1990s in video games

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The 1990s was the

.

Consoles of the 1990s

Fourth generation consoles (1987–1996)

SNES (1990).

Starting in 1987 and ending in 1996, the fourth generation of

console war,[1] The 1st being between Atari 2600 & Intellivision
.

Fifth generation consoles (1993–2001)

PlayStation (1994).

Starting in 1993 and ending in 2001, the fifth generation of video games are most widely known to be the 32/64 bit era and for being the transition period for video games to evolve into the third dimension.[citation needed] The Nintendo 64 (1996), PlayStation (console) (1994), and Sega Saturn (1994) are considered to be the big three gaming systems of this generation.[citation needed] With the introduction of the PlayStation and Saturn, compact discs (CDs) began to replace cartridges however Nintendo continued using them with the Nintendo 64 due to the load times on CDs at the time and became one of the last cartridge based systems in mass production.[citation needed]

Early sixth generation console (1998-2006)

Dreamcast (1998).

The sixth generation was initiated by the release of the Dreamcast in 1998.[4] It introduced several innovations including Internet gaming as a standard feature through its built-in modem, and a web browser. It was also the first home console to always display full SD resolution. Despite its early success, the Dreamcast was discontinued prematurely as sales slowed following the release of the PlayStation 2 on March 4, 2000.

Technological innovation

Introduction of 3D polygons and environments

There was a "3D Revolution" in the 1990s, where video games made the transition from

Super System 22.[7] Other arcade manufacturers were also manufacturing 3D arcade hardware by this time, including Midway Games, Konami and Taito.[15]

On

home consoles, the success of Sega's Virtua Fighter in the arcades inspired Sony to develop the PlayStation (released 1994) as a 3D-focused hardware, rather than a 2D-focused hardware as they had originally planned.[16] Super Mario 64 (1996) is said to be one of the most revolutionary video games. It was praised for how it took to 3D environments of wide open spaces and graphics at the time.[17] Many games that moved onto 3D also tried to mimic Mario's success. Instead of pixels, polygons became a standard sight to be in video games from then on as they looked more lifelike when programmed into the right shapes. Lara Croft of the Tomb Raider series became the first video game sex symbol[citation needed
], becoming a recognizable figure in the entertainment industry throughout the late 1990s.

On

personal computers, id Software's Doom (1993) is widely credited as the origin of modern first-person shooter (FPS) video games. Some people give this credit to id's Wolfenstein 3D (1992), as it was released roughly a year and a half earlier than Doom, but was not nearly as popular. Wolfenstein 3D was one of the first video games to feature ray casting with texture mapping, where graphical textures are wrapped around 3D objects. They were succeeded by id's Quake
(1996), which made the transition from ray casting to 3D polygon graphics.

Optical disc storage

Nearly every system released in the mid-late 1990s began to move to the new

CDs could be produced at significantly less expense and with more flexibility (it was easy to change production to meet demand), and they were able to pass the lower costs onto consumers. In particular, the fifth generation marked a turning point for optical-based storage media. As games grew more complex in content, sound, and graphics, the CD proved more than capable of providing enough space for the extra data. The cartridge format, however, was pushed beyond the limits of its storage capacity. Consequently, many game developers shifted their support away from the Nintendo 64 to the PlayStation
.

Memory cards

Due to

seventh generation
in the late first decade of the 21st century.

Game controllers

Nintendo 64 controller (1996).
Ergonomics

The Super NES controller introduced a more rounded dog-bone like design and added two more face buttons, "X" and "Y", arranging the four in a diamond formation. Another addition was the "L" and "R" shoulder buttons, which have been imitated by most controllers since.

The PlayStation controller was the first standard operating device for a home console to use two handle-bars at the bottom of the controller whereas previously this feature had been relegated to niche specialist controllers. This has been standard in most game controllers since, until the Wii appeared.

The

Virtual Boy Controller
was a controller which utilized dual joypads similar to how analog sticks functioned in later "dual control" sixth-generation systems. The presence of two pads was an effort to control objects in a 3D environment (one pad controlling pitch and turning while the other controlling forward movement and strafing).

