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Sixth generation of video game consoles

In the history of video games, the sixth generation era (sometimes called the 128-bit era; see "bits and system power" below) is the era of computer and video games, video game consoles, and handheld gaming devices available at the turn of the 21st century, starting on November 27, 1998. Platforms in the sixth generation include consoles from four companies: the Sega Dreamcast (DC), Sony PlayStation 2 (PS2), Nintendo GameCube (GC), and Microsoft Xbox. This era began on November 27, 1998, with the Japanese release of the Dreamcast, which was joined by the PlayStation 2 on March 4, 2000, the GameCube on September 14, 2001 and the Xbox on November 15, 2001, respectively. In March 31, 2001, the Dreamcast was among the first to be discontinued. Xbox in 2006, GameCube in 2007 and PlayStation 2 was the last, in January 2013. Meanwhile, the seventh generation of consoles started on November 22, 2005, with the launch of the Xbox 360.[1]

The major innovation of this generation was of full utilization of the internet to allow a fully online gaming experience. While the prior generation had some systems with internet connectivity, such as the Apple Pippin, these had little market penetration and thus had limited success in the area. Services such as Microsoft's Xbox Live became industry standard in this, and future, generations. Another innovation of the Xbox was its being the first system to utilize an internal hard disk drive to store game data. This led to many improvements to the gaming experience, including the ability to store program data (rather than just save game data) that allowed for faster load times, as well as the ability to download games directly from the internet rather than to purchase physical media such as a disk or cartridge. Soon after its release other systems, like the Sony PlayStation 2, produced peripheral storage devices to allow similar capabilities, and by the next generation internal storage became industry standard.

Bit ratings (i.e. "64-bit" or "32-bit" for the previous generation) for most consoles largely fell by the wayside during this era, with the notable exceptions being promotions for the Dreamcast[2] and PS2[3] that advertised "128-bit graphics" at the start of the generation. The number of "bits" cited in this way in console names refers to the CPU word size, and had been used by hardware marketing departments as a "show of power" for many years. However, there is little to be gained from increasing the word size much beyond 32 or 64 bits because, once this level is reached, performance depends on more varied factors, such as processor clock speed, bandwidth, and memory size.[citation needed]

The sixth generation of handhelds began with the release of the Bandai's WonderSwan, launched in Japan in 1999. Nintendo maintained its dominant share of the handheld market with the release in 2001 of the Game Boy Advance, which featured many upgrades and new features over the Game Boy. The Game Boy Advance was discontinued in early 2010. The next generation of handheld consoles began in November 2004, with the North American introduction of the Nintendo DS.

The last official Dreamcast games were released in 2002 (North America and Europe) and 2007 (Japan). The last GameCube games were released in 2006 (Japan) and 2007 (North America and Europe). The last Xbox games were released in 2007 (Japan) and 2008 (Europe and North America). Pro Evolution Soccer 2014 was the last game for the PlayStation 2 (in Europe), which was released in November 2013.[4] The last PS2 game, Final Fantasy XI: Rhapsodies of Vana'diel, was released in May 2015, marking the end of this generation.[5]

Home systems

 
The PlayStation 2 was the best-selling system of the sixth generation, selling over 150 million systems, also making it the best-selling console of all time.

The Sony PlayStation 2[6][7][8] achieved sales dominance in this generation, becoming the best-selling console in history,[9] with over 150 million units sold as of February 2011.[10] The Microsoft Xbox had sold over 24 million units as of May 2006,[11][12] and the GameCube had sold 22 million units as of September 2010.[13] The Sega Dreamcast, which arrived prior to all of the others and was discontinued in 2001, came in fourth with 9.13 million sold.[14]

The sixth generation began to end when the Xbox was succeeded by the Xbox 360 in late 2005. GameCube hardware was still being produced when the Wii was released in late 2006, but as of June 2008 had also been ceased. PlayStation 2 sales continued to be strong through to the end of 2010,[15] due to the system's large software library, continuing software support, and affordable price.[16]

In February 2008, the PlayStation 2 outsold both the PlayStation 3 and Xbox 360 in the United States.[17][18] Games were still being produced for the PlayStation 2, Xbox, and GameCube as of 2008, while Dreamcast games were officially discontinued in 2003. There were still a few games being produced for the Dreamcast in 2004, but they are essentially NAOMI arcade ports released only in Japan, with small print runs. The PlayStation 2 was still being produced after the launch of the Wii U in 2012, making the sixth generation the second longest generation of all time.

Dreamcast

Sega's Dreamcast is the first console of the generation[19] and had several features to show an advantage from the competition, including Internet gaming as an optional feature through its built-in modem, and a web browser.

The console is credited with restoring Sega's reputation,[20] which had been damaged by the earlier failures of the Sega Saturn, Sega 32X, Genesis Nomad and Sega CD.[21] Despite this, the Dreamcast was discontinued prematurely due to numerous factors. The impending and much-hyped PlayStation 2 slowed Dreamcast sales, mostly due to the fact that the PlayStation 2 had a built-in DVD player and a huge number of PS1 owners looking to upgrade to the new, backwards-compatible console.[22] In addition, Sega's short-lived support/success of its post-Mega Drive products the Mega-CD, 32X and Saturn had left developers and customers skeptical, with some holding out to see whether the Dreamcast or PlayStation 2 would come out on top.[23]

Sega's decision to implement a GD-ROM (though publicly advertised as a CD-ROM) for storage medium did save costs but it did not compare well against the PS2's much-touted DVD capabilities. Sega was either unable or unwilling to spend the advertising money necessary to compete with Sony, who themselves took massive losses on the PlayStation 2 to gain market share. With the announcements of the Xbox and GameCube in late 2000, Sega's console was considered by some to be outdated only two years after its release. The previous losses from the Saturn, 32X, and Sega/Mega-CD, stagnation of sales due to the PlayStation 2, and impending competition from Microsoft and Nintendo caused Sega's revenue to shrink and announce their intention on killing the system in early 2001,[24] dropping the system entirely and leaving the console market in early 2004 in Japan and much earlier in other countries. Sega also announced it would shut down SegaNet, an online gaming community that supported online-capable Dreamcast titles. Due to user outcry over the decision, Sega delayed the service's closure by an additional 6 months.[24] Since the Dreamcast's discontinuation, Sega transitioned to software developing making games as a third-party company.

PlayStation 2

The brand Sony had established with the original PlayStation was a major factor in the PlayStation 2's dominance, both in terms of securing a consumer base and attracting third-party developers, with the gradual increase in one reinforcing the other. The PlayStation 2 was also able to play DVDs and was backwards-compatible with PlayStation games, which many say helped the former's sales.[25] Sony Computer Entertainment secured licensing for key games such as Final Fantasy X, Grand Theft Auto III, and Metal Gear Solid 2: Sons of Liberty, enabling the PS2 to outperform its competitors' launches. The console ended up becoming the top-selling console of this generation, while its competing consoles, the Xbox and the GameCube, went on to be modestly successful consoles.[26][27]

GameCube

Nintendo struggled with conflicting brand images, particularly the family-friendly one developed during the 1990s. Its arsenal of franchises and history in the industry, though earning it a loyal fan base, failed to give it an advantage against the Xbox and PlayStation 2 which captured audiences seeking 'Mature' titles of which Nintendo had fewer. Nintendo also made little headway into online gaming (releasing a small handful of online-capable games, the most popular of which was Phantasy Star Online Episode I and II, which was an enhanced port of the Dreamcast game with various new features and content), instead emphasizing Game Boy Advance connectivity. As a result, the GameCube failed to match the sales of its predecessor, the Nintendo 64, but the console wasn't a financial failure. Nintendo did however rejuvenate its relationship with many developers,[28] often working in close collaboration with them to produce games based upon its franchises, in contrast to the past where it was frequently seen as bullying developers in the late 1980s, back when the Nintendo Entertainment System was out on the market. As a result, the GameCube had more first and second party releases than its competitors,[28] whose most successful titles were mainly products of third-party developers.[28]

Xbox

Although the Xbox had the formidable financial backing of Microsoft, it was unable to significantly threaten the dominance of the PlayStation 2 as market leader.[29] However, the Xbox attracted a large fanbase and strong third-party support in the United States and Europe and became a recognizable brand amongst the mainstream. The Xbox Live online service with its centralized model proved particularly successful, prompting Sony to boost the online capabilities of the PlayStation 2. Xbox Live also gave the Xbox an edge over the GameCube, which had a near-total lack of online games. The flagship of Xbox Live was the game Halo 2, which was the best-selling Xbox game with over 8 million copies sold worldwide.[30][31] However, the Xbox failed to gain a following in Japan, with reasons cited including lack of brand recognition, lack of commitment to the console from Japanese publishers and developers, failure of Microsoft staff to fully understand important cultural differences, and ethnocentric preferences of the Japanese public for native products.[32][33]

Comparison

Comparison of sixth-generation video game home consoles[7]
Name Dreamcast PlayStation 2 GameCube Xbox
Logo
 
 
 
