's leadership for the next years, a crippled Atari struggled on, to decisively mixed success, only manging to make some sporadic and limited headway on the home computer and handheld market. When it came to the console market, it would take almost a decade for Atari to actually throw in the towel, and while it would make a couple of attempts at a comeback, it would never be a truly serious competitor on that front again. In fact, it would be almost one-and-half decades before a Western-based company would enter that market as a truly significant player.

to:

Though the 7800 did end up selling fairly well, in spite of everything, it still ultimately failed to really drag Atari out of the hole it had ended up in due to the crash. Under Jack Tarimel's Tramiel's leadership for the next years, a crippled Atari struggled on, to decisively mixed success, only manging managing to make some sporadic and limited headway on the home computer and handheld market.markets. When it came to the console market, it would take almost a decade for Atari to actually throw in the towel, and while it would make a couple of attempts at a comeback, it would never be a truly serious competitor on that front again. In fact, it would be almost one-and-half decades more than a decade before a Western-based company would enter that market [[UsefulNotes/{{Xbox}} as a truly significant player.
player]].



Near the end of the 8-bit era, instead of most of the plot being described in the manual, games increasingly began experimenting with explaining the plot in-game. They already did this somewhat at the beginning, but it was often just a simple dialogue, then you were off on your adventure! Basic NarrativeDevices such as {{chase scene}}s and [[Main/EndingTropes different endings]] were starting to take root in the industry. However, because of the limited hardware at the time, full cinematics couldn't be taken advantage of ''just yet''...

to:

Near the end of the 8-bit era, instead of most of the plot being described in the manual, games increasingly began experimenting with explaining the plot in-game. They already did this somewhat at the beginning, but it was often just a simple dialogue, then you were off on your adventure! Basic NarrativeDevices such as {{chase scene}}s and [[Main/EndingTropes [[EndingTropes different endings]] were starting to take root in the industry. However, because of the limited hardware at the time, full cinematics couldn't be taken advantage of ''just yet''...
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Meanwhile, back in Japan, Creator/{{Sega}} had tried challenging Nintendo hold over the console market with their own gaming console. The first of these was the SG-1000, which had been released on the very same day as the Famicom, but failed to make a big impact. A year later, in July 1984, Sega put out an upgraded version of the console, called the SG-1000 II. But thing first truly got interesting when the third iteration of the console, the Sega Mark III, which would be redesigned and branded as the UsefulNotes/SegaMasterSystem for the Western market, was released in October 1985. The Mark III/Master System was technically more graphically powerful than the NES, but due to Nintendo's rather iron-fisted licensing policy on the domestic market, namely that they required that games for the Famicom would not be ported to other consoles, Sega faced an uphill battle from the start, despite their advantage. Inspired by Nintendo's success in the North American market, they also took the Master System to that region in September 1986, and even made an attempt at countering the popularity of Nintendo's Mario with their own mascot, ''VideoGame/AlexKidd'', thereby firing the first serious shot in the console wars between the two Japanese companies over the Western marked, that would really heat up throughout the later 1980s.

to:

Meanwhile, back in Japan, Creator/{{Sega}} had tried challenging Nintendo Nintendo's hold over the console market with their own gaming console. The first of these was the SG-1000, which had been released on the very same day as the Famicom, but failed to make a big impact. A year later, in July 1984, Sega put out an upgraded version of the console, called the SG-1000 II. But thing first truly got interesting when the third iteration of the console, the Sega Mark III, which would be redesigned and branded as the UsefulNotes/SegaMasterSystem for the Western market, was released in October 1985. The Mark III/Master System was technically more graphically powerful than the NES, but due to Nintendo's rather iron-fisted licensing policy on the domestic market, namely that they required that games for the Famicom would not be ported to other consoles, Sega faced an uphill battle from the start, despite their advantage. Inspired by Nintendo's success in the North American market, they also took the Master System to that region in September 1986, and even made an attempt at countering the popularity of Nintendo's Mario with their own mascot, ''VideoGame/AlexKidd'', thereby firing the first serious shot in the console wars between the two Japanese companies over the Western marked, that would really heat up throughout the later 1980s.
Is there an issue? Send a MessageReason:
None


Meanwhile, Back in Japan, Creator/{{Sega}} had tried challenging Nintendo with their own gaming console. The first of these was the SG-1000, which had been released on the very same day as the Famicom, but failed to make a big impact. A year later, in July 1984, Sega put out an upgraded version of the console, called the SG-1000 II. But thing first truly got interesting when the third iteration of the console, the Sega Mark III, which would be redesigned and branded as the UsefulNotes/SegaMasterSystem for the Western market, was released in October 1985. The Master System was technically more graphically powerful than the NES, but due to Nintendo's rather iron-fisted licensing policy on the domestic market, namely that they required that games for the Famicom not to be published on other consoles, Sega faced an uphill battle from the start, despite their advantage. Inspired by Nintendo's success in the North American market, they also took the Master System to that region in September 1986, and even made an attempt at countering the popularity of Nintendo's Mario with their own mascot, ''VideoGame/AlexKidd'', thereby firing the first serious shot in the console wars between the two Japanese companies over the Western marked, that would really heat up throughout the later 1980s.

to:

Meanwhile, Back back in Japan, Creator/{{Sega}} had tried challenging Nintendo hold over the console market with their own gaming console. The first of these was the SG-1000, which had been released on the very same day as the Famicom, but failed to make a big impact. A year later, in July 1984, Sega put out an upgraded version of the console, called the SG-1000 II. But thing first truly got interesting when the third iteration of the console, the Sega Mark III, which would be redesigned and branded as the UsefulNotes/SegaMasterSystem for the Western market, was released in October 1985. The Master Mark III/Master System was technically more graphically powerful than the NES, but due to Nintendo's rather iron-fisted licensing policy on the domestic market, namely that they required that games for the Famicom would not be ported to be published on other consoles, Sega faced an uphill battle from the start, despite their advantage. Inspired by Nintendo's success in the North American market, they also took the Master System to that region in September 1986, and even made an attempt at countering the popularity of Nintendo's Mario with their own mascot, ''VideoGame/AlexKidd'', thereby firing the first serious shot in the console wars between the two Japanese companies over the Western marked, that would really heat up throughout the later 1980s.
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Ultimately, neither the Master System nor the 7800 achieved the worldwide success of the NES. But the Master System did [[GermansLoveDavidHasselhoff achieve success in South America and some parts of Europe]], even managing to out-sell the NES in those areas, which attracted strong support for the console from smaller, local developers. Nintendo did, in fact, not officially enter the Brazilian market until 1993, by which point they were unable to get any ground to challenge the Master System's dominance.

to:

Ultimately, neither the Master System nor the 7800 achieved the worldwide success of the NES. But the Master System did [[GermansLoveDavidHasselhoff achieve success in South America and some parts of Europe]], even managing to out-sell the NES in those areas, which attracted strong support for the console from smaller, local developers. Nintendo did, in fact, not officially enter the Brazilian market until 1993, by which point they were unable to get any ground to challenge the Master System's dominance.
dominance (although the burgeoning specialized media of the time did help the SNES gain a foothold later).
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Correcting a few typos. Also, Sonic wouldn't enter the scene until the 16-bit era.


Boosted by their domestic success, Nintendo also started eyeing the North American market, and during the summer of 1983, they entered into talks with Creator/{{Atari}} to distribute an American version of the Famicom, branded the Nintendo Advanced Video Gaming System. The deal ultimately fell through due to various factors, most importantly the firing of Atari's then-CEO Ray Kassar in July that year. Of course, Atari it would itself go down for the count when the crash happened some months later, so the North American market certainly seemed more like a wide open opportunity than ever to Nintendo. But exactly because of the crash, there was still lingering backlash against video games. The popular opinion in the States was that video games had merely been a fad that was in the process of quietly fading away, so coming in from the outside with a new console was certainly going to be a though sell. Nintendo was not entirely discouraged by this, and in early 1985, they announced their plans to introduce their American version of the Famicom, now labelled the Advanced Video Entertainment System (AVS), to a skeptical reception by the local electronics press.

The reaction told Nintendo that they had to do something more to get past the consumer skeptism, and so they redesigned the console to closely resemble and operate like an VCR machine, and disguised it as a toy using the peripheral called the Famicom Robot, which would later be released worldwide as R.O.B. (''VideoGame/RoboticOperatingBuddy''). R.O.B. would be the sales pitch; being a cool, marketable eyecatcher for the system, that would convince the hesitant toy companies to sell the console (while the consumers would hopefully notice that only two games were actually made for R.O.B., and there just so happened to be quite a few ''other'' games that could be played on the same system they had just bought). They also settled on a final name for the console, to emphasize the idea that it was more a general toy than a video game machine, the UsefulNotes/NintendoEntertainmentSystem. While the peripheral itself was not well-received, they did succeed in getting the console to the market, and after a limited test release in October 1985, the full-on North American launched happened in February 1986.

to:

Boosted by their domestic success, Nintendo also started eyeing the North American market, and during the summer of 1983, they entered into talks with Creator/{{Atari}} to distribute an American version of the Famicom, branded the Nintendo Advanced Video Gaming System. The deal ultimately fell through due to various factors, most importantly the firing of Atari's then-CEO Ray Kassar in July that year. Of course, Atari it would itself go down for the count when the crash happened some months later, so the North American market certainly seemed more like a wide open opportunity than ever to Nintendo. But exactly because of the crash, there was still lingering backlash against video games. The popular opinion in the States was that video games had merely been a fad that was in the process of quietly fading away, so coming in from the outside with a new console was certainly going to be a though tough sell. Nintendo was not entirely discouraged by this, and in early 1985, they announced their plans to introduce their American version of the Famicom, now labelled the Advanced Video Entertainment System (AVS), to a skeptical reception by the local electronics press.

The reaction told Nintendo that they had to do something more to get past the consumer skeptism, skepticism, and so they redesigned the console to closely resemble and operate like an a VCR machine, and disguised it as a toy using the peripheral called the Famicom Robot, which would later be released worldwide as R.O.B. (''VideoGame/RoboticOperatingBuddy''). R.O.B. would be the sales pitch; being a cool, marketable eyecatcher for the system, that would convince the hesitant toy companies to sell the console (while the consumers would hopefully notice that only two games were actually made for R.O.B., and there just so happened to be quite a few ''other'' games that could be played on the same system they had just bought). They also settled on a final name for the console, to emphasize the idea that it was more a general toy than a video game machine, the UsefulNotes/NintendoEntertainmentSystem. While the peripheral itself was not well-received, they did succeed in getting the console to the market, and after a limited test release in October 1985, the full-on North American launched happened in February 1986.