Analog stick

An analog stick sometimes called a control stick or thumbstick, is an input device for a game controller that is used for two-dimensional input. An analog stick is a variation of a

Nights into Dreams...), the Sony Dual Analog gamepad which introduced the use of two analog sticks, and the Sony DualShock. Since then, all major video game console
controllers have included two analog thumbsticks, except for the Wii's "Wii-mote".

Force feedback

The optional Rumble Pak for the Nintendo 64 controller introduced the use of haptic force feedback technology in gaming. It was later followed by the DualShock controller for the PlayStation which had built-in haptic feedback. Since then, built-in force feedback has become standard for most game controllers.

Pressure-sensitive button

The use of pressure-sensitive buttons was introduced by the Dreamcast in 1999. It has trigger-like shoulder buttons, similar to the earlier Nintendo 64 controller, but the main difference being that DreamCast controller's shoulder buttons are pressure-sensitive. Since then, most game controllers have included pressure-sensitive buttons.

Online gaming

The rapid availability of the Internet in the 1990s led to an expansion of

SegaNet (1996). Online gaming, which had been the exclusive domain of PC games, became prominent in video game consoles starting with Dreamcast online functionality in 1999 with its built in modem, internet
browsing software, and ability to play certain games online. Nearly all consoles since released then have had support for online gaming.

Genre innovation

Many technically innovative and

genre-defining games were developed during the 1990s, largely due to the impact of 3D graphics allowing three-dimensional environments as well as optical discs
which allowed much greater storage capacity.

Fighting games

The release of

stages. Whereas previous games allowed players to combat a variety of computer-controlled fighters, Street Fighter II allowed players to play against each other. The popularity of Street Fighter II surprised the gaming industry, as arcade owners bought more machines to keep up with demand.[18]

SNK released Fatal Fury: King of Fighters a few months later,[19] adding a two-plane system where characters could step into the foreground or background. Meanwhile, Sega experimented with Dark Edge, an early attempt at a 3D fighting game where characters could move in all directions. Sega however, never released the game outside Japan because it felt that unrestrained 3D fighting games were unenjoyable. Several fighting games achieved greater commercial success, including SNK's Art of Fighting and Samurai Shodown as well as Sega's Eternal Champions. Nevertheless, Street Fighter II remained the most popular,[20] spawning a special Champion Edition that improved game balance and allowed players to use additional characters.[18] The popularity of Street Fighter II led it to be released for home game consoles and allowed it to define the template for fighting games.[18][20]

Virtua Fighter in arcades. It was the first fighting game with 3D polygon graphics and a viewpoint that zoomed and rotated with the action. Despite the graphics, players were confined to back and forth motion as seen in other fighting games. By the time the game was released for the Sega Saturn in Japan, the game and system were selling at almost a one-to-one ratio.[20] In 1994, SNK released The King of Fighters '94 in arcades, where players choose from teams of three characters to eliminate each other one by one.[21] A follow-up to Street Fighter II, Street Fighter Alpha, was released in 1995 but was unable to match the popularity of its predecessor.[18] Throughout this period, the fighting game was the dominant genre in competitive video gaming, with enthusiasts popularly attending arcades in order to find human opponents.[22]

The fighting game genre continued to evolve as several strong 3D fighting games emerged in the late 1990s.

long-running franchise, known for its fast-paced control system and innovative counterattacks. The series again included titles important to the success of their respective consoles.[26][27][28]

First-person shooters

The

parent groups
.

With the introduction of the fifth generation of games, 3-D graphics become the standard by end of decade. Although FPSs had been some of the first games to become 3-D.

In 1992

Wolfenstein 3d is released, creating interest in what FPS games could become. Doom (1993) bursts onto the world scene and instantly popularizes the FPS genre, and even how games are played, as Doom is among the first games to feature multiplayer capabilities. It was Goldeneye 007 (1997), that introduced an engine that made development of first-person shooters for home consoles a practical idea. It is not until Quake (1996), however, that game developers begin to take multiplayer features into serious consideration when making games. Quake II (1997), Unreal (1998) and Half-Life
(1998) feature the next evolutionary step in the genre with continual progression of the game (no levels in the traditional sense) and an entirely in-person view, and become one of the most popular video games in history.