 
Manufacturer Sega Sony (SCE) Nintendo Microsoft
Image(s)        
An NTSC-U Dreamcast console, controller and VMU. On PAL consoles, the Dreamcast swirl was blue/green (au), and on NTSC-J it was red, but on games the swirl was orange. Left: An original model PlayStation 2
Right: A slimline PlayStation 2 with DualShock 2 controller and memory card.
An indigo GameCube and controller An Xbox console and controller
Launch prices US$199.99 (equivalent to $351.32 in 2022)[34]
£199.99 (equivalent to £368.7 in 2021)[34]
DEM499.99 (Equivalent to €255.64 in 1999, and to €367.51 in 2020)
US$299.99 (equivalent to $509.78 in 2022)
£299.99 (equivalent to £553.06 in 2021)
DEM869.99 (Equivalent to €444.31 in 2000, and to €625.98 in 2020)
US$199.99 (equivalent to $330.52 in 2022)
£129.99 (equivalent to £224.96 in 2021)[35]
€199.99[35]
US$299.99 (equivalent to $495.79 in 2022)
£299.99 (equivalent to £519.17 in 2021)
€479.99 (Changed to €399.99 shortly before Launch)
Best-selling game Sonic Adventure, 2.5 million (as of June 2006)[36] Grand Theft Auto: San Andreas, 20.81 million (as of August 24, 2013) Super Smash Bros. Melee, 7.5 million (as of August 24, 2013) Halo 2, 8.49 million (as of August 24, 2013)
Release date
  • JP: November 27, 1998
  • NA: September 9, 1999
  • EU: September 23, 1999
  • AU: October 14, 1999
  • JP: March 4, 2000
  • NA: October 26, 2000
  • EU: November 24, 2000
  • AU: November 30, 2000
  • JP: September 14, 2001
  • NA: November 18, 2001
  • EU: May 3, 2002
  • AU: May 17, 2002
  • NA: November 15, 2001
  • JP: February 22, 2002
  • EU: March 14, 2002
  • AU: March 14, 2002
Discontinued
  • WW: March 31, 2001[37]
Q3 2007[40]
Accessories (retail)
  • Xbox Live Starter Kit
  • Xbox Media Center Extender
  • DVD Playback Kit
  • Xbox Music Mixer
  • Memory Unit (8 MB)
  • Logitech Wireless Controller (2.4 GHz)
  • More...
CPU 200 MHz SuperH SH-4 294 MHz MIPS "Emotion Engine" 299 MHz later models 485 MHz PowerPC "Gekko" 733 MHz x86 Intel Celeron/Pentium III Custom Hybrid
GPU 100 MHz NEC/VideoLogic PowerVR CLX2 "Holly" 147 MHz "Graphics Synthesizer" 162 MHz ATI "Flipper" 233 MHz Custom Nvidia NV2A
RAM Main RAM 16 MB SDRAM
Video RAM 8 MB
Sound RAM 2 MB
Main RAM 32 MB dual-channel, RDRAM
Video RAM 4 MB eDRAM
Sound RAM 2 MB
Main RAM 24 MB 1T-SRAM, 16 MB DRAM
Video RAM 3 MB embedded 1T-SRAM
64 MB unified DDR SDRAM
Audio Stereo audio, with: 5.1 Surround sound audio, with: Stereo audio, with: 5.1 Surround sound audio, with:
Optical media GD-ROM, CD DVD, CD GameCube Game Disc, DVD (Panasonic Q) DVD, CD
Video outputs VGA (RGBHV), SCART (RGBS), S-Video, composite Component (YPBPR, RGsB), VGA (RGsB; progressive scan games/PS2 Linux only), SCART (RGBS), S-Video, composite Component (YCBCR), SCART (RGBS; PAL consoles only), S-Video (NTSC consoles only), composite Component (YPBPR), SCART (RGBS), S-Video, composite
Online service JP: Dricas (1998-2007)
NA: Sega Net (2000–2002)
EU: Dreamarena (2000–2003)
Non-unified services (2002–2016) Non-unified services (2003–2009) Xbox Live (2002–2010)
Backward compatibility None PlayStation Game Boy family
(Game Boy Player required)[1]
None
System software Proprietary OS Proprietary OS, PS2 Linux Proprietary OS Proprietary OS

Worldwide sales standings

Console Units sold
PlayStation 2 155 million (as of March 31, 2012)[43][44]
Xbox 24 million (as of May 10, 2006)[11][12]
GameCube 21.74 million (as of September 30, 2010)[13]
Dreamcast 9.13 million (as of September 6, 2002)[14]

Other consoles

These consoles were created for the mass market, like the 4 consoles listed above. These, however, are less often noted, never saw a worldwide release, and/or have sold fewer units overall, and are therefore listed as 'Other'.

The Panasonic M2 was a sixth generation console developed by The 3DO Company and sold to Panasonic, which then decided to not release the console in 1997.

The V.Smile was a gaming system for education, created by VTech. Released in 2004

Bits and system power

Bit ratings for consoles largely fell by the wayside after the fifth generation (32/64-bit) era. The number of "bits" cited in console names referred to the CPU word size, but there was little to be gained from increasing the word size much beyond 32 bits; performance depended on other factors, such as central processing unit speed, graphics processing unit speed, channel capacity, data storage size, and memory speed, latency, and size.

The importance of the number of bits in the modern console gaming market has thus decreased due to the use of components that process data in varying word sizes. Previously, console manufacturers advertised the "n-bit talk" to overemphasize the hardware capabilities of their system. The Dreamcast and the PlayStation 2 were the last systems to use the term "128-bit" in their marketing to describe their capability.

It is not easy to compare the relative "power" of the different systems. Having a larger CPU word size does not necessarily make one console more powerful than another. Likewise, the operating frequency (clock rate, measured in terms of Hertz) of a system's CPU is not an accurate measure of performance either, except between systems of the same or similar architecture.

The Microsoft Xbox uses a 32-bit (general purpose) CISC x86 architecture CPU, with an instruction set equal to that of the Coppermine core Mobile Celeron, though it has less cache (128 kB) than the PC equivalent. It has 64 MB RAM (shared) and runs at 733 MHz. Because the Pentium 3 introduced SSE, the Xbox also had 128-bit SIMD capabilities. Its NV2A GPU, which is very similar to the GeForce 3 Series of desktop GPUs, makes it the only console in its time with traditional vertex and pixel shaders.[45]

The GameCube's IBM Gekko PowerPC CPU runs at 485 MHz, while its "Flipper" graphics processor is comparable to the original ATI Radeon, and it has 43 MB of non-unified memory (24 MB of 1T-SRAM, 3 MB embedded 1T-SRAM, and 16 MB DRAM). The GameCube supports Dolby Pro Logic II.[46]

The PlayStation 2's CPU (known as the "128-bit Emotion Engine") has a 64-bit core with a 32-bit FPU coupled to two 128 bit Vector Units, The hybrid R5900 CPU is based on MIPS architecture. The PS2 also has an internal 10 Channel DMA Bus which is fully 128 bits wide. Paths between the Emotion Engine, RAM and the Graphics Synthesizer (GS) are also 128 bits wide. The PS2's unique hardware arrangement with no less than 10 processing units were difficult to come to grips with. Many developers struggled initially with programming the hardware. The PS2's Graphics Synthesizer (GS) has fast dedicated video memory, though it is limited in the amount of data it can hold. The 10 Channel 128 bit wide DMA bus could pump data to GS Memory as fast as the screen could update. Consequently, with the main memory being limited to 32MB, many of the PS2's games have reduced textures compared with versions for other consoles. It also does not have a hardware dedicated transform and lighting unit like the ones found in the Xbox and GameCube GPUs.

However the PS2's design allows a remarkable degree of flexibility and choice. For example, program control and general arithmetic could be handled by the CPU, while the Vector Units 0 and 1, could provide parallel processing of physics, clipping and transform and lighting to the scene. The Vector units were noted to be so versatile that Shadow of The Colossus used one of the vector units to do full Pixel shading for the fur of the Collossi.

The Dreamcast has a 64-bit double-precision superscalar SuperH-4 RISC Central processing unit core with a 32-bit integer unit using 16-bit fixed-length instructions, a 64-bit data bus allowing a variable width of either 8, 16, 32 or 64-bits, and a 128-bit floating-point bus.[47] The PowerVR 2DC CLX2 chipset uses a unique method of rendering a 3D scene called Tile Based Deferred Rendering (TBDR): while storing polygons in triangle strip format in memory, the display is split into tiles associated with a list of visibly overlapping triangles onto which, using a process similar to ray tracing, rays are cast and a pixel is rendered from the triangle closest to the camera. After calculating the depths associated with each polygon for one tile row in 1 cycle, the whole tile is flushed to video memory before passing on to render the next tile. Once all information has been collated for the current frame, the tiles are rendered in turn to produce the final image.

Handheld systems

 
The Game Boy Advance was the best-selling handheld system.

During the sixth generation era, the handheld game console market expanded with the introduction of new devices from many different manufacturers. Nintendo maintained its dominant share of the handheld market with the release in 2001 of the Game Boy Advance, which featured many upgrades and new features over the Game Boy. Two redesigns of this system followed, the Game Boy Advance SP in 2003 and the Game Boy Micro in 2005. Also introduced was the Bandai's WonderSwan, launched in Japan in 1999. South Korean company Game Park introduced its GP32 handheld in 2001, and with it came the dawn of open source handheld consoles. The Game Boy Advance line of handhelds has sold 81.51 million units worldwide as of September 30, 2010.[13]

A major new addition to the market was the trend for corporations to include a large number of "non-gaming" features into their handheld consoles, including cell phones, MP3 players, portable movie players, and PDA-like features. The handheld that started this trend was Nokia's N-Gage, which was released in 2003 and doubled primarily as a mobile phone. It went through a redesign in 2004 and was renamed the N-Gage QD. A second handheld, the Zodiac from Tapwave, was released in 2004; based on the Palm OS, it offered specialized gaming-oriented video and sound capabilities, but it had an unwieldy development kit due to the underlying Palm OS foundation.