Many of the most commercially successful video game franchises of all time debuted as part of this era, with recognizable names like ''[[Franchise/SuperMarioBros Mario]]'', ''Franchise/FinalFantasy'', ''Franchise/MegaMan'', and ''Franchise/SonicTheHedgehog'' among them.

to:

Many of the most commercially successful video game franchises of all time debuted as part of this era, with recognizable names like ''[[Franchise/SuperMarioBros Mario]]'', ''Franchise/FinalFantasy'', ''Franchise/MegaMan'', and ''Franchise/SonicTheHedgehog'' ''Franchise/TheLegendOfZelda'' among them.
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Typo fixes


What would be the KillerApp for the NES, however, was ''VideoGame/SuperMarioBros1''. The project, headed by soon-to-be legendary game designer, Creator/ShigeruMiyamoto, was meant to push the Famicom, which in Japan was on the cusp of recieving a serious upgrade in form of the Famicom Disk System, to its limits, and Miyamoto and his team put all their previous experience with developing for the console into achieving this task, and it would show, with the finished product proving to be revolutionary. ''Super Mario Bros.'' was released in late 1985, and was by all means a GenreTurningPoint that would set the gold standard for {{Platform Game}}s for years to come. On the Western market, it can be credited with reestablishing video games as an acceptable form of entertainment to a new generation. Nintendo would follow this success up with several other games that would come to define home console games from thereon and forward; mainly through the release of Miyamoto-headed fantasy game ''VideoGame/{{The Legend of Zelda|I}}'', which would come to define much of the ActionAdventure genre, in 1986. Late that same year, Nintendo also release the sci-fi game ''VideoGame/{{Metroid|1}}'', which, along with Creator/{{Konami}}'s ''VideoGame/{{Castlevania|I}}'', would lay the groundwork for the {{Metroidvania}} genre.

to:

What would be the KillerApp for the NES, however, was ''VideoGame/SuperMarioBros1''. The project, headed by soon-to-be legendary game designer, Creator/ShigeruMiyamoto, was meant to push the Famicom, which in Japan was on the cusp of recieving a serious upgrade in form of the Famicom Disk System, to its limits, and Miyamoto and his team put all their previous experience with developing for the console into achieving this task, and it would show, with the finished product proving to be revolutionary. ''Super Mario Bros.'' was released in late 1985, and was by all means a GenreTurningPoint that would set the gold standard for {{Platform Game}}s for years to come. On the Western market, it can be credited with reestablishing video games as an acceptable form of entertainment to a new generation. Nintendo would follow this success up with several other games that would come to define home console games from thereon and forward; mainly through the release of Miyamoto-headed fantasy game ''VideoGame/{{The Legend of Zelda|I}}'', which would come to define much of the ActionAdventure genre, in 1986. Late that same year, Nintendo also release released the sci-fi game ''VideoGame/{{Metroid|1}}'', which, along with Creator/{{Konami}}'s ''VideoGame/{{Castlevania|I}}'', would lay the groundwork for the {{Metroidvania}} genre.



Instead, the next generation would mainly be a battle between the incoming Japanese companies who had used the crash to enter, and ultimately dominate the Western marked. Interestingly, what would truly kick off this next era was Sega making a serious play for control on both the domestic and Western market against Nintendo...

to:

Instead, the next generation would mainly be a battle between the incoming Japanese companies who had used the crash to enter, and ultimately dominate the Western marked.market. Interestingly, what would truly kick off this next era was Sega making a serious play for control on both the domestic and Western market against Nintendo...
Is there an issue? Send a MessageReason:
None


As for what would come to define the coming war in Nintendo and Sega's home court of Japan, though, it would be more fitting to point to the first ''VideoGame/{{Dragon Quest|I}}'', released in 1986, and the first ''VideoGame/{{Phantasy Star|I}}'', released in 1987, which would respectively come to form the centers of the two companies' rivalry when it came to the JRPG genre, which was just emerging in the late 1980s, and would truly come to fruition and seriously drive the Japanese market throughout much of the early- to mid-1990s. It was also in this department that ''VideoGame/{{Final Fantasy|I}}'', a project by the little known developer [=SquareSoft=], would make its first appearance in 1987...

to:

As for what would come to define the coming war in Nintendo and Sega's home court of Japan, though, it would be more fitting to point to the first ''VideoGame/{{Dragon Quest|I}}'', released in 1986, and the first ''VideoGame/{{Phantasy Star|I}}'', released in 1987, which would respectively come to form the centers of the two companies' rivalry when it came to the JRPG genre, which was just emerging in the late 1980s, and and, though the genre would see some degree of popularity on the Western market, it would truly come to fruition and seriously drive the Japanese market throughout much of the early- to mid-1990s. It was also in this department that ''VideoGame/{{Final Fantasy|I}}'', a project by the little known developer [=SquareSoft=], would make its first appearance in 1987...
Is there an issue? Send a MessageReason:
None


Though the 7800 did end up selling fairly well, in spite of everything, it still ultimately failed to really drag Atari out of the hole it had ended up in due to the crash. Under Jack Tarimel's leadership for the next years, a crippled Atari struggled on, to decisively mixed success, only manging to make some sporadic and limited headway on the home computer and handheld market. When it came to the console market, it would take almost a decade for Atari to actually throw in the towel, and it while would even make a couple of attempts at a comeback, it would never be a truly serious competitor on that front again. In fact, it would be almost one-and-half decades before a Western-based company would enter that market as a truly significant player.