Interactive movies

In the early-to-mid-1990s, several video game developers experimented with

live action scenes and scripted popular actors to play the parts. Night Trap, released in 1992, was highly acclaimed for implementing live action scenes into video games and later the Wing Commander series dove into live action as well. Wing Commander IV: The Price of Freedom was given an unheard of budget of US$12 million and starred Mark Hamill of Star Wars fame. The Wing Commander series was known for providing several alternate endings
depending on how the player followed the story and interacted with the characters.

Platform games

The platform game genre evolved through several distinct phases throughout the 1990s. The first was an evolutionary step during the fifth generation in the early 1990s, followed by a complete transformation of the genre during the sixth generation in the late 1990s.

Second-generation side-scrollers

The advent of 16-bit home consoles in the early 1990s marked an evolutionary step for the genre. By the time the

Mega Drive and Super Nintendo Entertainment System launched, platform games were the most popular genre in home console gaming and were seen as vital for winning the console war. There was a particular emphasis on having a flagship platform title exclusive to a format, featuring a "mascot" character. Sega's Alex Kidd in the Enchanted Castle (1989) was only modestly successful, and Sega realized would need a stronger mascot to move Genesis units. In 1990, Hudson Soft released Bonk's Adventure featuring a character that would be positioned as NEC's mascot.[29]

1990 marked the release of the Super NES, along with the much awaited Super Mario World. In order to fend off the new competition, Sega released Sonic the Hedgehog.[30][31] Whereas Nintendo's offering featured a conservative design, true to the Mario tradition, Sonic showcased a new style of design made possible by a new generation of hardware. Sonic featured large fields that scrolled effortlessly in all directions, as well as all manner of uneven terrain, curved hills, and a complex physics system that allowed players to rush through its levels with well-placed jumps and rolls. It proved to be a massive hit, was a successful pack-in with new systems, and cemented the view that platform games would make or break a console.

The

Gex, Bug!, and Bubsy
, have mostly faded from relevance.

3D platformers

In 1996, Nintendo released Super Mario 64. Until this time there had been no established archetype for bringing platform games into 3D. Mario 64 set a new standard and would be imitated by many 3D platformers to follow. Its gameplay allowed players to explore open 3D environments with greater freedom than any previous attempt at a 3D platform game. To aid this, Nintendo incorporated an analog control stick to their standard Nintendo 64 controller, something which had not been included in a standard console controller since the Vectrex (and since incorporated into the DualShock among other controllers). This allowed for the finer precision needed for a free perspective. Players no longer followed a linear path to the ends of levels, either, with most levels providing objective-based goals. There were, however, a handful of "boss" levels that offered more traditional platforming, and showed what a more direct conversion to 3D might have been like.

Some argue that many modern 3D platformers, especially those influenced heavily by Super Mario 64, are not platformers at all, or at least are not really an extension of 2D platformers.[33] Super Mario 64 brought a change in the goals of some platformers. In most 2D platformers, the player only had to reach a single goal to complete a level, but in many 3D platformers, each level had to be combed for collectible items such as puzzle pieces (Banjo-Kazooie) or stars (Super Mario 64). This allowed for more efficient use of large 3D areas and rewarded the player for thorough exploration, but they also often involved more elements of action-adventure games, and less jumping on platforms.

Racing games

In 1992, Sega produced Virtua Racing, one of the first games with full 3D graphics. It was able to combine the best features of games at the time, along with multiplayer machine linking and clean 3D graphics to produce a game that was above and beyond the arcade market standard of its time. Also, Nintendo broke new ground by introducing the Mario Kart series on the SNES with Super Mario Kart. Using the familiar characters from the Mario franchise, the game not only departed from the realism paradigm by using small karts for the players to drive, but also featured bright, colorful environments and allowed the players to pick up power-ups to improve performance or hamper other racers. This franchise also spawned multiple sequels such as Mario Kart 64 which would release on the

N64 making the first Mario Kart game to feature 3D computer graphics
while still using pre-rendered sprites for the characters and items.

In 1993, Namco struck back with

Daytona USA, while Midway introduced Cruis'n USA. Atari did not join the 3D craze until 1997, when it introduced San Francisco Rush. In 1996, Konami introduced GTI Club which allowed free roaming of the environment – something of a revolution that had only been done in 3D before in Hard Drivin'
.

In 1997,

Colin McRae Rally was introduced in 1998 to the PC world, and was a successful semi-simulation of the world of rally driving (previously only available in Sega's less serious Sega Rally Championship). Motorhead
, a PC game, was later adapted back to arcade.