A fairly uncommon handheld of the 6th generation was the vtech V.SMILE Pocket. A handheld version of their V.SMILE home console.

With more and more PDAs arriving during the previous generation, the difference between consumer electronics and traditional computing began to blur and cheap console technology grew as a result. It was said of PDAs that they were "the computers of handheld gaming" because of their multi-purpose capabilities and the increasingly powerful computer hardware that resided within them. This capability existed to move gaming beyond the last generation's 16-bit limitations; however, PDAs were still geared towards the typical businessman, and lacked new, affordable software franchises to compete with dedicated handheld gaming consoles.

Handheld comparison

Name WonderSwan Game Boy Advance / Game Boy Advance SP / Game Boy Micro N-Gage / N-Gage QD
Manufacturer Bandai Nintendo Nokia
Console               
Release dates WonderSwan:
  • JP: March 4, 1999

WonderSwan Color:

  • JP: December 9, 2000

SwanCrystal:

  • JP: July 12, 2002
Game Boy Advance:
  • JP: March 21, 2001
  • NA: June 11, 2001
  • PAL: June 22, 2001

Game Boy Advance SP:
  • JP: February 14, 2003
  • NA: March 23, 2003
  • PAL: March 28, 2003

Game Boy Micro:
  • JP: September 13, 2005
  • NA: September 19, 2005
  • AU: November 3, 2005
  • EU: November 4, 2005
N-Gage: October 7, 2003
N-Gage QD: May 26, 2004
Discontinued 2003 Yes; undisclosed 2006
Logo      
Launch prices WonderSwan:
Japan: ¥4,800

WonderSwan Color:

Japan: ¥6,800

SwanCrystal:

Japan: ¥7,800

GBA:
Japan: ¥9,800
North America: US$99.99 (equivalent to $165.25 in 2022)
Europe: €?

GBA SP:

Japan: ¥12,500
North America: US$99.99 (equivalent to $159.07 in 2022) / CA$149,99 (equivalent to $206.6 in 2021)
Europe: €129,99
Australia: AU$199,99 (equivalent to $286.94 in 2018)

GB Micro:

Japan: ¥?
North America: US$99.99 (equivalent to $149.82 in 2022) / C$?
Europe: €?
N-Gage:
North America: US$299.99 (equivalent to $477.23 in 2022)
Europe: €289.99 / £229.99 (equivalent to £386.84 in 2021)

N-Gage QD:

North America: US$179.99 (equivalent to $278.86 in 2022)
Europe: €229.99
Media WonderSwan cartridge Game Boy Advance Game Pak MultiMediaCard (MMC)
Best-selling game Final Fantasy Pokémon Ruby and Sapphire, 16.22 million combined (as of November 25, 2004)[48] ?
Accessories
(retail)
  • WonderSwan WS Headphone Adapter
  • WonderWave
  • WonderWitch
  • WonderBorg
OS Symbian S60
CPU 16-bit, NEC V30 MZ 16.8 MHz, 32-bit, ARM7TDMI with embedded memory 104 MHz, 32-bit, RISC based on ARM9 series
Memory 512 kbit (64 KB) RAM 32 kilobyte + 96 kilobyte VRAM (internal to the CPU), 256 kilobyte WRAM (outside the CPU) 16 megabyte RAM, 16 megabyte ROM (3.4 MB accessible for storage)
Audio 4-bit PCM channels Stereo audio, with:
  • 8-bit DAC, capable of either streaming wave data or outputting wave samples processed and mixed in software
  • Two square wave voices
  • One programmable WS voice
  • One white noise generator
  • Optional sampling through the WS channel
Stereo audio (using headphones), with:
  • Support for Standard MIDI, SP MIDI and AMR audio
Interface
  • Two D-pads
  • Two face buttons
  • D-pad
  • Four face buttons
  • Two shoulder buttons
  • D-pad
  • Numbered keypad
  • Music player, Radio and Menu hotkeys
  • Dial and hang up buttons
  • Four other face buttons
  • Microphone
Dimensions WonderSwan Color: 12.8 × 24.5 × 82mm (5.04 in × 2.93 in × 0.96 in) GBA: 144.5 × 24.5 × 82 mm (5.69 × 0.96 × 3.2 inches)
GBA SP: 84 × 82 × 24.4 mm (3.3 × 3.23 × 0.96 inches)
GB Micro: 50 × 101 × 17.2 mm (2 × 4 × 0.7 inches)
N-Gage QD: 70 mm (2.8 in) (h) 134 mm (5.3 in) (w) 20 mm (0.79 in) (d)
N-Gage QD: 118 mm (4.6 in) (w) 68 mm (2.7 in) (h) 22 mm (0.87 in) (d)
Weight WonderSwan Color: 96 g (3.4 oz) GBA: 140 g (4.9 oz)
GBA SP: 142 g (5.0 oz)
GB Micro: 80 g (2.8 oz)
N-Gage: 137 g (4.8 oz)
N-Gage QD 143 g (5.0 oz)
Online service N-Gage Arena
Backward compatibility N/A Game Boy, Game Boy Color (GBA, GBA SP only) N/A
Resolutions 224 x 144 240 × 160 176 × 208
Storage 3.4 MB internal storage, MMC
Battery life WonderSwan: 40 hours

WonderSwan Color: 15 hours

GBA: 15 hours
GBA SP: 10 hours continuous play with light on, 18 hours with light off
GB Micro: 5 hours with top brightness and sound, 8 hours with both features on default
N-Gage: 2 hours continuous play
N-Gage QD: 4 hours continuous play
Units sold (all models combined) Japan: 3.5 million (combined)


WonderSwan: 1.55 million

WonderSwan Color: 1.1 million

Worldwide: 81.51 million (as of September 30, 2010)

Japan: 16.96 million
Americas: 41.64 million
Other: 22.91 million

Worldwide: 3 million (as of July 30, 2007)

Note: First year of release is the first year of the system's worldwide availability.

Other handhelds

Sales

Console Units sold
Game Boy Advance
(figure includes GBA SP and Game Boy Micro)
81.51 million[13]
N-Gage 3 million[49]
Tapwave Zodiac less than 200,000 units[50]
GP32 30,000

Trends

Market convergence

Major publishers, such as Activision, Electronic Arts, and Ubisoft adopted a cross-platform strategy, releasing versions of their games for PC, all major consoles, and in some cases, handhelds as well. The sixth generation was the first to help console and computer software grow closer together as well as outperform the arcade market in features, graphics and business.[citation needed] The Dreamcast, which had an official Windows CE Development Kit to help porting games from PCs to Dreamcast, and the Xbox, which was made from off-the-shelf PC parts and hosted many PC ports, factored into this also.

Controversial games

While the sixth generation was not the first to have its share of controversial games, this generation was noted to have extensive criticism by public figures of "objectionable" content in gaming such as sex, crime, violence, profanity, drug use, and social propaganda as well as topics of debate such as religion, politics and economics.

The sixth generation was also notable because it saw the continuation of lawmakers taking actions against the video game industry. The most famous were Rockstar Games' Manhunt and Grand Theft Auto games (Grand Theft Auto III and Grand Theft Auto: Vice City) facing lawsuits over alleged racial slurs and influencing minors to commit crimes, while Grand Theft Auto: San Andreas was briefly given an adult rating and removed from most stores over the availability of an abandoned sex mini-game using the Hot Coffee mod.[51][52][53]

The sixth generation also coincided with the September 11 attacks in New York City and the Pentagon, which had a huge impact on the entertainment industry, including the video game industry; in the subsequent market climate, multiple games were edited in response to the sensitivity surrounding the event. Prior to its release, Metal Gear Solid 2: Sons of Liberty depicted a submersible mobile fortress hijacked by terrorists destroying a good portion of Manhattan in view of the twin towers (this can be found in the "Document of Metal Gear Solid 2" making-of feature). Similarly, several undisclosed modifications were made in Grand Theft Auto III, such as a change to the police cars' color scheme (the old scheme resembled that of NYPD's older blue and white design) and altered cover art (the European release featured the original artwork); Rockstar Games estimates that the changes amounted to 1% in changed content.[54] The Dreamcast game Propeller Arena was never officially released, possibly due to a certain level which was visually very similar to the September 11 attacks.

Emulation and retro gaming

Because of the increased computing power of video game consoles and the widespread usage of emulators, the sixth generation saw the rise of console emulation and retro gaming on a vast scale. Many games for older systems were updated with superior graphics or sound and re-released for current consoles. Commonly emulated games included those released for the Nintendo Entertainment System, the Super Nintendo Entertainment System, the Mega Drive/Genesis, the PlayStation (the PS2 can play PS1 games natively), and the Nintendo 64.

Also during this generation, the computing power of handheld consoles became capable of supporting games made for some of the earliest gaming consoles and several companies released remakes of classic games for the handhelds. Nintendo introduced a line of NES and SNES games for its Game Boy Advance handheld, including remakes such as Final Fantasy I & II: Dawn of Souls and Nintendo's Metroid: Zero Mission. Also, an increasing number of third-party developers, including Midway Games, Capcom, Namco, Atari, Tecmo, and Sega, released anthology collections of some of their old games. Additionally, many video games and video game series that were originally confined to Japan were released in North America and Europe for the first time.