to:

Though the 7800 did end up selling fairly well, in spite of everything, it still ultimately failed to really drag Atari out of the hole it had ended up in due to the crash. Under Jack Tarimel's leadership for the next years, a crippled Atari struggled on, to decisively mixed success, only manging to make some sporadic and limited headway on the home computer and handheld market. When it came to the console market, it would take almost a decade for Atari to actually throw in the towel, and it while it would even make a couple of attempts at a comeback, it would never be a truly serious competitor on that front again. In fact, it would be almost one-and-half decades before a Western-based company would enter that market as a truly significant player.
Is there an issue? Send a MessageReason:
None


As for what would come to define the coming war in Nintendo and Sega's home court of Japan, though, it would be more fitting to point to the first ''VideoGame/{{Dragon Quest|I}}'', released in 1986, and the first ''VideoGame/{{Phantasy Star|I}}'', released in 1987, which would respectively come to form the centers of the two companies' rivalry when it came to the JRPG genre, which was just emerging in the late 1980s, and would truly come to fruition and seriously drive the Japanese market throughout much of the early- to mid-1990s. It was also in this department that ''VideoGame/{{Final Fantasy|I}}'', a project by the little known developer [=SquareSoft=], would also make its first appearance in 1987...

to:

As for what would come to define the coming war in Nintendo and Sega's home court of Japan, though, it would be more fitting to point to the first ''VideoGame/{{Dragon Quest|I}}'', released in 1986, and the first ''VideoGame/{{Phantasy Star|I}}'', released in 1987, which would respectively come to form the centers of the two companies' rivalry when it came to the JRPG genre, which was just emerging in the late 1980s, and would truly come to fruition and seriously drive the Japanese market throughout much of the early- to mid-1990s. It was also in this department that ''VideoGame/{{Final Fantasy|I}}'', a project by the little known developer [=SquareSoft=], would also make its first appearance in 1987...
Is there an issue? Send a MessageReason:
None


As for what would come to define the coming war on Nintendo and Sega's home court, though, it would be more fitting to point to the first ''VideoGame/{{Dragon Quest|I}}'', released in 1986, and the first ''VideoGame/{{Phantasy Star|I}}'', released in 1987, which would respectively come to form the centers of the two companies' rivalry when it come the JRPG genre, which would seriously come to drive the Japanese market throughout much of the early- to mid-90s. It was also in this department that ''VideoGame/{{Final Fantasy|I}}'', a project by the little known developer [=SquareSoft=], would also make its first appearence...

to:

As for what would come to define the coming war on in Nintendo and Sega's home court, court of Japan, though, it would be more fitting to point to the first ''VideoGame/{{Dragon Quest|I}}'', released in 1986, and the first ''VideoGame/{{Phantasy Star|I}}'', released in 1987, which would respectively come to form the centers of the two companies' rivalry when it come came to the JRPG genre, which was just emerging in the late 1980s, and would truly come to fruition and seriously come to drive the Japanese market throughout much of the early- to mid-90s. mid-1990s. It was also in this department that ''VideoGame/{{Final Fantasy|I}}'', a project by the little known developer [=SquareSoft=], would also make its first appearence...
appearance in 1987...
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And another thing...

Added DiffLines:

As for what would come to define the coming war on Nintendo and Sega's home court, though, it would be more fitting to point to the first ''VideoGame/{{Dragon Quest|I}}'', released in 1986, and the first ''VideoGame/{{Phantasy Star|I}}'', released in 1987, which would respectively come to form the centers of the two companies' rivalry when it come the JRPG genre, which would seriously come to drive the Japanese market throughout much of the early- to mid-90s. It was also in this department that ''VideoGame/{{Final Fantasy|I}}'', a project by the little known developer [=SquareSoft=], would also make its first appearence...
Is there an issue? Send a MessageReason:
None


What would be the KillerApp for the NES, however, was ''VideoGame/SuperMarioBros1''. The project, headed by soon-to-be legendary game designer, Creator/ShigeruMiyamoto, was meant to push the Famicom, which in Japan was on the cusp of recieving a serious upgrade in form of the Famicom Disk System, to its limits, and Miyamoto and his team put all their previous experience with developing for the console into achieving this task, and it would show, with the finished product proving to be revolutionary. ''Super Mario Bros.'' was released in late 1985, and was by all means a GenreTurningPoint that would set the gold standard for {{Platform Game}}s for years to come. On the Western market, it can be credited with reestablishing video games as an acceptable form of entertainment to a new generation. Nintendo would follow this success up with several other games that would come to define home console games from thereon and forward, releasing the Miyamoto-headed fantasy game ''VideoGame/{{The Legend of Zelda|I}}'', which would come to define much of the ActionAdventure genre, in 1986. Late that same year, Nintendo also release the sci-fi game ''VideoGame/{{Metroid|1}}'', which, along with Creator/{{Konami}}'s ''VideoGame/{{Castlevania|I}}'', would lay the groundwork for the {{Metroidvania}} genre.

to:

What would be the KillerApp for the NES, however, was ''VideoGame/SuperMarioBros1''. The project, headed by soon-to-be legendary game designer, Creator/ShigeruMiyamoto, was meant to push the Famicom, which in Japan was on the cusp of recieving a serious upgrade in form of the Famicom Disk System, to its limits, and Miyamoto and his team put all their previous experience with developing for the console into achieving this task, and it would show, with the finished product proving to be revolutionary. ''Super Mario Bros.'' was released in late 1985, and was by all means a GenreTurningPoint that would set the gold standard for {{Platform Game}}s for years to come. On the Western market, it can be credited with reestablishing video games as an acceptable form of entertainment to a new generation. Nintendo would follow this success up with several other games that would come to define home console games from thereon and forward, releasing forward; mainly through the release of Miyamoto-headed fantasy game ''VideoGame/{{The Legend of Zelda|I}}'', which would come to define much of the ActionAdventure genre, in 1986. Late that same year, Nintendo also release the sci-fi game ''VideoGame/{{Metroid|1}}'', which, along with Creator/{{Konami}}'s ''VideoGame/{{Castlevania|I}}'', would lay the groundwork for the {{Metroidvania}} genre.
Is there an issue? Send a MessageReason:
None


What would be the KillerApp for the NES, however, was ''VideoGame/SuperMarioBros1''. The project, headed by soon-to-be legendary game designer, Creator/ShigeruMiyamoto, was meant to push the Famicom, which in Japan was on the cusp of recieving a serious upgrade in form of the Famicom Disk System, to its limits, and Miyamoto and his team put all their previous experience with developing for the console into achieving this task, and it would show, with the finished product proving to be revolutionary. ''Super Mario Bros.'' was released in late 1985, and was by all means a GenreTurningPoint that would set the gold standard for {{Platform Game}}s for years to come. On the Western market, it can be credited with reestablishing video games as an acceptable form of entertainment to a new generation. Nintendo would follow this success up with several other games that would come to define home console games from thereon and forward, releasing the Miyamoto-headed fantasy game ''VideoGame/The Legend of Zelda|I}}'', which would come to define much of the ActionAdventure genre, in 1986. Late that same year, Nintendo also release the sci-fi game ''VideoGame/{{Metroid|1}}'', which, along with Creator/{{Konami}}'s ''VideoGame/{{Castlevania|I}}'', would lay the groundwork for the {{Metroidvania}} genre.

to:

What would be the KillerApp for the NES, however, was ''VideoGame/SuperMarioBros1''. The project, headed by soon-to-be legendary game designer, Creator/ShigeruMiyamoto, was meant to push the Famicom, which in Japan was on the cusp of recieving a serious upgrade in form of the Famicom Disk System, to its limits, and Miyamoto and his team put all their previous experience with developing for the console into achieving this task, and it would show, with the finished product proving to be revolutionary. ''Super Mario Bros.'' was released in late 1985, and was by all means a GenreTurningPoint that would set the gold standard for {{Platform Game}}s for years to come. On the Western market, it can be credited with reestablishing video games as an acceptable form of entertainment to a new generation. Nintendo would follow this success up with several other games that would come to define home console games from thereon and forward, releasing the Miyamoto-headed fantasy game ''VideoGame/The ''VideoGame/{{The Legend of Zelda|I}}'', which would come to define much of the ActionAdventure genre, in 1986. Late that same year, Nintendo also release the sci-fi game ''VideoGame/{{Metroid|1}}'', which, along with Creator/{{Konami}}'s ''VideoGame/{{Castlevania|I}}'', would lay the groundwork for the {{Metroidvania}} genre.
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What would be the KillerApp for the NES, however, was ''VideoGame/SuperMarioBros1''. The project, headed by soon-to-be legendary game designer, Creator/ShigeruMiyamoto, was meant to push the Famicom, which in Japan was on the cusp of recieving a serious upgrade in form of the Famicom Disk System, to its limits, and Miyamoto and his team put all their previous experience with developing for the console into achieving this task, and it would show, with the finished product proving to be revolutionary. ''Super Mario Bros.'' was released in late 1985, and was by all means a GenreTurningPoint that would set the gold standard for {{Platform Game}}s for years to come. On the Western market, it can be credited with reestablishing video games as an acceptable form of entertainment to a new generation. Nintendo would follow this success up with several other games that would come to define home console games from thereon and forward, releasing the Miyamoto-headed fantasy game ''VideoGame/The Legend of Zelda|I}}'', which would come to define much of the ActionAdventure genre, in 1986. Late that same year, Nintendo also release the sci-fi game ''VideoGame/{{Metroid|1}}'', which, along with Creator/{{Konami}}'s VideoGame/''{{Castlevania|I}}'', would lay the groundwork for the {{Metroidvania}} genre.

to:

What would be the KillerApp for the NES, however, was ''VideoGame/SuperMarioBros1''. The project, headed by soon-to-be legendary game designer, Creator/ShigeruMiyamoto, was meant to push the Famicom, which in Japan was on the cusp of recieving a serious upgrade in form of the Famicom Disk System, to its limits, and Miyamoto and his team put all their previous experience with developing for the console into achieving this task, and it would show, with the finished product proving to be revolutionary. ''Super Mario Bros.'' was released in late 1985, and was by all means a GenreTurningPoint that would set the gold standard for {{Platform Game}}s for years to come. On the Western market, it can be credited with reestablishing video games as an acceptable form of entertainment to a new generation. Nintendo would follow this success up with several other games that would come to define home console games from thereon and forward, releasing the Miyamoto-headed fantasy game ''VideoGame/The Legend of Zelda|I}}'', which would come to define much of the ActionAdventure genre, in 1986. Late that same year, Nintendo also release the sci-fi game ''VideoGame/{{Metroid|1}}'', which, along with Creator/{{Konami}}'s VideoGame/''{{Castlevania|I}}'', ''VideoGame/{{Castlevania|I}}'', would lay the groundwork for the {{Metroidvania}} genre.