1999 marked a change of games into more "free form" worlds. Midtown Madness allows the player to explore a simplified version of the city of Chicago using a variety of vehicles and any path that they desire. In the arcade world, Sega introduced Crazy Taxi, where players assume the role of a taxi driver that needs to get clients to their destination in the shortest amount of time. A similar game also from Sega is Emergency Call Ambulance, with almost the same gameplay (pick up patient, drop off at hospital, as fast as possible).

Role-playing games

The 1990s saw the emergence of several distinct subgenres of the role-playing video game genre.

Action role-playing games

spell-casting
.

Unique among video games are

Dungeons & Dragons Collection (1999). Several later beat 'em ups followed this same formula, including Guardian Heroes, Castle Crashers and Dungeon & Fighter
.

In Japan on

SNES
. Super Mario RPG was the first role playing game in the series and it launched to critical acclaim. It spawned two spiritual successors,
Paper Mario and Mario & Luigi

On personal computers, the long-standing Ultima series of action RPGs continued to see releases, while the 3D action RPG franchise The Elder Scrolls, which would provide several major entries to the genre in the 2000's, saw its first releases.

The

rogue-like genre lost much of its relevance, with only Diablo
, which implemented the idea in a simplified and more forgiving way, achieving mainstream success.

Japanese video game company

From Software released several entries to the King's Field series, which received mixed reviews and little attention both in the 90's and later, but whose elements would later be recycled in the genre-defining Dark Souls
games.

Role-playing video games

It was in the early 1990s that the console

time-keeping system does not stop.[39] Square Co., Ltd. filed a United States patent application for the ATB system on March 16, 1992, under the title "Video game apparatus, method and device for controlling same" and was awarded the patent on February 21, 1995. On the battle screen, each character has an ATB meter that gradually fills, and the player is allowed to issue a command to that character once the meter is full.[40] The fact that enemies can attack or be attacked at any time is credited with injecting urgency and excitement into the combat system.[39] Both the "job system" and the ATB system were fully developed in Final Fantasy V (1992) and continued to be used in later Final Fantasy games[41] as well as other Square games such as Chrono Trigger (1995). Final Fantasy VI (1994) and the Megami Tensei series were some of the first RPGs to move away from the typical medieval setting, with Final Fantasy VI instead being set in a steampunk environment[42]
and the Megami Tensei games set in modern-day Japan.

The next major revolution came in the late 1990s, which saw the rise of

full-motion video. This was first clearly demonstrated by Final Fantasy VII (1997). The explosion of Final Fantasy VII's sales and the ascendance of the PlayStation were proof of this and represented the dawning of a new era of RPGs. Backed by a clever marketing campaign, Final Fantasy VII brought the first taste of CRPGs to many of the new gamers brought in by the PlayStation gaming console.[43][44]
Subsequently, CRPGs, previously a niche genre, skyrocketed in popularity.

In 1997, a new Internet

fad began, influenced by the popularization of console RPGs. A large group of young programmers and aficionados began creating and sharing independent CRPG games, emulating the gameplay and style of the older Super NES and Genesis games. The majority of such games owe their achievement to simplistic software development kits such as the Japanese RPG Maker
series.

In the final years of the 90's, US companies

Bioware published several roleplaying games with similar gameplay, which are considered milestone classics of the genre. Planescape: Torment and Baldur's Gate were games with a Dungeons & Dragons license, while Interplay's Fallout was an unofficial successor to Wasteland
from the 80's, and would be rebooted 10 years later to new critical acclaim.

MUDs and MMORPGs

1989 and the early 1990s saw the release and spread of the

2000s.[47]

Tactical role-playing games

In 1990,

Fire Emblem: Ankoku Ryū to Hikari no Tsurugi for the Family Computer (or Famicom) in Japan, co-developed with Intelligent Systems. Released in Japan in 1990, Fire Emblem was an archetype for the whole genre, establishing gameplay elements that are still used in tactical CRPGs today (although some of these elements were influenced by Ultima III). Combining the basic console RPG concepts from games like Dragon Quest
and simple turn-based strategy elements, Nintendo created a hit, which spawned many sequels and imitators.

