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In the history of computer and video games, the fourth generation (more commonly referred to as the 16 bit era) began on October 30, 1987 with the Japanese release of Nippon Electric Company's (NEC) PC Engine (known as the TurboGrafx-16 in North America). Although NEC released the first fourth generation console, this era was dominated by the rivalry between Nintendo and Sega's consoles; the Super Nintendo Entertainment System (the Super Famicom in Japan) and the Sega Mega Drive (named the Sega Genesis in North America due to trademark issues). Nintendo was able to capitalize on its previous success in the third generation and won a dominant market share in the fourth generation as well. Sega was also successful in this generation and began a new franchise, Sonic the Hedgehog, to compete with Nintendo's Mario series of games. Several other companies released consoles in this generation, but, with the exception of the Neo Geo, none of them were widely successful. Nevertheless, several other companies started to take notice of the maturing video game industry and began making plans to release consoles of their own in the future.
Home systemsLaunchesThe PC Engine, the result of a collaboration between Hudson Soft and NEC, was launched in Japan on October 30, 1987 and was followed by the Sega Mega Drive on October 29 ,1988. Both consoles were launched in North America during August 1989 (the PC Engine was released in North America as the TurboGrafx-16, and the Mega Drive as the Sega Genesis) and the Mega Drive was launched in Europe and Australia on November 30, 1990. As the market quickly transitioned to the newer hardware, Nintendo saw the erosion of the commanding market share it had built up with the Famicom (called Nintendo Entertainment System in North America) and responded with its own fourth generation machine, the Super Famicom on November 21, 1990. The machine reached North America on the 1st of September, 1991 and in Europe and Australia in April, 1992. Although initially popular in Japan, the PC Engine failed to maintain its sales momentum or to make a strong impact in North America, where it was unavailable by 1994.[citation needed] As a result the market was largely divided between Sega and Nintendo, who acted as direct competitors. MarketingNECInitially, the PC-Engine was quite successful in Japan, partly due to titles available on the then-new CD-ROM format. NEC released a CD add-on in 1990 and by 1992 had released a combination TurboGrafx and CD-ROM system known as the Turbo Duo. In the USA, NEC used Bonk, a head-banging caveman, as their mascot and featured him in most of the TurboGrafx advertising from 1990 to 1994. The platform was well received initially, especially in larger markets, but failed to make inroads into the smaller metropolitan areas where NEC did not have as many store representatives or as focused in-store promotion. The TurboGrafx-16 and its CD combination system, the Turbo Duo, ceased manufacturing in North America by 1994, though a small amount of software continued to trickle out for the platform. NEC released the 32-bit PC-FX console the same year in Japan. Plans were underway for a North American release of the PC-FX, but an already flooded market of platforms, including the more powerful 3DO and Atari Jaguar systems, caused TTI, who by then had the US rights to the TurboGrafx platform, to halt its North American release plans. In Japan, a number of more adult titles were also available for the PC-Engine, such as a variety of strip mahjong games (such as the Super Real Mahjong series), which set it apart from its competitors. SegaBeginning in 1991, Sega built their marketing campaign in all regions around their mascot Sonic the Hedgehog, pushing him as the "cooler" alternative to Nintendo's mascot Mario and using his games as demonstrations of the technical capabilities of the system. In the USA, their advertising was often directly adversarial, leading to commercials such as "Genesis does what Nintendon't" and the "'SEGA!' scream". When the arcade game Mortal Kombat was ported for home release on the Mega Drive/Genesis and Super Nintendo Entertainment System, Nintendo decided to censor the game's gore, but Sega kept the content in the game, hoping to position their console as the more "mature" product. Sega's gamble paid off, and its version of Mortal Kombat received generally higher and more favorable reviews in the gaming press. As a result of this, Nintendo reconsidered its position, and when Mortal Kombat II was ported to the SNES, all of the violence was intact. NintendoDespite stiffer competition from Sega's Mega Drive console, Nintendo nevertheless remained the industry's leader and by the end of the fourth generation, the SNES was the clear winner in terms of both hardware and software sales.[citation needed] Nintendo's market position was defined by their machine's increased video and sound capabilities, as well as Sega's early falling out of the 16-bit market in favor of their next generation machine, the Sega Saturn. Rise of franchisesWhile many of them originated in the 8-bit era, many of the major franchise titles came of age and solidified their grip on the market in the 16-bit era. Metroid, Zelda, Star Fox, Kirby, Dragon Quest, Final Fantasy, Seiken Densetsu (Secret of Mana), Sonic the Hedgehog, Donkey Kong, Street Fighter, Mortal Kombat, Mega Man X, and many others had either their first releases or some of their most popular titles during the 16-bit era. Sonic the Hedgehog was Sega's bid to compete head-to head with Nintendo's Mario franchise. Sega came up with the idea of a character that they hoped would surpass Mario in many ways and the character ended up being Sonic the Hedgehog. Debuting in 1991, Sega's marketing of the Sonic franchise was key to Sega's success in the video game market during the early years of this generation. Seeking to follow the example of the above titles, several more franchises were born during this era, many of which have not survived to the present day. While game sequels were far from uncommon during the 8-bit era and even before, it was at this time that the potential for continuing series games was realized. Add-onsNintendo, NEC and Sega also competed with hardware peripherals for their consoles in this generation. NEC was the first with the release of the TurboGrafx CD system in 1990. Retailing for $499.99 at release, the CD add-on was not a popular purchase, but was largely responsible for the platform's success in Japan. Sega made two attempts: the Sega Mega-CD (renamed Sega-CD in North America) and the Sega 32X, neither of which were very successful[citation needed]. The Sega CD was plagued by a high price tag ($300 at its release) and a limited library of games. The 32X faced a number of problems, primarily technical and commercial: the peripheral would occasionally not work with some consoles, and some retailers were not able to meet the initial demand for the add-on, leading to shortages[citation needed]. A unique add-on for the Sega console was Sega Channel. Sega Channel was a subscription based service hosted by local television providers. It required hardware that plugged into a cable line and the Sega. Nintendo made an attempt with their successful Satellaview and Super Game Boy. The former was a satellite service released only on the Japanese market and the latter an adapter for the Super Nintendo that allowed Game Boy games to be displayed on a TV in color. Interestingly, Nintendo, working along with Sony, also had plans to create a CD-ROM drive for the Super NES, similar to the Sega CD, but eventually decided not to go through with that project, opting to team up with Philips in the development of the add-on instead. Sony decided to go ahead with the CD-ROM development and used the name "PlayStation" for their own stand-alone CD-based console, overseen by former SNES sound-chip engineer, Ken Kutaragi. The PlayStation went on to badly hurt CD-i sales, and Philips dropped the product line in 1998. Gallery of add-onsEuropean and Australian importingThe fourth generation was also the era when the act of buying imported US games became more established in Europe, and regular stores began to carry them. This was especially popular with SNES games, due to several reasons, including the fact that the PAL region has a refresh rate of 50Hz (compared with 60 Hz for NTSC) and a vertical resolution of 625 interlaced lines (576 effective), compared with 525/480 for NTSC. Popular US games imported at this time included Final Fantasy II (known in Japan as Final Fantasy IV), Final Fantasy III (known in Japan as Final Fantasy VI), Secret of Mana, Street Fighter II, Chrono Trigger, and Super Mario RPG. Comparison
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This article is from Wikipedia. All text is available under the terms of the GNU Free Documentation License.
Mercedes Car
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