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Expanding. Hopefully, it is somewhat consistent.


Boosted by their domestic success, Nintendo also started eyeing the North American market, and during the summer of 1983, they entered into talks with Creator/{{Atari}} to distribute an American version of the Famicom, branded the Nintendo Advanced Video Gaming System. The deal ultimately fell through due to various factors, most importantly the firing of Atari's then-CEO Ray Kassar in July that year. Of course, Atari it would itself go down for the count when the crash happened some months later, so the North American market certainly seemed more like a wide open opportunity than ever to Nintendo. But exactly because of the crash, there was still lingering backlash against video games. The popular opinion in the States was that video games had merely been a fad that was in the process of quietly fading away, so coming in from the outside with a new console was certainly going to be a though sell. Nintendo was not entirely discouraged by this, and in early 1985, they announced their plans to introduce their American version of the Famicom, now labelled the Advanced Video Entertainment System (AVS), to a skeptical reception by the local electronics press.

The reaction told Nintendo that they had to do something more to get past the consumer skeptism, and so they redesigned the console to closely resemble and operate like an VCR machine, and disguised it as a toy using the peripheral called the Famicom Robot, which would later be released worldwide as R.O.B. (''VideoGame/RoboticOperatingBuddy''). They also settled on a final name for the console, to emphasize the idea that it was more a general toy than a video game machine, the UsefulNotes/NintendoEntertainmentSystem. While the peripheral itself was not well-received, they did succeed in getting the console to the market, and after a limited test release in October 1985, the full-on North American launched happened in February 1986. Once that was done, they released ''VideoGame/SuperMarioBros1'', reestablishing video games as an acceptable form of entertainment.

Meanwhile, Back in Japan, Creator/{{Sega}} had tried challenging Nintendo with their own gaming console. The first of these was the SG-1000, which had been released on the very same day as the Famicom, but failed to make a big impact. A year later, in July 1984, Sega put out an upgraded version of the console, called the SG-1000 II. But thing first truly got interesting when the third iteration of the console, the Sega Mark III, which would be redesigned and branded as the UsefulNotes/SegaMasterSystem for the Western market, was released in October 1985. The Master System was technically more powerful than the NES, but due to Nintendo's rather iron-fisted licensing policy on the domestic market, namely that they required that games for the Famicom not to be published on other consoles, Sega faced an uphill battle from the start. Inspired by Nintendo's success in the North American market, they also took the Master System to that region in September 1986.

Despite being severely hobbled by the crash, Atari also attempted their own entry into the 8-bit era with the UsefulNotes/Atari7800, first released in a limited capacity in North America in June 1984. However, as this was following the crash, Atari's Consumer Division was sold to the businessman Jack Tramiel the following month, which lead to payment negotiations with the designers of the console, the General Computer Corporation, getting caught up in deadlock for months on end, until a deal was finally struck in May 1985. As a result, Atari 7800 consoles languished on warehouse shelves, until the console was re-introduced in January 1986. This re-launch happened with relatively little fanfare, and many of the games and features that had been planned for the console had been quietly cancelled during its absence from the market. The 7800's rather shaky distribution story also led to a persistent myth that Tramiel had ordered the console mothballed in accordance with the popular perception of video games as a fad, and first re-released it after the breakthrough success of the NES.

Ultimately, neither the Master System nor the 7800 achieved the worldwide success of the NES. But the Master System did [[GermansLoveDavidHasselhoff achieve success in South America and some parts of Europe]], even managing to out-sell the NES in those areas, which attracted strong support for the console from smaller, local developers. Nintendo did, in fact, not officially enter the Brazilian market until 1993, by which point they were unable to get any ground to challenge the Master System's dominance.

Interestingly, what would truly kick off the next generation was Sega making a serious play for control on both the domestic and Western market against Nintendo...

This era introduced a revolutionary aspect of game design, the scroll. Throughout UsefulNotes/TheGoldenAgeOfVideoGames, games either only had a single screen or [[FlipScreenScrolling flip-screen]] gameplay, which created, respectively, a constraint in the size of a level and a disruption in the flow of the game. Scrolling graphics was a big leap in game design in that levels could now be much longer and flow a lot better than in the Golden Age.

to:

Boosted by their domestic success, Nintendo also started eyeing the North American market, and during the summer of 1983, they entered into talks with Creator/{{Atari}} to distribute an American version of the Famicom, branded the Nintendo Advanced Video Gaming System. The deal ultimately fell through due to various factors, most importantly the firing of Atari's Atari's then-CEO Ray Kassar in July that year. Of course, Atari it would itself go down for the count when the crash happened some months later, so the North American market certainly seemed more like a wide open opportunity than ever to Nintendo. But exactly because of the crash, there was still lingering backlash against video games. The popular opinion in the States was that video games had merely been a fad that was in the process of quietly fading away, so coming in from the outside with a new console was certainly going to be a though sell. Nintendo was not entirely discouraged by this, and in early 1985, they announced their plans to introduce their American version of the Famicom, now labelled the Advanced Video Entertainment System (AVS), to a skeptical reception by the local electronics press.