Among the first imitators was

Master of Monsters was a unique title by SystemSoft
. Where Langrisser and Fire Emblem used a square-based grid, Master of Monsters used a hexagonal grid. Players could choose one of four different Lords to defend their Towers and areas on the grid by building an army of creatures to destroy the opposing armies.

The first game in the long-running Super Robot Wars series is another early example of the genre, released for the Game Boy in 1991. Another influential early tactical RPG was Sega's Shining Force for the Genesis, which was released in 1992. Shining Force used even more console RPG elements than earlier games, allowing the player to walk around towns and talk to people and buy weapons. One game released solely in Japan for the Super Famicom (SFC), Bahamut Lagoon, began Square's (now Square Enix) famous line of tactical RPGs.

Tactics Ogre: Let Us Cling Together, was originally a SNES game that was later ported to the PlayStation. Tactics Ogre is a much more direct influence on the sort of tactical RPGs that gamers recognize today such as Final Fantasy Tactics and Disgaea: Hour of Darkness
. It was also the first to bear the name "Tactics" in the title, a term gamers would come to associate with the genre. Not only are characters moved individually on a grid, but the view is isometric, and the order of combat is calculated for each character individually. The game defined the genre in many ways.

Stealth games

While stealth elements have been present in video games as far back as 005, a 1981 video game by Sega,[48][49][50] it was in the 1990s that the stealth game genre was established. Hideo Kojima's Metal Gear 2: Solid Snake was released in 1990 for the MSX2 and was a major improvement over its predecessor, Metal Gear (1987). Metal Gear 2: Solid Snake improved on the first game in many ways, including improved graphics, more player abilities (such as crouching, crawling into hiding spots, disguising in enemy uniforms and cardboard boxes, and distracting guards by knocking on surfaces), improved enemy AI (such as a greater field of vision, the ability to detect various noises, and a three-level security alert), and additions such as a radar, as well as a complex storyline.[51][52] The game was only released for the MSX2 in Japan, however, which limited its accessibility to consumers in the US.[53] An alternative Metal Gear sequel named Snake's Revenge was released for the Nintendo Entertainment System in North America and Europe instead, also in 1990. Kojima was not involved in the game's development, which was instead conducted by another Konami team.[53]

1998 is seen as a turning point in gaming history because of the release of Metal Gear Solid, as well as Tenchu: Stealth Assassins and Thief: The Dark Project.[54][55] The ninja-themed game Tenchu: Stealth Assassins was released several months before Metal Gear Solid, making it the first 3D stealth based-game.[56] The highly anticipated Metal Gear Solid transformed its modestly successful franchise into a large mainstream success. The increased power of the PlayStation console over previous platforms allowed for greater immersion in terms of both story and game environment.[53] Metal Gear Solid has been credited with popularizing the stealth genre.[57][58] The core elements of these games, such as avoiding confrontation, minimizing noise, and attacking antagonists from "the shadows", influenced many future stealth game series.[59]

Survival horror

While elements of the survival horror genre can be traced back to the 1989

Alone in the Dark, which is also considered a forefather of the genre.[61] The game featured a lone protagonist against hordes of monsters, and made use of traditional adventure game challenges such as puzzle-solving and finding hidden keys to new areas. Graphically, Alone in the Dark utilized static prerendered camera views that were cinematic in nature. Although players had the ability to fight monsters as in action games, players also had the option to evade or block them.[62]

The term "survival horror" was first used by Capcom to market their 1996 release, Resident Evil, thus establishing it as a genre.[63][64] The game was influenced by Capcom's Sweet Home, released seven years earlier.[60] Resident Evil also adopted several features seen in Alone in the Dark, including puzzle-solving challenges and fixed cinematic camera angles.[62] The control scheme in Resident Evil also became a staple of the genre, and future titles would imitate its challenge of rationing highly limited resources and items.[65] The game's commercial success is credited with helping the PlayStation become the dominant game console,[62] and also led to a series of Resident Evil films.[66] Many games have tried to replicate the successful formula seen in Resident Evil, and every subsequent survival horror game has arguably taken a stance in relation to it.[66]

Japanese horror films,[66] due to the game's emphasis on a disturbing atmosphere rather than visceral horror.[68] The original Silent Hill is considered one of the scariest games of all time.[69]

Notable video-game franchises established in the 1990s

Notes:

  • 1Game franchises that also accompany major film or television franchises.
  • 2Game franchises that are considered spin-offs of previously established franchises.