Rise of online gaming

Online gaming, which in previous generations had been almost an exclusive domain of PC games, became more prominent in video game consoles during this generation. The Dreamcast initiated this change with its built in modem, internet browsing software, and ability to play certain games online. The PlayStation 2, Xbox and GameCube also offered online gaming, though their approaches and commitment to it varied greatly. The Xbox offered an integrated service called Xbox Live that cost $50 per year and was only compatible with a broadband internet connection. Its ability to connect gamers for online multi-player matches was a considerable factor in allowing the Xbox to gain a foothold in the western market, especially in the first-person shooter genre. The PlayStation 2 left its online gaming service up to each individual game publisher, and though it was free to use, it was not always an ideal experience, especially with games published by small developers. The SOCOM series was one of the most popular online competitive games for the PS2.[55] The GameCube did not offer online play for any of its first-party titles, with only Sega's Phantasy Star Online series and Homeland making official use of the console's online capabilities. In addition, online capability was not out-of-the-box; an adapter was needed to hook the GameCube to the internet.

Mergers

Many game publishing companies with a long established history merged with their competitors: Microsoft bought second-party developer Rare in 2002; Square merged with Enix to form Square Enix in 2003 and then later bought Taito; Sega merged with Sammy to form Sega Sammy Holdings in 2004; Konami bought a majority share of Hudson Soft; Namco merged with Bandai to form Bandai Namco Holdings in 2006.

Software

Milestone titles

  • Dead or Alive 2 (Arcade, DC, PS2) by Team Ninja received universal acclaim with a Metacritic score of 91/100 and is considered one of the greatest fighting games of all time. It was notable for improving and popularizing the concept of multi-tierd environments.[56] Dead or Alive 3 (Xbox) was a bestseller with over 2 million copies sold worldwide and was notable for improving and expanding on what the previous game offered.
  • Final Fantasy X (PS2) by Square (now Square Enix) refined many elements found in its predecessors, adding a completely different battle system. Within four days of its release in Japan the game had sold over 1.4 million copies in pre-orders, setting the record for the fastest-selling console RPG.[57]
  • Forza Motorsport (Xbox) by Turn 10 Studios and Microsoft Studios received universal critical acclaim[58] and is considered to have set a new standard for the racing genre.[59][60][61] This game received universal acclaim according to the review aggregation website Metacritic.[62]
  • God of War and God of War II (PS2) by Santa Monica Studio and Sony Computer Entertainment (SCE) were both released to universal acclaim from critics for their gameplay, graphics and story.
  • Grand Theft Auto III, Vice City, and Grand Theft Auto: San Andreas (PS2, Xbox, PC) by Rockstar popularized "sandbox" style gameplay in an urban crime setting, which has since been widely imitated. In addition, it brought violence and other potentially objectionable content in video games back into the mainstream spotlight, thus reviving the video game controversy.
  • Half-Life 2 (PC, Xbox) by Valve was praised for its advanced physics, animation, sound, AI, graphics, gameplay, and narrative, and was named Game of the Decade at the Spike Video Game Awards.
  • Halo: Combat Evolved (Xbox, PC) by Bungie and Microsoft Studios was by far the most successful launch title for the Xbox. Halo 2 set records as the fastest grossing release in entertainment history [63] and was still very successful on the Xbox Live online gaming service until support was dropped in April 2010.
  • Jet Set Radio (DC) by Smilebit and Sega received universal acclaim for its arcade-style gameplay, up-tempo music and cel-shaded visuals. It popularized the use of cel-shaded visuals in video games.[64] Jet Set Radio Future (Xbox) improved and expanded on what the original game offered, also receiving critical acclaim.
  • The Legend of Zelda: The Wind Waker (GC) by Nintendo EAD and Nintendo remains one of the most critically acclaimed games of the generation. Critics praised the vivid artistry and timeless gameplay. It has a score of 96% on Metacritic, and is the fourth game to obtain a perfect score from video game reviewer Famitsu. Likewise, The Legend of Zelda: Twilight Princess (GC) proved to be another important title in the series released this generation. The title is perhaps best remembered for the excitement caused by its announcement trailer at E3 2004. It was released to widespread critical acclaim with an average of 96% on Metacritic. The game drew much praise for its scale and cinematic style with many reviewers declaring it the best game in the series.[65] Likewise, it was seen as a transitional title being released on both the Gamecube and Wii – which resulted in it being the best-selling title in the series since Ocarina of Time.
  • Metal Gear Solid 2: Sons of Liberty (PS2, Xbox, PC) and Metal Gear Solid 3: Snake Eater (PS2) by Konami Computer Entertainment Japan and Konami improved upon the stealth genre by adding many new abilities, and for the first time in its respective genre made the surroundings nearly completely interactive. Both games achieved widespread critical acclaim, as they improved many elements from their predecessor.
  • Metroid Prime (GC) by Retro Studios and Nintendo is one of the generation's highest-rated titles, with a score of 96.3 on GameRankings and a 97 on Metacritic.[66][67] The game garnered critical praise and commercial success, selling more than a million units in North America alone.[68] It was also the eighth best-selling GameCube game in Australia,[69] and more than 78,000 copies were sold in Japan.[70] It won a number of Game of the Year awards, and it is considered by many critics and gamers to be one of the greatest video games ever made, remaining one of the highest-rated games on Metacritic.[71]
  • NFL 2K1 (DC) by Visual Concepts and Sega was the first football game to feature online play.[72]
  • Phantasy Star Online (DC, GC, Xbox, PC) by Sonic Team and Sega, the first console MMORPG, has been cited as one of the most groundbreaking and influential games of the generation.[73] It received "generally favorable" reviews per ratings aggregator Metacritic.[74]
  • Pokémon Ruby and Sapphire (GBA) Despite the fact that the games received some backlash due to connectivity issues with the older games, which was resolved with the release of future games, these games still received positive reception from critics and a loyal fanbase for adding much more innovation to the Pokémon series. They eventually became the best-selling games for the Game Boy Advance,[75][76] selling roughly over 16.22 million copies worldwide as of October 2013.[77][78]
  • Resident Evil 4 (GC, PS2, PC) by Capcom Production Studio 4 and Capcom revamped the franchise in a new, more action-oriented direction.[79] It remains one of the highest rated games of the generation.
  • Rez (DC, PS2) by United Game Artists and Sega received significant critical acclaim.[80][81] The game, about a computer virus named Swayzak invading the mainframe of a computer, has been cited as one of the greatest videogames ever made[82][83] and a significant example of videogames as art.[84]
  • Shadow of the Colossus (PS2) by Team Ico and SCE has been frequently cited as an example of video games as art.[85][86][87] Many reviewers consider the game's soundtrack to be one of its greatest aspects. In addition to Roar of the Earth won the award for "Soundtrack of the Year" in the US-based video game magazine Electronic Gaming Monthly,[88] GameSpot commented that the musical score conveyed, and often intensified, the mood of any given situation,[89] while it was described as "one of the finest game soundtracks ever" by a reviewer from Eurogamer.[90]
  • Shenmue (DC) by Sega AM2 and Sega is regarded as a major step forward for 3D open-world gameplay,[91][92][93][94][95] introduced the quick time event mechanic in its modern form,[96] and has been widely cited as one of the best and most influential games ever made.[97][98][99][100]
  • Sonic Adventure (DC, GC, PC) by Sonic Team was the first main Sonic the Hedgehog game to feature 3D gameplay. It received a perfect score from Computer and Video Games, who called it one of the greatest video games of all time,[101] and GamesRadar wrote it "changed the gaming world forever".[102]
  • Soulcalibur (Arcade, DC) by Project Soul and Namco is the first fighting game on any platform to have ever received a perfect 10.0 rating from IGN[103] and GameSpot[104] and also a perfect 40/40 (second of only fifteen games)[105] from Japanese gaming magazine Famitsu. Soul Calibur II (Arcade, PS2, GC, Xbox) was a bestseller for all three home consoles on which it was released and was notable for featuring exclusive characters for every version released.
  • Star Wars: Knights of the Old Republic (PC, Xbox) by BioWare and LucasArts has been cited as one of the best games of the generation[106] and greatest games of all time.[107][108] Its sequel, Star Wars Knights of the Old Republic II: The Sith Lords, also garnered critical acclaim.[109]
  • Super Mario Sunshine (GC) by Nintendo Entertainment Analysis & Development (Nintendo EAD) and Nintendo is the highest-rated 3D platformer of the generation with a Metacritic score of 92/100.[110] This game was the first 3D Super Mario game which included the ability to ride Yoshi.[111] This feature reappeared in Super Mario Galaxy 2 where the Twisty Trials Galaxy in World S is another recurring theme from Super Mario Sunshine, based on one of the missions "The Secret of Ricco Tower".[112]
  • Super Smash Bros. Melee (GC) by Hal Laboratory and Nintendo went on to become one of the most popular and most played games on the GameCube console which is a widely played competitive video game and has been featured in several high-profile tournaments.[113] Many consider it to be the most competitively viable game in the series.[114][115][116]
  • Tekken Tag Tournament (PS2) was a launch title for the PlayStation 2, and is regarded as one of the best PS2 titles ever,[117] and is also considered one of if not the most significant entry to the Tekken series. Throughout the sixth generation, Tekken Tag was the fighting game of choice for many tournaments. The game was also praised for its graphical leap from the arcade on to the then, new generation of consoles, on the PlayStation 2.[118]
  • Virtua Fighter 4 (Arcade, PS2) by Sega AM2 and Sega received universal critical acclaim, with a Metacritic score of 94/100, and is considered to have set a new standard for 3D fighting games.[119][120] In Japan, the PlayStation 2 version sold 356,897 during its first week on sale in early 2002.[121] Worldwide sales of the PS2 port exceeded 1.5 million by June 2002.[122] On release, Famitsu magazine scored the PlayStation 2 version of the game a 37 out of 40.[123]