The reaction told Nintendo that they had to do something more to get past the consumer skeptism, and so they redesigned the console to closely resemble and operate like an VCR machine, and disguised it as a toy using the peripheral called the Famicom Robot, which would later be released worldwide as R.O.B. (''VideoGame/RoboticOperatingBuddy''). R.O.B. would be the sales pitch; being a cool, marketable eyecatcher for the system, that would convince the hesitant toy companies to sell the console (while the consumers would hopefully notice that only two games were actually made for R.O.B., and there just so happened to be quite a few ''other'' games that could be played on the same system they had just bought). They also settled on a final name for the console, to emphasize the idea that it was more a general toy than a video game machine, the UsefulNotes/NintendoEntertainmentSystem. While the peripheral itself was not well-received, they did succeed in getting the console to the market, and after a limited test release in October 1985, the full-on North American launched happened in February 1986. Once that 1986.

What would be the KillerApp for the NES, however,
was done, they ''VideoGame/SuperMarioBros1''. The project, headed by soon-to-be legendary game designer, Creator/ShigeruMiyamoto, was meant to push the Famicom, which in Japan was on the cusp of recieving a serious upgrade in form of the Famicom Disk System, to its limits, and Miyamoto and his team put all their previous experience with developing for the console into achieving this task, and it would show, with the finished product proving to be revolutionary. ''Super Mario Bros.'' was released ''VideoGame/SuperMarioBros1'', in late 1985, and was by all means a GenreTurningPoint that would set the gold standard for {{Platform Game}}s for years to come. On the Western market, it can be credited with reestablishing video games as an acceptable form of entertainment.

entertainment to a new generation. Nintendo would follow this success up with several other games that would come to define home console games from thereon and forward, releasing the Miyamoto-headed fantasy game ''VideoGame/The Legend of Zelda|I}}'', which would come to define much of the ActionAdventure genre, in 1986. Late that same year, Nintendo also release the sci-fi game ''VideoGame/{{Metroid|1}}'', which, along with Creator/{{Konami}}'s VideoGame/''{{Castlevania|I}}'', would lay the groundwork for the {{Metroidvania}} genre.

Meanwhile, Back in Japan, Creator/{{Sega}} had tried challenging Nintendo with their own gaming console. The first of these was the SG-1000, which had been released on the very same day as the Famicom, but failed to make a big impact. A year later, in July 1984, Sega put out an upgraded version of the console, called the SG-1000 II. But thing first truly got interesting when the third iteration of the console, the Sega Mark III, which would be redesigned and branded as the UsefulNotes/SegaMasterSystem for the Western market, was released in October 1985. The Master System was technically more graphically powerful than the NES, but due to Nintendo's rather iron-fisted licensing policy on the domestic market, namely that they required that games for the Famicom not to be published on other consoles, Sega faced an uphill battle from the start. start, despite their advantage. Inspired by Nintendo's success in the North American market, they also took the Master System to that region in September 1986.

Despite
1986, and even made an attempt at countering the popularity of Nintendo's Mario with their own mascot, ''VideoGame/AlexKidd'', thereby firing the first serious shot in the console wars between the two Japanese companies over the Western marked, that would really heat up throughout the later 1980s.

When it came to the domestic American market, Atari, despite
being severely hobbled by the crash, Atari also attempted made their own entry into the 8-bit era with the UsefulNotes/Atari7800, first released in a limited capacity in North America in June 1984. However, as this was following the crash, Atari's struggling Consumer Division was sold to the businessman Jack Tramiel the following month, which lead to payment negotiations with the designers of the console, the General Computer Corporation, getting caught up in deadlock for months on end, until a deal was finally struck in May 1985. As a result, Atari 7800 consoles languished on warehouse shelves, until the console was re-introduced in January 1986. This re-launch happened with relatively little fanfare, and many of the games and features that had been planned for the console had been quietly cancelled during its absence from the market. The 7800's rather shaky distribution story also led to a persistent myth that Tramiel had ordered the console mothballed in accordance with the popular perception of video games as a fad, and first re-released it after the breakthrough success of the NES.

Ultimately, neither the Master System nor the 7800 achieved the worldwide success of the NES. But the Master System did [[GermansLoveDavidHasselhoff achieve success in South America and some parts of Europe]], even managing to out-sell the NES in those areas, which attracted strong support for the console from smaller, local developers. Nintendo did, in fact, not officially enter the Brazilian market until 1993, by which point they were unable to get any ground to challenge the Master System's dominance.

dominance.

Though the 7800 did end up selling fairly well, in spite of everything, it still ultimately failed to really drag Atari out of the hole it had ended up in due to the crash. Under Jack Tarimel's leadership for the next years, a crippled Atari struggled on, to decisively mixed success, only manging to make some sporadic and limited headway on the home computer and handheld market. When it came to the console market, it would take almost a decade for Atari to actually throw in the towel, and it while would even make a couple of attempts at a comeback, it would never be a truly serious competitor on that front again. In fact, it would be almost one-and-half decades before a Western-based company would enter that market as a truly significant player.