Financial performance

Highest-grossing arcade games of the decade

The following titles were the highest-grossing

arcade games
of each year in the 1990s, in terms of coin drop earnings.

Highest-grossing arcade games of the 1990s
Year Market Title Developer Manufacturer Genre Revenue Inflation Ref
1990 Japan Final Fight Capcom Capcom Beat 'em up Un­known Un­known [70]
United States Teenage Mutant Ninja Turtles Konami Konami Beat 'em up Un­known Un­known [71]
1991 Worldwide
Street Fighter II: The World Warrior
Capcom Capcom Fighting Un­known Un­known [72]
1992
1993 Worldwide Street Fighter II Capcom Capcom Fighting $1,500,000,000 $3,300,000,000 [73]
1994 Japan
Super Street Fighter II X: Grand Master Challenge
Capcom Capcom Fighting Un­known Un­known [74]
Virtua Fighter Sega AM2 Sega Fighting Un­known Un­known [75]
United States Daytona USA Sega AM2 Sega Racing Un­known Un­known [76]
Mortal Kombat II Midway Midway Fighting
1995 Japan Virtua Fighter 2 Sega AM2 Sega Fighting Un­known Un­known [77][78]
United States Daytona USA Sega AM2 Sega Racing Un­known Un­known [79][80]
Neo Geo MVS
SNK SNK
System
Mortal Kombat 3 Midway Midway Fighting
1996 Japan
Street Fighter Zero 2
(Street Fighter Alpha 2)
Capcom Capcom Fighting Un­known Un­known [81]
2.1
Sega AM2 Sega Fighting Un­known Un­known [82]
1997 Japan Virtua Fighter 3 Sega AM2 Sega Fighting Un­known Un­known [83]
Print Club 2
Atlus Sega
Purikura
Un­known Un­known [84]
1998 Japan Tekken 3 Namco Namco Fighting Un­known Un­known [85][86]
1999 Japan Virtua Striker 2 ver. 98 / 99 Sega AM2 Sega Sports Un­known Un­known [87]
1990s Worldwide Street Fighter II Capcom Capcom Fighting $5,310,000,000+ $11,900,000,000+ [88]

Best-selling home video games of the decade

The following table lists home video games of the 1990s that sold at least 5 million copies.