See also

Notes

  • ^ The Game Boy Player, released in 2003, adds Game Boy Advance functionality to a GameCube. It is also backwards compatible with Game Boy and Game Boy Color games. A few titles are not supported. The Game Boy Player was sold separately upon its launch, but it was later included with select GameCube bundles.[124][125]

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sixth, generation, video, game, consoles, history, video, games, sixth, generation, sometimes, called, bits, system, power, below, computer, video, games, video, game, consoles, handheld, gaming, devices, available, turn, 21st, century, starting, november, 199. In the history of video games the sixth generation era sometimes called the 128 bit era see bits and system power below is the era of computer and video games video game consoles and handheld gaming devices available at the turn of the 21st century starting on November 27 1998 Platforms in the sixth generation include consoles from four companies the Sega Dreamcast DC Sony PlayStation 2 PS2 Nintendo GameCube GC and Microsoft Xbox This era began on November 27 1998 with the Japanese release of the Dreamcast which was joined by the PlayStation 2 on March 4 2000 the GameCube on September 14 2001 and the Xbox on November 15 2001 respectively In March 31 2001 the Dreamcast was among the first to be discontinued Xbox in 2006 GameCube in 2007 and PlayStation 2 was the last in January 2013 Meanwhile the seventh generation of consoles started on November 22 2005 with the launch of the Xbox 360 1 The major innovation of this generation was of full utilization of the internet to allow a fully online gaming experience While the prior generation had some systems with internet connectivity such as the Apple Pippin these had little market penetration and thus had limited success in the area Services such as Microsoft s Xbox Live became industry standard in this and future generations Another innovation of the Xbox was its being the first system to utilize an internal hard disk drive to store game data This led to many improvements to the gaming experience including the ability to store program data rather than just save game data that allowed for faster load times as well as the ability to download games directly from the internet rather than to purchase physical media such as a disk or cartridge Soon after its release other systems like the Sony PlayStation 2 produced peripheral storage devices to allow similar capabilities and by the next generation internal storage became industry standard Bit ratings i e 64 bit or 32 bit for the previous generation for most consoles largely fell by the wayside during this era with the notable exceptions being promotions for the Dreamcast 2 and PS2 3 that advertised 128 bit graphics at the start of the generation The number of bits cited in this way in console names refers to the CPU word size and had been used by hardware marketing departments as a show of power for many years However there is little to be gained from increasing the word size much beyond 32 or 64 bits because once this level is reached performance depends on more varied factors such as processor clock speed bandwidth and memory size citation needed The sixth generation of handhelds began with the release of the Bandai s WonderSwan launched in Japan in 1999 Nintendo maintained its dominant share of the handheld market with the release in 2001 of the Game Boy Advance which featured many upgrades and new features over the Game Boy The Game Boy Advance was discontinued in early 2010 The next generation of handheld consoles began in November 2004 with the North American introduction of the Nintendo DS The last official Dreamcast games were released in 2002 North America and Europe and 2007 Japan The last GameCube games were released in 2006 Japan and 2007 North America and Europe The last Xbox games were released in 2007 Japan and 2008 Europe and North America Pro Evolution Soccer 2014 was the last game for the PlayStation 2 in Europe which was released in November 2013 4 The last PS2 game Final Fantasy XI Rhapsodies of Vana diel was released in May 2015 marking the end of this generation 5 Contents 1 Home systems 1 1 Dreamcast 1 2 PlayStation 2 1 3 GameCube 1 4 Xbox 1 5 Comparison 1 6 Worldwide sales standings 1 7 Other consoles 2 Bits and system power 3 Handheld systems 3 1 Handheld comparison 3 2 Other handhelds 3 3 Sales 4 Trends 4 1 Market convergence 4 2 Controversial games 4 3 Emulation and retro gaming 4 4 Rise of online gaming 4 5 Mergers 5 Software 5 1 Milestone titles 6 See also 7 Notes 8 ReferencesHome systems Edit The PlayStation 2 was the best selling system of the sixth generation selling over 150 million systems also making it the best selling console of all time The Sony PlayStation 2 6 7 8 achieved sales dominance in this generation becoming the best selling console in history 9 with over 150 million units sold as of February 2011 10 The Microsoft Xbox had sold over 24 million units as of May 2006 11 12 and the GameCube had sold 22 million units as of September 2010 13 The Sega Dreamcast which arrived prior to all of the others and was discontinued in 2001 came in fourth with 9 13 million sold 14 The sixth generation began to end when the Xbox was succeeded by the Xbox 360 in late 2005 GameCube hardware was still being produced when the Wii was released in late 2006 but as of June 2008 had also been ceased PlayStation 2 sales continued to be strong through to the end of 2010 15 due to the system s large software library continuing software support and affordable price 16 In February 2008 the PlayStation 2 outsold both the PlayStation 3 and Xbox 360 in the United States 17 18 Games were still being produced for the PlayStation 2 Xbox and GameCube as of 2008 while Dreamcast games were officially discontinued in 2003 There were still a few games being produced for the Dreamcast in 2004 but they are essentially NAOMI arcade ports released only in Japan with small print runs The PlayStation 2 was still being produced after the launch of the Wii U in 2012 making the sixth generation the second longest generation of all time Dreamcast Edit Main article Dreamcast Sega s Dreamcast is the first console of the generation 19 and had several features to show an advantage from the competition including Internet gaming as an optional feature through its built in modem and a web browser The console is credited with restoring Sega s reputation 20 which had been damaged by the earlier failures of the Sega Saturn Sega 32X Genesis Nomad and Sega CD 21 Despite this the Dreamcast was discontinued prematurely due to numerous factors The impending and much hyped PlayStation 2 slowed Dreamcast sales mostly due to the fact that the PlayStation 2 had a built in DVD player and a huge number of PS1 owners looking to upgrade to the new backwards compatible console 22 In addition Sega s short lived support success of its post Mega Drive products the Mega CD 32X and Saturn had left developers and customers skeptical with some holding out to see whether the Dreamcast or PlayStation 2 would come out on top 23 Sega s decision to implement a GD ROM though publicly advertised as a CD ROM for storage medium did save costs but it did not compare well against the PS2 s much touted DVD capabilities Sega was either unable or unwilling to spend the advertising money necessary to compete with Sony who themselves took massive losses on the PlayStation 2 to gain market share With the announcements of the Xbox and GameCube in late 2000 Sega s console was considered by some to be outdated only two years after its release The previous losses from the Saturn 32X and Sega Mega CD stagnation of sales due to the PlayStation 2 and impending competition from Microsoft and Nintendo caused Sega s revenue to shrink and announce their intention on killing the system in early 2001 24 dropping the system entirely and leaving the console market in early 2004 in Japan and much earlier in other countries Sega also announced it would shut down SegaNet an online gaming community that supported online capable Dreamcast titles Due to user outcry over the decision Sega delayed the service s closure by an additional 6 months 24 Since the Dreamcast s discontinuation Sega transitioned to software developing making games as a third party company PlayStation 2 Edit Main article PlayStation 2 The brand Sony had established with the original PlayStation was a major factor in the PlayStation 2 s dominance both in terms of securing a consumer base and attracting third party developers with the gradual increase in one reinforcing the other The PlayStation 2 was also able to play DVDs and was backwards compatible with PlayStation games which many say helped the former s sales 25 Sony Computer Entertainment secured licensing for key games such as Final Fantasy X Grand Theft Auto III and Metal Gear Solid 2 Sons of Liberty enabling the PS2 to outperform its competitors launches The console ended up becoming the top selling console of this generation while its competing consoles the Xbox and the GameCube went on to be modestly successful consoles 26 27 GameCube Edit Main article GameCube Nintendo struggled with conflicting brand images particularly the family friendly one developed during the 1990s Its arsenal of franchises and history in the industry though earning it a loyal fan base failed to give it an advantage against the Xbox and PlayStation 2 which captured audiences seeking Mature titles of which Nintendo had fewer Nintendo also made little headway into online gaming releasing a small handful of online capable games the most popular of which was Phantasy Star Online Episode I and II which was an enhanced port of the Dreamcast game with various new features and content instead emphasizing Game Boy Advance connectivity As a result the GameCube failed to match the sales of its predecessor the Nintendo 64 but the console wasn t a financial failure Nintendo did however rejuvenate its relationship with many developers 28 often working in close collaboration with them to produce games based upon its franchises in contrast to the past where it was frequently seen as bullying developers in the late 1980s back when the Nintendo Entertainment System was out on the market As a result the GameCube had more first and second party releases than its competitors 28 whose most successful titles were mainly products of third party developers 28 Xbox Edit Main article Xbox console Although the Xbox had the formidable financial backing of Microsoft it was unable to significantly threaten the