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    A video game console is an interactive entertainment computer. The term is used to distinguish a machine designed for consumers to buy and use solely for playing video games from a personal computer, which has many other functions, or arcade games, which are designed for businesses to buy and then charge others to play.


        Video game console
            Use of the term
            History
                First generation
                Second generation
                Video game crash of 1977
                Rebirth of the home console market
                Video game crash of 1983
                Third generation
                Fourth generation
                Fifth generation
                Sixth generation
                Seventh generation
            Bits
            Timeline
            Media
                Cartridges
                Cards
                Magnetic media
                Optical media
                Internet distribution
            See also
            Books

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    Use of the term




    The term "console" is used in the user manuals of several early video game systems. Its use, however, is not synonymous with "video game system" or the same as its modern usage. It refers to a specific part of the video game system. The Atari 2600, NES, and other consoles from those decades were called "video game systems" at the time.

    The first company to use the term "console" to officially refer to its video game system was Fairchild with the Channel F in 1976.


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    History


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    First generation


    Although the first computer games appeared in the 50s it was not until 1972 that Magnavox released the first home video game console, the Magnavox Odyssey. The Odyssey was initially only moderately successful, and it was not until Atari's arcade game PONG popularized video games, that the public began to take more notice of the emerging industry. By 1975 Magnavox, bowing to the popularity of PONG, cancelled the Odyssey and released a scaled down console that only played PONG - the Odyssey 100. Almost simultaniously released with Atari's own home PONG console through Sears, these consoles jump started the consumer market. As with the arcade market, the home market was soon flooded by dedicated consoles that played simple pong and pong derived games.

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    Second generation


    Fairchild released the Fairchild Video Entertainment System (VES) in 1976. While there had been previous game consoles that used cartridges, either the cartridges had no information and served the same function as flipping switches (the Odyssey) or the console itself was empty and the cartridge contained all of the game components. The VES, however, contained a programmable microprocessor so its cartridges only needed a single ROM chip to store microprocessor instructions.

    RCA and Atari soon released their own cartridge-based consoles.

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    Video game crash of 1977
    In 1977, manufacturers of older obsolete consoles sold their systems at a loss to clear stock, creating a glut in the market and causing Fairchild and RCA to abandon their game consoles. Only Atari and Magnavox stayed in the home console market.

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    Rebirth of the home console market

    The VCS continued to be sold at a profit after the 1977 crash, and both Bally (with their Home Library Computer in 1977) and Magnavox (with the Odyssey2 in 1978) brought their own programmable cartridge based consoles to the market. However it wasn't until Atari released a conversion of the arcade hit Space Invaders that the home console industry was completely revived. Many consumers bought an Atari just for Space Invaders. Space Invaders' unprecedented success started the trend of console manufacturers trying to get exclusive rights to arcade titles, and the trend of advertisements for game consoles claiming to bring the arcade experience home.

    Throughout the early 80's other companies released video game consoles of their own. Many of the video game systems were technically superior to the Atari 2600, and marketed as improvements over the Atari 2600. However, Atari dominated the console market throughout the early 80's

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    Video game crash of 1983


    In 1983, the video game business suffered a much more severe crash. A flood of consoles, glut of low quality video games by smaller companies especially for the 2600, industry leader Atari hyping games such as E.T. that were poorly received, and a growing number of home computer users caused consumers and retailers to lose faith and interest in video game consoles. Most video game companies filed for bankruptcy, or moved into other industries, abandoning their game consoles. Intellivision sold the rights of the Intellivision to INTV Corp, who continued to produce Intellivision consoles and develop new games for the Intellivision until 1991. All other North American game consoles were discontinued by 1984.

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    Third generation






    In 1983, Nintendo released the Famicom in Japan. It supported high-res, full color, tiled backgrounds, and high-res sprites. This allowed Famicom games to be longer, and have more detailed graphics. Nintendo brought their Famicom over to the US in the form of the Nintendo Entertainment System in 1985. In the US, video games were seen as a fad that had already passed. To distinguish its product from older video game consoles Nintendo used a front loading cartridge port similar to a VCR on the NES, packaged the NES with a plastic "robot" (R.O.B) and a light gun (The Zapper), and originally advertised it as a toy.

    Nintendo also built a lock-out chip into the NES. This kept third parties from producing their own cartridges and forced all developers to go through Nintendo to get NES games published. This allowed Nintendo to do things like prevent developers from releasing low-quality games and limit developers to five titles a year.

    Like Space Invaders for the 2600, Nintendo found its breakout hit game in Super Mario Brothers. Nintendo's success revived the video game industry and new consoles were soon introduced in the following years to compete with the NES.


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    Fourth generation


    Sega's Master System was intended to compete with NES, but never gained any significant market share in the USA and was barely profitable. It fared notably better in PAL territories, especially Brazil. Sega regained market share by releasing their next-generation console, the Sega Mega Drive, which was released in Japan on the 29th of October 1988, and in the USA/Europe on the 1st of September 1989 (renamed in the USA to the Sega Genesis), two years before Nintendo could release the Super Nintendo Entertainment System (SNES)(1990).