Best-selling home video games of the 1990s (as of 2017)
Title Units sold Initial release date Platform(s) Genre(s) Developer(s) Publisher(s) Ref
Yellow
46.02 million February 27, 1996 Game Boy Role-playing Game Freak Nintendo [a]
Pokémon Gold / Silver 23.1 million November 21, 1999 Game Boy Color Role-playing Game Freak Nintendo [90]
Super Mario World 20.61 million November 21, 1990 SNES Platformer Nintendo EAD Nintendo [91]
Lemmings 20 million February 14, 1991 Multi-platform Puzzle
DMA Design
Psygnosis [92]
Sonic the Hedgehog 15 million June 23, 1991
Mega Drive/Genesis
Platformer Sonic Team Sega [93][94]
Street Fighter II 14.05 million June 10, 1992
Mega Drive
Fighting Capcom Capcom [95]
Super Mario 64 11.91 million June 23, 1996 Nintendo 64 Platformer Nintendo EAD Nintendo [91]
Super Mario Land 2: 6 Golden Coins 11.18 million October 21, 1992 Game Boy Platformer Nintendo R&D1 Nintendo [91]
Final Fantasy VII 11.02 million January 31, 1997 PlayStation, Windows Role-playing Square
Eidos
[b]
Gran Turismo 10.85 million December 23, 1997 PlayStation Sim racing Polyphony Digital
Sony Computer Entertainment
[100]
Super Mario All-Stars 10.55 million July 14, 1993 SNES Platformer Nintendo EAD Nintendo [91]
Dr. Mario 10.19 million July 27, 1990
NES
Puzzle Nintendo R&D1 Nintendo [c]
Mario Kart 64 9.87 million December 14, 1996 Nintendo 64 Kart racing Nintendo EAD Nintendo [91]
Gran Turismo 2 9.37 million December 11, 1999 PlayStation Sim racing Polyphony Digital
Sony Computer Entertainment
[100]
Donkey Kong Country 9.3 million November 21, 1994 SNES Platformer Rare Nintendo [103]
Super Mario Kart 8.76 million August 27, 1992 SNES Kart racing Nintendo EAD Nintendo [91]
Final Fantasy VIII 8.6 million February 11, 1999 PlayStation Role-playing Square
Square Electronic Arts
[104]
Tekken 3 8.3 million March 26, 1998 PlayStation Fighting Namco
Sony Computer Entertainment
[105]
GoldenEye 007 8.09 million August 25, 1997 Nintendo 64 First-person shooter, stealth Rare Nintendo [106]
The Legend of Zelda: Ocarina of Time 7.6 million November 21, 1998 Nintendo 64 Action-adventure Nintendo EAD Nintendo [107]
Sonic the Hedgehog 2 7.55 million November 21, 1992
Mega Drive/Genesis
Platformer Sega Sega [d]
Tomb Raider 7.1 million October 25, 1996 Multi-platform Action-adventure Core Design Eidos Interactive [113]
Metal Gear Solid 7 million September 3, 1998 PlayStation Action-adventure, stealth Konami Konami [114]
Crash Bandicoot 6.82 million September 9, 1996 PlayStation Platformer Naughty Dog
Sony Computer Entertainment
[115]
Tomb Raider II 6.8 million November 21, 1997 Multi-platform Action-adventure Core Design Eidos Interactive [113]
Mortal Kombat 6.5 million September 13, 1993 Consoles Fighting Midway Games Acclaim Entertainment [116]
NBA Jam 6 million March 4, 1994 Genesis, SNES
Sports
Midway Games Acclaim Entertainment [117]
Tomb Raider III 5.9 million November 20, 1998 Multi-platform Action-adventure Core Design Eidos Interactive [113]
Resident Evil 2 5.77 million January 21, 1998 PlayStation Survival horror Capcom
Virgin Interactive
[e]
Tekken 2 5.7 million March 29, 1996 PlayStation Fighting Namco
Sony Computer Entertainment
[119][120][121]
Crash Bandicoot: Warped 5.7 million October 31, 1998 PlayStation Platformer Naughty Dog
Sony Computer Entertainment
[122]
Super Smash Bros. 5.55 million January 21, 1999 Nintendo 64 Fighting HAL Laboratory Nintendo [123]
Pokémon Stadium 5.46 million April 30, 1999 Nintendo 64 Strategy Nintendo EAD, HAL Laboratory Nintendo [103]
Pokémon Pinball 5.31 million April 14, 1999 Game Boy Color Pinball Jupiter, HAL Laboratory Nintendo [103]
Donkey Kong 64 5.27 million November 22, 1999 Nintendo 64 Platformer, adventure Rare Nintendo [103]
Wario Land: Super Mario Land 3 5.19 million January 21, 1994 Game Boy Platformer Nintendo R&D1 Nintendo [103]
Crash Bandicoot 2: Cortex Strikes Back 5.17 million October 31, 1997 PlayStation Platformer Naughty Dog
Sony Computer Entertainment
[119][120]
Donkey Kong Country 2: Diddy's Kong Quest 5.15 million November 21, 1995 SNES Platformer Rare Nintendo [103]
Kirby's Dream Land 5.13 million April 27, 1992 Game Boy Action, platformer HAL Laboratory Nintendo [103]
Resident Evil 5.08 million March 22, 1996 PlayStation Survival horror Capcom
Virgin Interactive
[95]
Super Mario Bros. Deluxe 5.07 million May 1, 1999 Game Boy Color Platformer Nintendo EAD Nintendo [103]