dominance of the PlayStation 2 as market leader 29 However the Xbox attracted a large fanbase and strong third party support in the United States and Europe and became a recognizable brand amongst the mainstream The Xbox Live online service with its centralized model proved particularly successful prompting Sony to boost the online capabilities of the PlayStation 2 Xbox Live also gave the Xbox an edge over the GameCube which had a near total lack of online games The flagship of Xbox Live was the game Halo 2 which was the best selling Xbox game with over 8 million copies sold worldwide 30 31 However the Xbox failed to gain a following in Japan with reasons cited including lack of brand recognition lack of commitment to the console from Japanese publishers and developers failure of Microsoft staff to fully understand important cultural differences and ethnocentric preferences of the Japanese public for native products 32 33 Comparison Edit Comparison of sixth generation video game home consoles 7 Name Dreamcast PlayStation 2 GameCube XboxLogo Manufacturer Sega Sony SCE Nintendo MicrosoftImage s An NTSC U Dreamcast console controller and VMU On PAL consoles the Dreamcast swirl was blue green au and on NTSC J it was red but on games the swirl was orange Left An original model PlayStation 2Right A slimline PlayStation 2 with DualShock 2 controller and memory card An indigo GameCube and controller An Xbox console and controllerLaunch prices US 199 99 equivalent to 351 32 in 2022 34 199 99 equivalent to 368 7 in 2021 34 DEM499 99 Equivalent to 255 64 in 1999 and to 367 51 in 2020 US 299 99 equivalent to 509 78 in 2022 299 99 equivalent to 553 06 in 2021 DEM869 99 Equivalent to 444 31 in 2000 and to 625 98 in 2020 US 199 99 equivalent to 330 52 in 2022 129 99 equivalent to 224 96 in 2021 35 199 99 35 US 299 99 equivalent to 495 79 in 2022 299 99 equivalent to 519 17 in 2021 479 99 Changed to 399 99 shortly before Launch Best selling game Sonic Adventure 2 5 million as of June 2006 36 Grand Theft Auto San Andreas 20 81 million as of August 24 2013 Super Smash Bros Melee 7 5 million as of August 24 2013 Halo 2 8 49 million as of August 24 2013 Release date JP November 27 1998NA September 9 1999EU September 23 1999AU October 14 1999 JP March 4 2000NA October 26 2000EU November 24 2000AU November 30 2000 JP September 14 2001NA November 18 2001EU May 3 2002AU May 17 2002 NA November 15 2001JP February 22 2002EU March 14 2002AU March 14 2002Discontinued WW March 31 2001 37 JP December 28 2012 39 WW January 4 2013 38 Q3 2007 40 JP 2005WW 2006 41 42 Accessories retail VMU Dreamcast mouse and keyboard Fishing Rod Microphone Light gun Dreameye camera Samba de Amigo Maracas controller More PlayStation 2 HDDInternal hard drive supported by PlayStation 2 Expansion Bay models 30000 and 50000 only Network adapterBuilt in on slimline models PSTwo model 70000 onwards EyeToy PlayStation 2 DVD remote control Guitar controllers More WaveBird GameCube GBA link cable GameCube Broadband Adapter and Modem Adapter Game Boy Player DK Bongos Dance pad GameCube Microphone More Xbox Live Starter Kit Xbox Media Center Extender DVD Playback Kit Xbox Music Mixer Memory Unit 8 MB Logitech Wireless Controller 2 4 GHz More CPU 200 MHz SuperH SH 4 294 MHz MIPS Emotion Engine 299 MHz later models 485 MHz PowerPC Gekko 733 MHz x86 Intel Celeron Pentium III Custom HybridGPU 100 MHz NEC VideoLogic PowerVR CLX2 Holly 147 MHz Graphics Synthesizer 162 MHz ATI Flipper 233 MHz Custom Nvidia NV2ARAM Main RAM 16 MB SDRAMVideo RAM 8 MBSound RAM 2 MB Main RAM 32 MB dual channel RDRAMVideo RAM 4 MB eDRAMSound RAM 2 MB Main RAM 24 MB 1T SRAM 16 MB DRAMVideo RAM 3 MB embedded 1T SRAM 64 MB unified DDR SDRAMAudio Stereo audio with 64 PCM ADPCM channels 128 step DSP Yamaha XG MIDI support Optional Dolby Surround support 5 1 Surround sound audio with 48 ADPCM channels Software mixed audio Dolby Pro Logic II Dolby Digital for full motion video DTS for full motion video Stereo audio with 64 ADPCM channels Optional use of Dolby Pro Logic II 5 1 Surround sound audio with 64 channels of 3D sound or 256 channels of 16 bit stereo audio Also supports MIDI mono audio Dolby Surround and Dolby Digital Live 5 1 in games DTS support when playing back DVD moviesOptical media GD ROM CD DVD CD GameCube Game Disc DVD Panasonic Q DVD CDVideo outputs VGA RGBHV SCART RGBS S Video composite Component YPBPR RGsB VGA RGsB progressive scan games PS2 Linux only SCART RGBS S Video composite Component YCBCR SCART RGBS PAL consoles only S Video NTSC consoles only composite Component YPBPR SCART RGBS S Video compositeOnline service JP Dricas 1998 2007 NA Sega Net 2000 2002 EU Dreamarena 2000 2003 Non unified services 2002 2016 Non unified services 2003 2009 Xbox Live 2002 2010 Backward compatibility None PlayStation Game Boy family Game Boy Player required 1 NoneSystem software Proprietary OS Proprietary OS PS2 Linux Proprietary OS Proprietary OSWorldwide sales standings Edit See also List of best selling game consoles Console Units soldPlayStation 2 155 million as of March 31 2012 43 44 Xbox 24 million as of May 10 2006 11 12 GameCube 21 74 million as of September 30 2010 13 Dreamcast 9 13 million as of September 6 2002 14 Other consoles Edit These consoles were created for the mass market like the 4 consoles listed above These however are less often noted never saw a worldwide release and or have sold fewer units overall and are therefore listed as Other The Nuon was a hybrid DVD player gaming system released in 2000 that had a very small game library Panasonic Q a DVD player hybrid version of the GameCube Released by Panasonic in 2001 The XaviX is the video gaming base console for the XaviX Interactive System released by SSD COMPANY LIMITED in 2004 The Panasonic M2 was a sixth generation console developed by The 3DO Company and sold to Panasonic which then decided to not release the console in 1997 The V Smile was a gaming system for education created by VTech Released in 2004Bits and system power EditBit ratings for consoles largely fell by the wayside after the fifth generation 32 64 bit era The number of bits cited in console names referred to the CPU word size but there was little to be gained from increasing the word size much beyond 32 bits performance depended on other factors such as central processing unit speed graphics processing unit speed channel capacity data storage size and memory speed latency and size The importance of the number of bits in the modern console gaming market has thus decreased due to the use of components that process data in varying word sizes Previously console manufacturers advertised the n bit talk to overemphasize the hardware capabilities of their system The Dreamcast and the PlayStation 2 were the last systems to use the term 128 bit in their marketing to describe their capability It is not easy to compare the relative power of the different systems Having a larger CPU word size does not necessarily make one console more powerful than another Likewise the operating frequency clock rate measured in terms of Hertz of a system s CPU is not an accurate measure of performance either except between systems of the same or similar architecture The Microsoft Xbox uses a 32 bit general purpose CISC x86 architecture CPU with an instruction set equal to that of the Coppermine core Mobile Celeron though it has less cache 128 kB than the PC equivalent It has 64 MB RAM shared and runs at 733 MHz Because the Pentium 3 introduced SSE the Xbox also had 128 bit SIMD capabilities Its NV2A GPU which is very similar to the GeForce 3 Series of desktop GPUs makes it the only console in its time with traditional vertex and pixel shaders 45 The GameCube s IBM Gekko PowerPC CPU runs at 485 MHz while its Flipper graphics processor is comparable to the original ATI Radeon and it has 43 MB of non unified memory 24 MB of 1T SRAM 3 MB embedded 1T SRAM and 16 MB DRAM The GameCube supports Dolby Pro Logic II 46 The PlayStation 2 s CPU known as the 128 bit Emotion Engine has a 64 bit core with a 32 bit FPU coupled to two 128 bit Vector Units The hybrid R5900 CPU is based on MIPS architecture The PS2 also has an internal 10 Channel DMA Bus which is fully 128 bits wide Paths between the Emotion Engine RAM and the Graphics Synthesizer GS are also 128 bits wide The PS2 s unique hardware arrangement with no less than 10 processing units were difficult to come to grips with Many developers struggled initially with programming the hardware The PS2 s Graphics Synthesizer GS has fast dedicated video memory though it is limited in the amount of data it can hold The 10 Channel 128 bit wide DMA bus could pump data to GS Memory as fast as the screen could update Consequently with the main memory being limited to 32MB many of the PS2 s games have reduced textures compared with versions for other consoles It also does not have a hardware dedicated transform and lighting unit like the ones found in the Xbox and GameCube GPUs However the PS2 s design allows a remarkable degree of flexibility and choice For example program control and general arithmetic could be handled by the CPU while the Vector Units 0 and 1 could provide parallel processing of physics clipping and transform and lighting to the scene The Vector units were noted to be so versatile that Shadow of The Colossus used one of the vector units to do full Pixel shading for the fur of the Collossi The Dreamcast has a 64 bit double precision superscalar SuperH 4 RISC Central processing unit core with a 32 bit integer unit using 16 bit fixed length instructions a 64 bit data bus allowing a variable width of either 8 16 32 or 64 bits and a 128 bit floating point bus 47 The PowerVR 2DC CLX2 chipset uses a unique method of rendering a 3D scene called Tile Based Deferred Rendering TBDR while storing polygons in triangle strip format in memory the display is split into tiles associated with a list of visibly overlapping triangles onto which using a process similar to ray tracing rays are cast and a pixel is rendered from the triangle closest to the camera After calculating the depths associated with each polygon for one tile row in 1 cycle the whole tile is flushed to video memory before passing on to render the next tile Once all information has been collated for the current frame the tiles are rendered in turn to produce the final image Handheld systems EditSee also Comparison of handheld game consoles The Game Boy Advance was the best selling handheld system During the sixth generation era the handheld game console market expanded with the introduction of new devices from many different