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Originally Posted by
Breetai
The N64 and the 'cube? Seriously Beemer, WTF? Also, PC Engine? Come on man, seriously. Nobody has even heard of that thing!
Is this supposed to be favorite console during generation or from a generation? (ie from the context of the time, or from today)
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1. SNES
2. NES
3. DS
4. Gameboy Advance
5. Gameboy
6. Wii
7. N64
It is the seventh-best.
You're supposed to pick 1 console from each generation, not a list of favorites.
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Also, what does Kool Kitty and thenewguy's conversation have to do with this thread???
We were arguing over how to define different generations . . . and it evolved into a general discussion on the US market in 1082-84. ;) (which, granted WAS the area of contention in defining those generations :p )
Also, shouldn't this thread have polls?
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Originally Posted by
Thenewguy
Thats a possibility, on top of whether this list is for worldwide or not (I believe it is, due to the two C64 sales breakdowns listed, each totaling close to the worldwide 17 million figure, and the fact that Amiga sales seem much too high for the US based on other sources I've seen
http://www.amigahistory.co.uk/sales.html )
Notice the source I posted, under the title
Worldwide Sales by Year
1992
A600 - 200,000
A1200 - 44,000
Other Amigas - 146,000
Which would total 390,000, in the Reimer graphs for Amiga 1992 they have 390,000 exactly.
My argument wasn't that all of the figures were wrong, but that they were inconsistent with some things missing or erroneous. And honestly, that's a far more dangerous situation than being totally inaccuracy, since it makes things look legitimate. (The Ultimate History of Video games is a great example of this: a great compilation of quotes/interviews, facts/figures, and some accurate commentary, but a general lack of fact-checking and interviews with counter arguments or other perspectives -let alone from those closer to first hand experience or with clearer memories . . . or from people who aren't prone to lying -like Nolan Bushnell- . . . having something that looks professional and is full of good information, but also full of inaccuracies and incomplete research is very dangerous from a historian's perspective)
That's why the work of people like Curt and Marty (and a few others doing similar in-depth research on other parts of the computer/tech industry -let alone other fields) are so important. It's a lack of people like that involved in Sega stuff (AFIK) that makes me question a lot of the current information available. (especially on things that were never fully detailed and have limited supporting evidence) Albeit Melf's own interviews and correspondence has done a fair bit to shed light on Sega's history, but only a fraction of what's been done for Atari. (then again, without access to Sega's private doccumentation, that's always going to be limited, more so with the limited options for interviewing Sega staff -especially anyone on the Japanese end- though there's still a fair bit more untapped sources from SoA personnel who haven't heen interviewed or have been but not with the right questions -not to mention SoE)
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Now being that it seems as though the figures are for worldwide, according to the "Happy Computer 2. Atari XL/XE Sonderheft" the XL sold over 90,000 in Germany during 1987 (they're very surprised by this as its considered a feat for the machine there). This 90,000 can't be seen in the Reimer graphs, therefore it indicates that XL aren't included (the graphs don't actually say they're including XL anyway to be fair)
That was one of my points: the graphics don't explicitly include XL or XE sales, so they may be totally missing (like VIC, TI/99, CoCo, etc) . . . and I believe those figures are for US only. (the ST and Amiga figures are oddly low if they're worldwide)
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But to be honest, when we look at how the software support dried up extremely quickly after 1983, I would be very surprised if the XL systems sold particularly noteworthy amounts in the US (possibly the main reason why it wasn't included in the graphs).
There was still significant software support through 1984 at the very least (with minor support in the mid/late 80s -to different extents for games and other applications), plus the separate category in the budget market segment in general, relying on back-library and low price point. (the 130 XE had some technical potential, but not a lot of actual software support -honestly, it may have made more sense to focus more on the ST . . . unless they had released an XEGS-like unit in '84 or '85 and never released the 7800 ;) -with the bonus of a massive loophole in Nintendo's licensing restrictions)
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Actually, taking into account the 600,000 odd TS-1000 figures, and 700,000 TI-994A figures from 1982, both of which nosedived in sales during 1983 (as well as dropping VIC-20 sales), you could very realistically say that more than anything else the C64 ate into, and consolidated the home computer market, I mean, there's not really that much growth in the low end market when you take into account how much of the competition was taken out of the running during 1983, certainly not enough to indicate the low end home computer market taking away notable sales from the console market.
Lack of capable competition also limits a market, though too much competition can also cause problems (especially in markets favoring oligopoly -as with consoles and computers) . . . then again, crappy management will ruin things either way. (panic and make stupid decisions in the face of competition, or similar stupidity with a monopoly -or act totally stubborn and ignore competition like Nintendo did to a fair extent -especially in Japan, especially with the SNES and N64)
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As far as I'm concerned Smurf had nothing notable not already seen in Pitfall, if it added nothing fundamental to the genre then obviously its not revolutionary, if it really was in development at the same time as Pitfall, but beaten to the punch then that's a shame, but Pitfall was the earlier, revolutionary game, whilst by the time Smurf arrived it had already been superceded.
How much earlier was Pitfall than Smurf? Were they in development at the same time?
If 2 (or more) games are parallel/convergent developments of a new/revolutionary style/genre (or sub-genre), neither should be seen as less significant or a copy-cat. (Freeway and Frogger were obviously totally independent developments -though with similar inspiration)
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No, you didn't, you listed games which were literally the prior point of criticism, you can't disagree that all games weren't like Demon Attack, or Centipede, and that many were original, and then subsequently list Demon Attack and Centipede, that makes no logical sense. Changing enemy behaviour does not suddenly make something fresh.