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    Fifth generation






    The first fifth generation consoles were the Atari Jaguar and the 3DO. Both of these systems were much more powerful than the SNES or Genesis (known as Mega Drive outside the U.S.); they were better at rendering polygons, could display more onscreen colors, and the 3DO used CDs that contained far more information than cartridges and were cheaper to produce. Neither of these consoles were serious threats to Sega or Nintendo, though. The 3DO cost more than the SNES and Genesis combined, and the Jaguar was extremely difficult to program for, leading to a lack of games that used its extra power.

    Nintendo released games like Donkey Kong Country that could display a wide range of tones (something common in fifth-gen games) by limiting the number of hues onscreen, and games like Star Fox that used an extra "Super FX chip" inside of the cartridge to display polygon graphics. Sega followed suit, releasing Vectorman and Virtua Racing (the latter of which used the Sega Virtua Processor.)

    It was not until Sony's PlayStation, Sega's Saturn, and Nintendo's Nintendo 64 were released that fifth generation consoles started to become popular. They had advanced polygon capabilities. The Saturn and Playstation used CDs to store games, while the N64 still used catridges. All three cost far less than the 3DO, and were easier to program than the Jaguar. The Saturn also had 2D sprite handling power on par with the Neo-Geo.


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    Sixth generation

    This generation is currently phasing out.
      Sega's Dreamcast was Sega's last videogame console, and is discontinued, despite being the first internet ready console. Sega now develops software for other consoles.
      Sony's PlayStation 2 was the sequel to their first console, PlayStation.
      Nintendo's GameCube was Nintendo's fourth home videogame console and the first Nintendo console to use discs.
      Microsoft's Xbox was Microsoft's first videogame console.

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    Seventh generation

    This generation is currently phasing in.

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    Bits


    Each new generation of console hardware made use of the rapid development of processing technology. Newer machines could output a greater range of colours, more sprites, and introduced graphical technologies such as scaling, and vector graphics. One way this increase in processing power was conveyed to consumers was through the measurement of "bits". The TurboGrafx 16, Genesis, and SNES were among the first consoles to advertise the fact that they contained 16-bit processors. This fourth generation of console hardware was often referred to as the 16-bit era, and the previous generation as the 8-bit.

    The bit-value of a console referred to the word length of a console's processor (although the value was sometimes misused, for example the TurboGrafx 16 had only an 8-bit CPU, but a 16-bit dedicated graphics processor). As the graphical performance of console hardware is dependent on many factors, using bits was a crude way to gauge a console's overall ability, but served better to distinguish between generations.

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    Timeline


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    Media


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    Cartridges
    Game cartridges consist of a printed circuit board housed inside of a plastic casing with a connector allowing the device to interface with the console. This board carries ROM chips storing the software in question. Some cartridges carried components that boosted the original console's power, such as extra RAM or a coprocessor. Cartridges were the first external media to be used with home consoles and remained the most common until the mid ninties due to continued improvements in capacity. However, the relatively high manufacturing costs saw them complete replaced by optical media for home consoles by the early 21st century. They are still in use in handheld video game consoles.

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    Cards
    The Sega Master System and the Turbo Grafix could play games stored on smart cards. The cards were cheaper to produce, but held less information than cartridges. Due to advances in flash memory technology in the early 21st century, the Nintendo DS system uses "game cards" which are of a similar capacity to mid-1990s cartridges, but which are significantly cheaper to make.

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    Magnetic media
    Magnetic tapes were popular on early computer systems, but seldom used on consoles. At the time they could hold more information than cartridges, particularly if games were stored on multiple tapes, the media could be written to, and could be manufactured more cheaply than cartridges. These were rendered obsolete by magnetic disks in the same applications, which behaved similarly while having a larger capacity, faster reading speed, and greater robustness. These in turn were rendered obsolete by optical media.

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    Optical media

    In the mid-1990s, various manufacturers shifted to optical media, specifically CD-ROM, for games. Although slower than the cartridges available at that time, they were significantly cheaper to manufacture and had a larger capacity than the existing cartridge technology. By the early 21st century, all of the major home consoles used optical media, usually DVD-ROM or similar disks, which are widely replacing CD-ROM for data storage. The upcoming PlayStation 3 system will use an even higher-capacity, but more expensive, Blu-Ray optical disk.

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    Internet distribution

    All three "next-gen" consoles (the PlayStation 3, Wii, and Xbox 360) offer some kind of internet games distribution service, allowing users to download games for a fee onto some form of non-volatile storage, typically a hard disk or flash memory.

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    See also


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    This article is licensed under the GNU Free Documentation License [copyleft]. It uses material from the Wikipedia article "Video game console". link