manufacturers Nintendo maintained its dominant share of the handheld market with the release in 2001 of the Game Boy Advance which featured many upgrades and new features over the Game Boy Two redesigns of this system followed the Game Boy Advance SP in 2003 and the Game Boy Micro in 2005 Also introduced was the Bandai s WonderSwan launched in Japan in 1999 South Korean company Game Park introduced its GP32 handheld in 2001 and with it came the dawn of open source handheld consoles The Game Boy Advance line of handhelds has sold 81 51 million units worldwide as of September 30 2010 13 A major new addition to the market was the trend for corporations to include a large number of non gaming features into their handheld consoles including cell phones MP3 players portable movie players and PDA like features The handheld that started this trend was Nokia s N Gage which was released in 2003 and doubled primarily as a mobile phone It went through a redesign in 2004 and was renamed the N Gage QD A second handheld the Zodiac from Tapwave was released in 2004 based on the Palm OS it offered specialized gaming oriented video and sound capabilities but it had an unwieldy development kit due to the underlying Palm OS foundation A fairly uncommon handheld of the 6th generation was the vtech V SMILE Pocket A handheld version of their V SMILE home console With more and more PDAs arriving during the previous generation the difference between consumer electronics and traditional computing began to blur and cheap console technology grew as a result It was said of PDAs that they were the computers of handheld gaming because of their multi purpose capabilities and the increasingly powerful computer hardware that resided within them This capability existed to move gaming beyond the last generation s 16 bit limitations however PDAs were still geared towards the typical businessman and lacked new affordable software franchises to compete with dedicated handheld gaming consoles Handheld comparison Edit Name WonderSwan Game Boy Advance Game Boy Advance SP Game Boy Micro N Gage N Gage QDManufacturer Bandai Nintendo NokiaConsole Release dates WonderSwan JP March 4 1999 WonderSwan Color JP December 9 2000 SwanCrystal JP July 12 2002 Game Boy Advance JP March 21 2001NA June 11 2001PAL June 22 2001Game Boy Advance SP JP February 14 2003NA March 23 2003PAL March 28 2003Game Boy Micro JP September 13 2005NA September 19 2005AU November 3 2005EU November 4 2005 N Gage October 7 2003N Gage QD May 26 2004Discontinued 2003 Yes undisclosed 2006Logo Launch prices WonderSwan Japan 4 800WonderSwan Color Japan 6 800SwanCrystal Japan 7 800 GBA Japan 9 800 North America US 99 99 equivalent to 165 25 in 2022 Europe GBA SP Japan 12 500 North America US 99 99 equivalent to 159 07 in 2022 CA 149 99 equivalent to 206 6 in 2021 Europe 129 99 Australia AU 199 99 equivalent to 286 94 in 2018 GB Micro Japan North America US 99 99 equivalent to 149 82 in 2022 C Europe N Gage North America US 299 99 equivalent to 477 23 in 2022 Europe 289 99 229 99 equivalent to 386 84 in 2021 N Gage QD North America US 179 99 equivalent to 278 86 in 2022 Europe 229 99Media WonderSwan cartridge Game Boy Advance Game Pak MultiMediaCard MMC Best selling game Final Fantasy Pokemon Ruby and Sapphire 16 22 million combined as of November 25 2004 48 Accessories retail WonderSwan WS Headphone Adapter WonderWave WonderWitch WonderBorg Wireless Adapter Infra Red Adapter GameCube Game Boy Advance link cable Play Yan e Reader Video Cleaning Cartridge Mobile Adapter More OS Symbian S60CPU 16 bit NEC V30 MZ 16 8 MHz 32 bit ARM7TDMI with embedded memory 104 MHz 32 bit RISC based on ARM9 seriesMemory 512 kbit 64 KB RAM 32 kilobyte 96 kilobyte VRAM internal to the CPU 256 kilobyte WRAM outside the CPU 16 megabyte RAM 16 megabyte ROM 3 4 MB accessible for storage Audio 4 bit PCM channels Stereo audio with 8 bit DAC capable of either streaming wave data or outputting wave samples processed and mixed in software Two square wave voices One programmable WS voice One white noise generator Optional sampling through the WS channel Stereo audio using headphones with Support for Standard MIDI SP MIDI and AMR audioInterface Two D pads Two face buttons D pad Four face buttons Two shoulder buttons D pad Numbered keypad Music player Radio and Menu hotkeys Dial and hang up buttons Four other face buttons MicrophoneDimensions WonderSwan Color 12 8 24 5 82mm 5 04 in 2 93 in 0 96 in GBA 144 5 24 5 82 mm 5 69 0 96 3 2 inches GBA SP 84 82 24 4 mm 3 3 3 23 0 96 inches GB Micro 50 101 17 2 mm 2 4 0 7 inches N Gage QD 70 mm 2 8 in h 134 mm 5 3 in w 20 mm 0 79 in d N Gage QD 118 mm 4 6 in w 68 mm 2 7 in h 22 mm 0 87 in d Weight WonderSwan Color 96 g 3 4 oz GBA 140 g 4 9 oz GBA SP 142 g 5 0 oz GB Micro 80 g 2 8 oz N Gage 137 g 4 8 oz N Gage QD 143 g 5 0 oz Online service N Gage ArenaBackward compatibility N A Game Boy Game Boy Color GBA GBA SP only N AResolutions 224 x 144 240 160 176 208Storage 3 4 MB internal storage MMCBattery life WonderSwan 40 hours WonderSwan Color 15 hours GBA 15 hoursGBA SP 10 hours continuous play with light on 18 hours with light offGB Micro 5 hours with top brightness and sound 8 hours with both features on default N Gage 2 hours continuous playN Gage QD 4 hours continuous playUnits sold all models combined Japan 3 5 million combined WonderSwan 1 55 millionWonderSwan Color 1 1 million Worldwide 81 51 million as of September 30 2010 Japan 16 96 million Americas 41 64 million Other 22 91 million Worldwide 3 million as of July 30 2007 Note First year of release is the first year of the system s worldwide availability Other handhelds Edit VMU 1998 Created by Sega as a memory card for the Dreamcast Pokemon Mini 2001 GP32 Released in 2001 discontinued around 2005 South Korea only Leapster Learning Game System 2003 Tapwave Zodiac 2003 Sales Edit Console Units soldGame Boy Advance figure includes GBA SP and Game Boy Micro 81 51 million 13 N Gage 3 million 49 Tapwave Zodiac less than 200 000 units 50 GP32 30 000Trends EditMarket convergence Edit Major publishers such as Activision Electronic Arts and Ubisoft adopted a cross platform strategy releasing versions of their games for PC all major consoles and in some cases handhelds as well The sixth generation was the first to help console and computer software grow closer together as well as outperform the arcade market in features graphics and business citation needed The Dreamcast which had an official Windows CE Development Kit to help porting games from PCs to Dreamcast and the Xbox which was made from off the shelf PC parts and hosted many PC ports factored into this also Controversial games Edit Main article Video game controversy This section does not cite any sources Please help improve this section by adding citations to reliable sources Unsourced material may be challenged and removed December 2007 Learn how and when to remove this template message While the sixth generation was not the first to have its share of controversial games this generation was noted to have extensive criticism by public figures of objectionable content in gaming such as sex crime violence profanity drug use and social propaganda as well as topics of debate such as religion politics and economics The sixth generation was also notable because it saw the continuation of lawmakers taking actions against the video game industry The most famous were Rockstar Games Manhunt and Grand Theft Auto games Grand Theft Auto III and Grand Theft Auto Vice City facing lawsuits over alleged racial slurs and influencing minors to commit crimes while Grand Theft Auto San Andreas was briefly given an adult rating and removed from most stores over the availability of an abandoned sex mini game using the Hot Coffee mod 51 52 53 The sixth generation also coincided with the September 11 attacks in New York City and the Pentagon which had a huge impact on the entertainment industry including the video game industry in the subsequent market climate multiple games were edited in response to the sensitivity surrounding the event Prior to its release Metal Gear Solid 2 Sons of Liberty depicted a submersible mobile fortress hijacked by terrorists destroying a good portion of Manhattan in view of the twin towers this can be found in the Document of Metal Gear Solid 2 making of feature Similarly several undisclosed modifications were made in Grand Theft Auto III such as a change to the police cars color scheme the old scheme resembled that of NYPD s older blue and white design and altered cover art the European release featured the original artwork Rockstar Games estimates that the changes amounted to 1 in changed content 54 The Dreamcast game Propeller Arena was never officially released possibly due to a certain level which was visually very similar to the September 11 attacks Emulation and retro gaming Edit See also Console emulator Because of the increased computing power of video game consoles and the widespread usage of emulators the sixth generation saw the rise of console emulation and retro gaming on a vast scale Many games for older systems were updated with superior graphics or sound and re released for current consoles Commonly emulated games included those released for the Nintendo Entertainment System the Super Nintendo Entertainment System the Mega Drive Genesis the PlayStation the PS2 can play PS1 games natively and the Nintendo 64 Also during this generation the computing power of handheld consoles became capable of supporting games made for some of the earliest gaming consoles and several companies released remakes of classic games for the handhelds Nintendo introduced a line of NES and SNES games for its Game Boy Advance handheld including remakes such as Final Fantasy I amp II Dawn of Souls and Nintendo s Metroid Zero Mission Also an increasing number of third party developers including Midway Games Capcom Namco Atari Tecmo and Sega released anthology collections of some of their old games Additionally many video games and video game series that were originally confined to Japan were released in North America and Europe for the first time Rise of online gaming Edit See also SegaNet Dreamarena PS2 Online GameCube Broadband Adapter and Modem Adapter and Xbox Live Online gaming which in previous generations had been almost an exclusive domain of PC games became more prominent in video game consoles during this generation The Dreamcast initiated this change with its built in modem internet browsing software and ability to play certain games online The PlayStation 2 Xbox and GameCube also offered online gaming though their approaches