No, I listed some of those games (as they were really good games at the time, and fun for anyone who liked the genre regardless of whether they had others of that genre already -especially with the limited frequency and quantity the average consumer would buy games).
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Demon Attack, and Centipede are great games, but are not "fresh" they are varients on established games, do you honestly think that someone who had grown utterly sick to the sight of Space Invaders, and its arcade varients, would pick up Demon Attack and Centipede and think "wow, this is fresh" :?
Some of those are significant improvements or modifications of the base genre, absolutely no different than what happens with popular genres/sub-genres in basically every gaming generation.
The differences were, again: all gaming being simpler, thus the genres having fundamentally more limited "unique" qualities between games (in an apples to apples comparison with later generations -though true of all comparisons from each generation to the next with increasing complexity), the number of established (popular) genres being relatively limited (again always an issue going from one generation to the next -many new genres appear and/or shifts in genre preference), and the major issue of too many games being released in a short period relative to the actual/real market demand. (not the perceived market/demand -which was deeply flawed and skewed)
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Except the prior point was that there was a flood of "been there done that" games AND bad games causing the consumer apathy, original games which play like crap aren't going to combat consumer apathy.
Again, aside from there being so many games in general (relative to market size), and the inherently limited variety of genres (due to the young market), this was no different than happened with every subsequent generation.
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Those are not "genre's", they are all sub genre's of one genre "shooter"
A few of those are sub-genres (some very substantial -like scrolling vs fixed, or roaming vs auto-scrolling, especially relative to the inherent simplicity of the time), but there's also several totally distinct genres in there.
I'd definitely put railshooters in a different genre (not sub-genre) than overhead 2D shooters, and sim style 1st persion shooters in a different genre as well (even more so). Though Battle Zone and Star Raiders would both be sub-genres of 1st person simulation style vehicle based combat games. (Star Raiders and Starmaster would be within the same sub-genre, though Star Voyager would be separate -since it lacks the strategy elements)
Some genres just were't very popular at the time, partially due to technical limitations and partially due to general tastes in genres. (adventure games were relatively niche in general, especially more complex ones or those in the style of computer text/graphics adventures or RPGs in the early 80s -games that stuck with a simpler, more arcade-like formula like Adventure, but enhanced graphics/sound/level design/duration might have been a good idea rather than trying to add complexity in other areas -especially in ways that become confusing or frustrating to average users)
The really serious simulation style games (like some flight sims approaching PC-sim complexity) really didn't fit well at all with the general console market. (it's surprising that so many appeared on the Genesis -as well as 2600 and 7800)
In regards to releases in 1982 they were, which is clearly highlighted by your list of games.
I also tried to totally avoid the really horrible games, but include some arguably mediocre ones that some people might consider "good." (especially if they tried new/interesting things)
I was also making that list entirely in the context of 2600 users, with no added context for games appearing in the arcade, on computers, or competing consoles. (ie games of generes/sub-genres that were new/fresh compared to 2600 releases in previous years)
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I was actually quite surprised when I saw your list, I expected there to at least be more Pac-Man style maze games, but really the primary focus was shooters by quite a huge degree.
There weren't many in that genre on the 2600 that weren't really poor or so much like Pac Man that it wasn't notable. (Ms Pac Man was included due to Pac Man being so poor and due to it being one of the most definitive games ever made in that genre)
I probably should have included more of the fixed-screen platform games though, but those were getting too similar too. (King Kong is obviously a direct rip-off of Donkey Kong)
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Except by later generations gaming had already branched out into many distinct genre's offering very different types of gameplay, even now, with the emphasis on FPS there's still a lot of other stuff out there (especially when looking at the handheld, and downloable markets).
That's part of my point: the industry was young, and there were few established genres to push . . . and the games themselves were simpler and thus more limited in variety between games in the same genre. (relative to complexity of the games, some of the space invaders-like games are about as different as Half Life and Unreal)
Albeit, even with many more genres actually established, it's still up to the popular (or perceived popular) genres to define the vast majority of games available.
Given the reception of Pitfall and Jungle Hunt, that genre would undoubtedly have been pushed/cloned/expanded had the market not been troubled as it was. (the more complex games -especially new and more complex- also obviously took more development time, so they'd be more limited in quantity and frequency than some of the simpler or more common/established game types -fixed-screen arcade-like platform games were far more frequent and common than the multi-screen action/exploration based ones)
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In fact even in 1983 the Apple II, A8s, and Spectrum were already branching out into many, many different areas and genre's
Many of which remained super niche in the US and generally limited to computers (some becoming staples of PCs -and creating the substantial contrast of PC and console gaming in the US), and some were totally 1-off or ceased to exist after a handful of games of that style or genre (like the fractal engine games or BallBlazer).
The 2600 itself had branched out substantially by 1983 as well, while computers also had a ton of the "more of the same" stuff too
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Gamefaqs is waay more reliable than Wiki, Atariage I'm not so sure about, I was under the impression that they tended to write down copyright dates, and not release dates, but I don't really have that much experience there to be honest.
I really don't like any of those anymore (aside from Wiki pages I know are being updated and policed by reliable/knowledgeable people)
RF Generation seems to be the best retro archive site out there . . . I should have used that in the first place. (I should make another list . . . and probably comply with the "no fixed/scrolling/roaming/rail shooter" qualification you specified, and probably add a couple of the good/decent fixed-screen platform games I omitted)
http://www.rfgeneration.com/cgi-bin/search.pl
Hell, the search results are even really well organized and easy to read as a list. ;) (better than wiki's dedicated list pages)