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==32/64-bit era== {{Main|Fifth generation of video game hardware}} ===32-bit war: SEGA Saturn vs. Sony PlayStation=== In the "32-bit era", the [[Saturn]] was released first and despite success in Japanese markets, it ultimately lacked sufficient third-party support outside of Japan for it to viably survive. SEGA's decision to use dual processors was roundly criticized, and some believe the second [[Central processing unit|CPU]] was added as a knee-jerk reaction to the [[PlayStation]]'s specifications. It has been said that only SEGA's first-party developers were ever able to utilize the second CPU effectively. The SEGA Saturn was the more difficult console to program for with some titles being dropped during the development process ([[SEGA Technical Institute|STI]]'s ''[[Sonic X-treme]]'' for example), and therefore the 3D graphics on its third party games often lacked the luster of the PlayStation or [[Nintendo 64]] (N64), a severe disadvantage at the dawn of 3-D games on home consoles. SEGA was also hurt by the plan to have a surprise four month early US launch of their console.<ref name="SEGA Jumps Gun">{{Cite web | title = The 25 Dumbest Moments in Gaming: #4 SEGA Jumps the Gun, Gets Shot | publisher = [[GameSpy]] | url = http://archive.gamespy.com/articles/june03/dumbestmoments/index21.shtml | accessdate = 2 March 2010}}</ref> This [[Head start (positioning)|head start]] failed for several reasons. One of the major reasons being there were few software titles ready. The SEGA Saturn was also US$100 more expensive than the PlayStation at its launch, and only available at four retailers. Sony took an early advantage by initiating an expensive ad campaign and appealing to an older demographic who had grown up playing video games. The PlayStation was positioned as a necessity alongside the TV and VCR. The securing of this demographic is widely credited as the key to the system's success. SEGA and particularly Nintendo's offerings were characterized as appealing more to children (both companies, for instance, featured mascots that appeared in Saturday morning cartoons). With Sony's greater hardware sales came greater third party support; ultimately the PlayStation won the era virtually unopposed. Sony carried this momentum over into the release of the [[PlayStation 2]]. The Saturn was discontinued in 1998, as SEGA again tried to gain a head start over Sony with the [[Dreamcast]]. However, the Saturn was a success in Japan, where it outsold the Nintendo 64 and is considered the most successful SEGA console in the country. As a result, the Saturn continued selling in Japan for several years longer than in other regions. ===32-bit vs. 64-bit: PlayStation vs. Nintendo 64=== Although this era is known as the "32-bit era", the [[64-bit]] Nintendo 64 was released later than the other two consoles with which it was originally meant to compete directly. By the time of its release, Sony had already established their dominance and the Saturn was struggling to keep momentum. Its use of cartridge media rather than [[compact disc]]s alienated developers and publishers due to the space limits and the relatively high cost involved (compare US$3.50 for an Nintendo 64 cartridge to 35Β’ for a PlayStation disc), though the Nintendo 64 had much faster load times because of its cartridge media. Despite this, Nintendo managed to carve out a profitable niche in this era, selling over 30 million consoles. ===Worldwide sales figures=== # [[PlayStation]] β 102.49 million shipped (Japan: 21.59, US: 40.78, Europe: 40.12)<ref name="PS shipments">{{Cite web|url=http://www.scei.co.jp/corporate/data/bizdataps_e.html |title=PlayStation Cumulative Production Shipments of Hardware |accessdate=2006-08-14 |publisher=Sony Computer Entertainment Inc.}}</ref> #: including [[PSone]] β 28.15 million shipped <ref name="PS shipments" /> # [[Nintendo 64]] β 32.93 million<ref name="bweek">{{Cite web |url=http://images.businessweek.com/ss/06/10/game_consoles/source/12.htm |title=A Brief History of Game Console Warfare: Nintendo 64 |accessdate=2008-03-28 |work=[[BusinessWeek]] |publisher=[[McGraw-Hill]]}}</ref> (Japan: 5.54 million, the Americas: 20.63 million, Other: 6.75 million)<ref name=nintendosales/> # [[Saturn]] β 9.26 million<ref name="evans_131">{{Cite book|last=Evans|first=David S.|title=Invisible engines: how software platforms drive innovation and transform industries|year=2006|publisher=[[MIT Press]]|location=Cambridge (Mass.)|isbn=0262050854|url=http://books.google.co.uk/books?id=5Wx6-uv-DSkC&pg=PA131|author=David S. Evans|authorlink=David S. Evans|edition=[Online-Ausg.]|coauthors=Hagiu, Andrei; Schmalensee, Richard|accessdate=31 January 2012|page=131}} (with reference to {{Cite web|title=Table 2: Worldwide Video Game Console Annual Shipment History - 1989-1998|url=http://www.instat.com/abstracts/mm/2000/mm0019st_abs.htm|work=Video Game Consoles: Sony, Nintendo and SEGA Brace for Microsoft Challenge|publisher=In-Stat ([[NPD Group]])|accessdate=31 January 2012|archiveurl=http://web.archive.org/web/20010617172523/http://www.instat.com/abstracts/mm/2000/mm0019st_abs.htm|archivedate=2001-05-01|month=December|year=2000}})</ref> (North America: 2 million, Europe: 1.26 million+, Asia: 6 million+) # [[3DO Interactive Multiplayer]] - 2 million<ref name="gamepro1">{{Cite web |url=http://www.gamepro.com/article/features/111822/the-10-worst-selling-consoles-of-all-time/ |title=The 10 Worst-Selling Consoles of All Time |accessdate=2007-11-25 |author=Blake Snow |publisher=[[GamePro]].com |date=2007-05-04 |page=1|archiveurl=http://web.archive.org/web/20080905175406/http://www.gamepro.com/article/features/111822/the-10-worst-selling-consoles-of-all-time/|archivedate=2008-09-05}}</ref>
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