and commitment to it varied greatly The Xbox offered an integrated service called Xbox Live that cost 50 per year and was only compatible with a broadband internet connection Its ability to connect gamers for online multi player matches was a considerable factor in allowing the Xbox to gain a foothold in the western market especially in the first person shooter genre The PlayStation 2 left its online gaming service up to each individual game publisher and though it was free to use it was not always an ideal experience especially with games published by small developers The SOCOM series was one of the most popular online competitive games for the PS2 55 The GameCube did not offer online play for any of its first party titles with only Sega s Phantasy Star Online series and Homeland making official use of the console s online capabilities In addition online capability was not out of the box an adapter was needed to hook the GameCube to the internet Mergers Edit Many game publishing companies with a long established history merged with their competitors Microsoft bought second party developer Rare in 2002 Square merged with Enix to form Square Enix in 2003 and then later bought Taito Sega merged with Sammy to form Sega Sammy Holdings in 2004 Konami bought a majority share of Hudson Soft Namco merged with Bandai to form Bandai Namco Holdings in 2006 Software EditMain article List of video game franchises Milestone titles Edit Dead or Alive 2 Arcade DC PS2 by Team Ninja received universal acclaim with a Metacritic score of 91 100 and is considered one of the greatest fighting games of all time It was notable for improving and popularizing the concept of multi tierd environments 56 Dead or Alive 3 Xbox was a bestseller with over 2 million copies sold worldwide and was notable for improving and expanding on what the previous game offered Final Fantasy X PS2 by Square now Square Enix refined many elements found in its predecessors adding a completely different battle system Within four days of its release in Japan the game had sold over 1 4 million copies in pre orders setting the record for the fastest selling console RPG 57 Forza Motorsport Xbox by Turn 10 Studios and Microsoft Studios received universal critical acclaim 58 and is considered to have set a new standard for the racing genre 59 60 61 This game received universal acclaim according to the review aggregation website Metacritic 62 God of War and God of War II PS2 by Santa Monica Studio and Sony Computer Entertainment SCE were both released to universal acclaim from critics for their gameplay graphics and story Grand Theft Auto III Vice City and Grand Theft Auto San Andreas PS2 Xbox PC by Rockstar popularized sandbox style gameplay in an urban crime setting which has since been widely imitated In addition it brought violence and other potentially objectionable content in video games back into the mainstream spotlight thus reviving the video game controversy Half Life 2 PC Xbox by Valve was praised for its advanced physics animation sound AI graphics gameplay and narrative and was named Game of the Decade at the Spike Video Game Awards Halo Combat Evolved Xbox PC by Bungie and Microsoft Studios was by far the most successful launch title for the Xbox Halo 2 set records as the fastest grossing release in entertainment history 63 and was still very successful on the Xbox Live online gaming service until support was dropped in April 2010 Jet Set Radio DC by Smilebit and Sega received universal acclaim for its arcade style gameplay up tempo music and cel shaded visuals It popularized the use of cel shaded visuals in video games 64 Jet Set Radio Future Xbox improved and expanded on what the original game offered also receiving critical acclaim The Legend of Zelda The Wind Waker GC by Nintendo EAD and Nintendo remains one of the most critically acclaimed games of the generation Critics praised the vivid artistry and timeless gameplay It has a score of 96 on Metacritic and is the fourth game to obtain a perfect score from video game reviewer Famitsu Likewise The Legend of Zelda Twilight Princess GC proved to be another important title in the series released this generation The title is perhaps best remembered for the excitement caused by its announcement trailer at E3 2004 It was released to widespread critical acclaim with an average of 96 on Metacritic The game drew much praise for its scale and cinematic style with many reviewers declaring it the best game in the series 65 Likewise it was seen as a transitional title being released on both the Gamecube and Wii which resulted in it being the best selling title in the series since Ocarina of Time Metal Gear Solid 2 Sons of Liberty PS2 Xbox PC and Metal Gear Solid 3 Snake Eater PS2 by Konami Computer Entertainment Japan and Konami improved upon the stealth genre by adding many new abilities and for the first time in its respective genre made the surroundings nearly completely interactive Both games achieved widespread critical acclaim as they improved many elements from their predecessor Metroid Prime GC by Retro Studios and Nintendo is one of the generation s highest rated titles with a score of 96 3 on GameRankings and a 97 on Metacritic 66 67 The game garnered critical praise and commercial success selling more than a million units in North America alone 68 It was also the eighth best selling GameCube game in Australia 69 and more than 78 000 copies were sold in Japan 70 It won a number of Game of the Year awards and it is considered by many critics and gamers to be one of the greatest video games ever made remaining one of the highest rated games on Metacritic 71 NFL 2K1 DC by Visual Concepts and Sega was the first football game to feature online play 72 Phantasy Star Online DC GC Xbox PC by Sonic Team and Sega the first console MMORPG has been cited as one of the most groundbreaking and influential games of the generation 73 It received generally favorable reviews per ratings aggregator Metacritic 74 Pokemon Ruby and Sapphire GBA Despite the fact that the games received some backlash due to connectivity issues with the older games which was resolved with the release of future games these games still received positive reception from critics and a loyal fanbase for adding much more innovation to the Pokemon series They eventually became the best selling games for the Game Boy Advance 75 76 selling roughly over 16 22 million copies worldwide as of October 2013 77 78 Resident Evil 4 GC PS2 PC by Capcom Production Studio 4 and Capcom revamped the franchise in a new more action oriented direction 79 It remains one of the highest rated games of the generation Rez DC PS2 by United Game Artists and Sega received significant critical acclaim 80 81 The game about a computer virus named Swayzak invading the mainframe of a computer has been cited as one of the greatest videogames ever made 82 83 and a significant example of videogames as art 84 Shadow of the Colossus PS2 by Team Ico and SCE has been frequently cited as an example of video games as art 85 86 87 Many reviewers consider the game s soundtrack to be one of its greatest aspects In addition to Roar of the Earth won the award for Soundtrack of the Year in the US based video game magazine Electronic Gaming Monthly 88 GameSpot commented that the musical score conveyed and often intensified the mood of any given situation 89 while it was described as one of the finest game soundtracks ever by a reviewer from Eurogamer 90 Shenmue DC by Sega AM2 and Sega is regarded as a major step forward for 3D open world gameplay 91 92 93 94 95 introduced the quick time event mechanic in its modern form 96 and has been widely cited as one of the best and most influential games ever made 97 98 99 100 Sonic Adventure DC GC PC by Sonic Team was the first main Sonic the Hedgehog game to feature 3D gameplay It received a perfect score from Computer and Video Games who called it one of the greatest video games of all time 101 and GamesRadar wrote it changed the gaming world forever 102 Soulcalibur Arcade DC by Project Soul and Namco is the first fighting game on any platform to have ever received a perfect 10 0 rating from IGN 103 and GameSpot 104 and also a perfect 40 40 second of only fifteen games 105 from Japanese gaming magazine Famitsu Soul Calibur II Arcade PS2 GC Xbox was a bestseller for all three home consoles on which it was released and was notable for featuring exclusive characters for every version released Star Wars Knights of the Old Republic PC Xbox by BioWare and LucasArts has been cited as one of the best games of the generation 106 and greatest games of all time 107 108 Its sequel Star Wars Knights of the Old Republic II The Sith Lords also garnered critical acclaim 109 Super Mario Sunshine GC by Nintendo Entertainment Analysis amp Development Nintendo EAD and Nintendo is the highest rated 3D platformer of the generation with a Metacritic score of 92 100 110 This game was the first 3D Super Mario game which included the ability to ride Yoshi 111 This feature reappeared in Super Mario Galaxy 2 where the Twisty Trials Galaxy in World S is another recurring theme from Super Mario Sunshine based on one of the missions The Secret of Ricco Tower 112 Super Smash Bros Melee GC by Hal Laboratory and Nintendo went on to become one of the most popular and most played games on the GameCube console which is a widely played competitive video game and has been featured in several high profile tournaments 113 Many consider it to be the most competitively viable game in the series 114 115 116 Tekken Tag Tournament PS2 was a launch title for the PlayStation 2 and is regarded as one of the best PS2 titles ever 117 and is also considered one of if not the most significant entry to the Tekken series Throughout the sixth generation Tekken Tag was the fighting game of choice for many tournaments The game was also praised for its graphical leap from the arcade on to the then new generation of consoles on the PlayStation 2 118 Virtua Fighter 4 Arcade PS2 by Sega AM2 and Sega received universal critical acclaim with a Metacritic score of 94 100 and is considered to have set a new standard for 3D fighting games 119 120 In Japan the PlayStation 2 version sold 356 897 during its first week on sale in early 2002 121 Worldwide sales of the PS2 port exceeded 1 5 million by June 2002 122 On release Famitsu magazine scored the PlayStation 2 version of the game a 37 out of 40 123 See also Edit Video games portalSeventh generation of video game consoles Fifth generation of video game 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