1990-1999 · 34 entries

Two dimensions give way to three

Sprites gave way to polygons, cartridges to compact discs, and the living room quietly took the arcade's place.

What was happening

Competition, more than technology, set the tone of the early 1990s. Two Japanese companies with 16-bit consoles fought over American teenagers, and the challenger's local operation did something the industry had never really tried: it treated a console like a soft drink, with a mascot built for attitude, licensed athletes, and advertising that named its competitor and mocked it. Market share genuinely moved, which taught everyone that marketing was not a cost of doing business but a weapon. Console rivalry became a story that general newspapers and evening news programs could cover, and players started to experience their choice of hardware as a form of identity.

Arcades had one more great decade in them, and it belonged to competition between people rather than against the machine. A fighting game with a full roster of characters and hidden command inputs turned cabinets around to face each other, gave operators their best revenue in years, and created an informal tournament culture that would eventually become a professional sport. The same rooms also got the first look at real-time polygons, because the money and the cooling space that hardware demanded existed in a coin-operated cabinet long before they existed in a living room. For a few years yet, the arcade was still where you went to see the future.

The move into three dimensions reshuffled the whole industry. A consumer electronics company with no history in games entered with straightforward polygon hardware, tools that developers could actually work with, and discs that cost very little to press, and it won the generation. A rival's more complicated architecture punished the studios trying to support it. A third company stayed with cartridges, keeping load times short at the cost of storage, and used its launch software to solve the problem nobody had yet cracked: how a person steers a character through space seen from a camera that moves. Analog sticks and lock-on targeting are answers from these years.

On personal computers the decade ran on a different economy entirely. Small teams gave away a first chapter and asked for money by mail for the rest, which funded ambitious work completely outside the retail system. Games shipped with file formats open enough that players rebuilt them, and modification communities became both a hobby and a hiring pipeline. Graphics accelerator cards began an upgrade cycle that has never stopped, and a unified way for games to reach hardware under Windows ended a long dependence on an older operating system. Dial-up and then broadband turned the machine into a social venue, first for deathmatch and then for worlds that charged monthly rent.

Politics arrived in December 1993, when a Senate subcommittee took up violent content and executives from competing companies blamed one another in public. The industry's answer was a ratings board of its own making, adopted quickly by retailers, and self-regulation has held off federal content law ever since. Elsewhere the decade increasingly looked like mainstream media: a trade show of the industry's own, a puzzle game widely credited with putting disc drives in ordinary households, and a British character who turned up on magazine covers with nothing to do with games. Persistent online worlds, storefront logic and organized competition all left the 1990s as working models.

Watch for these as you read

  • console rivalry
  • polygon hardware
  • optical discs
  • ratings and hearings
  • dial-up worlds

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Reading depth

7 entries of 34 involving Nintendo and from 1990-1999

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1990-1999 Entries in order

Nintendo's Super Famicom sells out its first Japanese shipment

Nintendo's 16-bit console reached Japanese stores with custom chips for scaling and rotating graphics and a sound system built with help from Sony. Demand overwhelmed the first shipment, and a restyled version arrived in North America the following year.

Key facts and significance Hide details
Platform
Home consoles
Region
Japan
Period
The 1990s

Why it matters

Here is a company choosing specialized hardware over raw processing and being rewarded for it. Effects chips, sampled audio and cartridge coprocessors handed designers a palette that shaped a decade of two-dimensional craft, and much of the resulting library is still treated as a benchmark for the form.

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Sony turns a failed partnership into a console launch

Sony entered the console business after a disc partnership with Nintendo collapsed, bringing straightforward three-dimensional hardware, inexpensive disc manufacturing and tools developers liked. The machine reached North America and Europe the following September.

Key facts and significance Hide details
Platform
Home consoles
Region
Japan
Period
The 1990s

Why it matters

A consumer electronics company with no history in games reorganized the industry within a single generation. Cheap discs, approachable development and marketing aimed at adults moved games decisively out of the toy aisle, and the platform economics established here shaped every console business that came afterward.

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Pokemon arrives late in the Game Boy's life and revives it

Game Freak's Pokemon Red and Green reached Japanese stores on February 27, 1996, roughly seven years into the Game Boy's run. Collecting creatures and trading them over a link cable turned an aging handheld into a phenomenon.

Key facts and significance Hide details
Platform
Handheld systems
Region
Japan, Worldwide
Period
The 1990s

Why it matters

A hardware generation that looked finished was extended by several years on the strength of one design, and that design worked by making other players necessary rather than optional. It also showed that a game could seed a franchise across television, print and merchandise rather than the other way around.

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Super Mario 64 settles how a player should move through 3D

Nintendo's 64-bit console reached Japan on June 23, 1996 alongside Super Mario 64. An analog stick and a camera the player could swing solved problems that had defeated earlier attempts at three-dimensional play.

Key facts and significance Hide details
Platform
Home consoles
Region
Japan, Worldwide
Period
The 1990s

Why it matters

The control scheme worked out here, an analog stick for movement paired with a separately controlled camera, is still how nearly every three-dimensional game is played. That is an unusual degree of persistence for an interface decision, and it settled a question that had been holding back the industry's move into 3D.

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GoldenEye 007 makes the shooter work on a living room sofa

Rare's adaptation of a James Bond film reached North America on August 25, 1997. Objective-based missions and four-player split-screen deathmatch showed that a shooter could work on a console with a gamepad.

Key facts and significance Hide details
Platform
Home consoles
Period
The 1990s

Why it matters

Console shooters had been ports or curiosities before this. Afterward they were a central commercial category, and split-screen competitive play became something console owners simply expected. The design also showed that a licensed film property could support serious original work rather than a rushed adaptation.

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Pokemon reaches American stores just before a color Game Boy

Pokemon Red and Blue went on sale in North America on September 28, 1998, with the Game Boy Color arriving weeks afterward. A nine-year-old handheld line became a mass-market product all over again.

Key facts and significance Hide details
Platform
Handheld systems
Region
North America
Period
The 1990s

Why it matters

The Western launch turned a Japanese success into a global franchise and bought Nintendo's handheld business a second decade. It also provided the clearest demonstration yet that designing for exchange between players, rather than for solitary completion, can sell hardware on its own.

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Ocarina of Time works out how 3D adventure combat should feel

Nintendo released The Legend of Zelda: Ocarina of Time in Japan on November 21, 1998. A targeting system that locked the camera onto an enemy made close combat in three dimensions readable for the first time.

Key facts and significance Hide details
Platform
Home consoles
Region
Japan, Worldwide
Period
The 1990s

Why it matters

One control mechanism solved a problem that had made three-dimensional melee combat unworkable, and it was adopted so completely that its origin is now easy to forget. The game also established a structure for large-scale adventure design that shaped the genre well into the following century.

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What the period left behind

Nearly every convention a modern player takes for granted was settled in this decade: a movable camera behind a character, an analog stick, a monthly subscription to a shared world, an age rating on the box, and a graphics card you expect to replace every few years. The 1990s also began the long decline of the arcade, because the reason to leave the house had moved indoors. What follows is the record of that transfer.