Best-selling game consoles of the decade

Best-selling
video game consoles
of the 1990s
Rank Manufacturer Console Type Generation Release Sales
Japan North America Europe Other regions Worldwide
1 Nintendo Game Boy / Game Boy Color Handheld 8-bit 1989 26,670,000[124] Un­known Un­known Un­known 94,360,000[125][126]
2 Sony PlayStation
Home
32-bit 1994 17,280,000[127] 26,390,000[127] 28,150,000[127] 78,140,000[127]
3 Nintendo
Super Famicom
Home 16-bit 1990 17,130,000[125] 20,000,000[128] 5,280,000+[f] 900,000+[129] 48,980,000[125]
4 Sega Mega Drive / Genesis Home 16-bit 1988 2,380,000[131] 20,000,000[132] 8,170,000+[g] 1,000,000+[129] 31,550,000+
5 Nintendo Nintendo 64 Home 64-bit 1996 5,290,000[125] Un­known Un­known Un­known 29,570,000[125]
6 Nintendo
Famicom
Home 8-bit 1983 4,390,000[124] 12,000,000+[134][135][136] 7,025,000+[129][137] 340,000+[138] 23,755,000+
7 Sega Game Gear Handheld 8-bit 1990 1,980,000[124] 2,700,000+[139] 520,000+[140] Un­known 10,620,000+[141]
8 Sega Sega Saturn Home 32-bit 1994 5,750,000[124] Un­known Un­known Un­known 9,260,000[142]
9 Sega Master System Home 8-bit 1985 Un­known 300,000+[139] 6,100,000+[129][137] 600,000+[138] 7,000,000+
10 Micro Genius Dendy (Famiclone) Home 8-bit 1992 6,000,000[143] 6,000,000[143]
11 Sega Dreamcast Home 128-bit 1998 1,850,000[124] 1,700,000+[144] 500,000+[145] 4,050,000+
12 NEC
PC Engine / TurboGrafx-16
Home 16-bit 1987 3,490,000[131] 450,000+[146][147] Un­known Un­known 3,940,000+
13 Sega
Mega-CD
Home 16-bit 1991 850,000[129] 1,500,000[129] 415,000+[129] Un­known 2,765,000[129]
14 Panasonic 3DO Interactive Multiplayer Home 32-bit 1993 750,000[124] 185,000+[129] 15,000+[129] 5,000+[129] 1,320,000[148]
15 Philips CD-i Home 16-bit 1990 350,000+[129] 403,000+[129] 45,000+[129] 1,000,000[149]
16 Sega Genesis Nomad Handheld 16-bit 1995 1,000,000[150] 1,000,000[150]
17 SNK Neo Geo AES Home 16-bit 1991 800,000+[151] Un­known Un­known Un­known 980,000+[151]
18 Sega 32X Home 32-bit 1994 Un­known 300,000+[129] 65,000+[129] Un­known 800,000[152]
19 Nintendo Virtual Boy Handheld 32-bit 1995 140,000[148] Un­known Un­known Un­known 770,000[148]
20 SNK Neo Geo CD Home 16-bit 1994 450,000+[151] Un­known Un­known Un­known 570,000+[151]

Other

Hardware timeline

The following gallery highlights hardware used to predominantly play games throughout the 1990s.

Notes

  1. Pokémon Yellow sold 14.64 million.[90]
  2. ^ Final Fantasy VII:
  3. ^ 5.34 million for the Game Boy version.[101] 4.85 million for the NES version.[102]
  4. ^ North America5 million as of 1996[108]
    United Kingdom1.4 million+ (1 million in 1992,[109] 400,000+ in 1993)[110]
    France, Germany, Spain, Austria – 750,000 as of 1992[111]
    Japan – 400,000 as of March 1993[112]
  5. ^ Resident Evil 2 (PlayStation)
    • Resident Evil 2 – 4.96 million[95]
    • Dual Shock Ver. – 810,000[118]
  6. ^ SNES sales in Western Europe
    • Belgium – 70,000 (1994)[129]
    • France – 1 million (1994)[129]
    • Germany – 1.4 million in Germany (1994)[129]
    • Italy – 200,000 (1994)[129]
    • Netherlands – 130,000 (1994)[129]
    • Spain – 630,000 (1998)[130]
    • United Kingdom – 1.05 million (1994)[129]
    • Other countries – 500,000 (1994)[129]
  7. ^ Mega Drive sales in Western Europe
    • Belgium – 160,000 (1994)[129]
    • France – 1.3 million (1994)[129]
    • Germany – 800,000 in Germany (1994)[129]
    • Italy – 400,000 (1994)[129]
    • Netherlands – 160,000 (1994)[129]
    • Spain – 450,000 (1993)[129]
    • United Kingdom – 3 million (June 1996)[133]
    • Other countries – 1.9 million (1994)[129]

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