Instead, the next generation would mainly be a battle between the incoming Japanese companies who had used the crash to enter, and ultimately dominate the Western marked.
Interestingly, what would truly kick off the this next generation era was Sega making a serious play for control on both the domestic and Western market against Nintendo...

This era As for this era, it introduced a revolutionary aspect of game design, the scroll. Throughout UsefulNotes/TheGoldenAgeOfVideoGames, games either only had a single screen or [[FlipScreenScrolling flip-screen]] gameplay, which created, respectively, a constraint in the size of a level and a disruption in the flow of the game. Scrolling graphics was a big leap in game design in that levels could now be much longer and flow a lot better than in the Golden Age.
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* ''VideoGame/HyperDyneSideArms''
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Interestingly, the next generation would be kicked off by Sega making a serious play for control on both the domestic and Western market against Nintendo...

to:

Interestingly, what would truly kick off the next generation would be kicked off by was Sega making a serious play for control on both the domestic and Western market against Nintendo...
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Interestingly, the next generation would be kicked off by Sega making a serious play for control on both the domestic and Western market against Nintendo...

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* ''VideoGame/{{Shinobi}}''

to:

* ''VideoGame/{{Shinobi}}'' [[/index]]''VideoGame/{{Shinobi}}''[[index]]
* ''VideoGame/Shinobi1987''
* ''VideoGame/ShadowDancer''
* ''The Cyber Shinobi''
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Atari also attempted their own entry into the 8-bit era, with the UsefulNotes/Atari7800, first released in a limited capacity in North America in June 1984. However, as this was following the crash, Atari's Consumer Division was sold to the businessman Jack Tramiel the following month, which lead to payment negotiations with the designers of the console, the General Computer Corporation, getting caught up in deadlock for months on end, until a deal was finally struck in May 1985. As a result, Atari 7800 consoles languished on warehouse shelves, until the console was re-introduced in January 1986. This re-launch happened with relatively little fanfare, and many of the games and features that had been planned for the console had been quietly cancelled during its absence from the market. The 7800's rather shaky distribution story also led to a persistent myth that Tramiel had ordered the console mothballed in accordance with the popular perception of video games as a fad, and first re-released it after the breakthrough success of the NES.

to:

Despite being severely hobbled by the crash, Atari also attempted their own entry into the 8-bit era, era with the UsefulNotes/Atari7800, first released in a limited capacity in North America in June 1984. However, as this was following the crash, Atari's Consumer Division was sold to the businessman Jack Tramiel the following month, which lead to payment negotiations with the designers of the console, the General Computer Corporation, getting caught up in deadlock for months on end, until a deal was finally struck in May 1985. As a result, Atari 7800 consoles languished on warehouse shelves, until the console was re-introduced in January 1986. This re-launch happened with relatively little fanfare, and many of the games and features that had been planned for the console had been quietly cancelled during its absence from the market. The 7800's rather shaky distribution story also led to a persistent myth that Tramiel had ordered the console mothballed in accordance with the popular perception of video games as a fad, and first re-released it after the breakthrough success of the NES.
Is there an issue? Send a MessageReason:
None


Meanwhile, Back in Japan, Creator/{{Sega}} had tried challenging Nintendo with their own gaming console. The first of these was the SG-1000, which had been released on the very same day as the Famicom, but failed to make a big impact. A year later, in July 1984, Sega put out an upgraded version of the console, called the SG-1000 II. But thing first truly got interesting when the third iteration of the console, the Sega Mark III, which would be redesigned and branded as the UsefulNotes/SegaMasterSystem for the Western market, was released in October 1985. The Master System was technically more powerful than the NES, but due to Nintendo's rather iron-fisted licensing policy on the domestic market, namely that they required that games for the Famicom not be published on other consoles, Sega faced an uphill battle from the start. Inspired by Nintendo's success in the North American market, they also took the Master System to that region in September 1986.

to:

Meanwhile, Back in Japan, Creator/{{Sega}} had tried challenging Nintendo with their own gaming console. The first of these was the SG-1000, which had been released on the very same day as the Famicom, but failed to make a big impact. A year later, in July 1984, Sega put out an upgraded version of the console, called the SG-1000 II. But thing first truly got interesting when the third iteration of the console, the Sega Mark III, which would be redesigned and branded as the UsefulNotes/SegaMasterSystem for the Western market, was released in October 1985. The Master System was technically more powerful than the NES, but due to Nintendo's rather iron-fisted licensing policy on the domestic market, namely that they required that games for the Famicom not to be published on other consoles, Sega faced an uphill battle from the start. Inspired by Nintendo's success in the North American market, they also took the Master System to that region in September 1986.
Is there an issue? Send a MessageReason:
None


Ultimately, neither the Master System nor the 7800 achieved the worldwide success of the NES (though the Master System did [[GermansLoveDavidHasselhoff achieve success in South America and some parts of Europe]]).

to:

Ultimately, neither the Master System nor the 7800 achieved the worldwide success of the NES (though NES. But the Master System did [[GermansLoveDavidHasselhoff achieve success in South America and some parts of Europe]]).
Europe]], even managing to out-sell the NES in those areas, which attracted strong support for the console from smaller, local developers. Nintendo did, in fact, not officially enter the Brazilian market until 1993, by which point they were unable to get any ground to challenge the Master System's dominance.

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