What if Sega preferred Eternal Champions?/Fifth generation of video game consoles

The fifth generation era (also known as the 32-bit era, the 64-bit era, or the 3D era) refers to computer and video games, ideo game consoles, and handheld gaming consoles dating from approximately February 20, 1993, to March 23, 2006. For home consoles, the best-selling console was the Sony PlayStation, followed by the Sega Saturn, and then the Microsoft Xbox. The PlayStation also had a redesigned version, the PSone, which was launched on July 7, 2000.

Some features that distinguished fifth generation consoles from previous fourth generation consoles include:
 * 3D polygon graphics with texture mapping
 * 3D graphics capabilities – lighting, Gouraud shading, anti-aliasing and texture filtering
 * CD-ROM game storage, allowing much larger storage space (up to 650 MB) than ROM cartridges
 * CD quality audio recordings (music and speech) – PCM audio with 16-bit depth and 44.1kHz sampling rate
 * Wide adoption of full motion video, displaying pre-rendered computer animation or live action footage
 * Analog controllers
 * Display resolutions from 480i/480p to 576i
 * Color depth up to 16,777,216 colors (24-bit true color)

This era is known for its pivotal role in the video game industry's leap from 2D to 3D computer graphics, as well as the shift in home console games from being stored on ROM cartridges to optical discs. This was also the first generation to feature internet connectivity: some systems had additional hardware which provided connectivity to an existing device, like the Sega Net Link for the Sega Saturn. The Apple Pippin, a commercial flop, was the first system to feature on-board internet capabilities.

For handhelds, this era was characterized by significant fragmentation, because the first handheld of the generation, the Sega Nomad, had a lifespan of just two years, and the Nintendo Virtual Boy had a lifespan of less than one. Both of them were discontinued before the other handhelds made their debut. The Neo Geo Pocket was released on October 28, 1998, but was dropped by SNK in favor of the fully backwards-compatible Neo Geo Pocket Color just a year later. Nintendo's Game Boy Color (1998) was the most successful handheld by a large margin. There were also two minor updates of the original Game Boy: the Game Boy Light (released in Japan only) and the Game Boy Pocket.

There was considerable time overlap between this generation and the next, the sixth generation of consoles, which began with the launch of the Dreamcast in Japan on November 27, 1998. The fifth generation ended with the discontinuation of the PlayStation (specifically its re-engineered form, the "PSOne") on March 23, 2006, a year after the launch of the seventh generation.

Transition to 3D
The 32-bit/64-bit era is most noted for the rise of fully 3D polygon games. While there were games prior that had used three-dimensional polygon environments, such as Virtua Racing and Virtua Fighter in the arcades and Star Fox on the Super NES, it was in this era that many game designers began to move traditionally 2D and pseudo-3D genres into 3D on video game consoles. Early efforts from then-industry leaders Sega and Nintendo saw the introduction of the 32X and Super FX, which provided rudimentary 3D capabilities to the 16-bit Genesis and Super NES. Starting in 1996, 3D video games began to take off with releases such as Virtua Fighter 2 on the Saturn, Tomb Raider on the PlayStation and Saturn, Tekken 2 and Crash Bandicoot on the PlayStation, and Super Mario 64 on the Nintendo 64. Their 3D environments were widely marketed and they steered the industry's focus away from side-scrolling and rail-style titles, as well as opening doors to more complex games and genres. 3D became the main focus in this era as well as a slow decline of cartridges in favor of CDs, due to the ability to produce games less expensively and the media's high storage capabilities.

CD vs cartridge
After allowing Sony to develop a CD-based prototype console for them and a similar failed partnership with Philips,[3] Nintendo decided to make the Nintendo 64 a cartridge-based system like its predecessors. Publicly, Nintendo defended this decision on the grounds that it would give games shorter load times than a compact disc (and would decrease piracy due to a certain chip in the ROM cartridge). However, it also had the dubious benefit of allowing Nintendo to charge higher licensing fees, as cartridge production was considerably more expensive than CD production. Many third-party developers like EA Sports viewed this as an underhanded attempt to raise more money for Nintendo and many of them became more reluctant to release games on the N64.

Nintendo's decision to use a cartridge based system sparked a small scale war among gamers as to which was better. The chief advantages of the CD-ROM format were (1) larger storage capacity, allowing for a much greater amount of game content; (2) considerably lower manufacturing costs, making them much less risky for game publishers; (3) lower retail prices due to the reduced need to compensate for manufacturing costs; and (4) shorter production times, which greatly reduced the need for publishers to predict the demand for a game. Its disadvantages compared to cartridge were (1) considerable load times; (2) their inability to load data "on the fly", making them reliant on the console RAM; and (3) the greater manufacturing costs of CD-ROM drives compared to cartridge slots, resulting in generally higher retail prices for CD-based consoles. A Nintendo Power ad placed a Space Shuttle (representing cartridges) next to a snail (representing a CD), as an analogy for their respective speeds, stating that "the future doesn't belong to snails".

Almost every other contemporary system used the new CD-ROM technology. Consequent to the storage and cost advantages of the CD-ROM format, many game developers shifted their support away from the Nintendo 64 to the PlayStation. One of the most influential game franchises to change consoles during this era was the Final Fantasy series, beginning with Final Fantasy VII, which was originally being developed for the N64 but due to storage capacity issues was shifted to and released on the PlayStation; prior Final Fantasy games had all been published on Nintendo consoles – either the NES or Super NES, with the only other entries being on the Wonderswan, or computers like the MSX.

Overview of the fifth generation consoles
The fifth generation was characterized by a highly fragmented market. More competing consoles comprised this generation than any other since the video game crash of 1983, leading video game magazines of the time to frequently predict a second crash.

Major consoles
The 3DO Interactive Multiplayer was one of the earliest fifth generation consoles and was released in October 1993. Despite having massive third-party support and an unprecedented amount of hype for a first-time entrant into the industry, it had early difficulties due to software development delays and its high price. For its initial release, the 3DO had a $700 retail price tag and only a single available game ready for market. The 3DO would be discontinued only three years later. While generally regarded as a failed system by, the 3DO was this generation's fifth best-selling console in a crowded field with sales of 2 million units. however, it's successor, the Xbox, became this generation's third best-selling console with sales of 20 million units.

The Sega Saturn was Sega's entry into the stand-alone 32-bit console market. It was released in Japan simultaneously with the 32X in November 1994, although it wouldn't have a North American release until six months later. It became Sega's most successful console in Worldwide(until the release of the HypsrScan in 2006), becoming an instant hit in Japan. While America and Europe, a disastrous launch and an MSRP of $399 compared to the PlayStation's $299 caused it to fall behind other consoles until the release of the NetLink and 64X significantly boosted the console's sales within the aformentioned regions.

The PlayStation, released in early December 1994, was the most successful console of this generation. With attention given by third-party developers and a more mature marketing campaign aimed at the 20–30 age group enabling it to achieve market dominance, it became the first home console to ship 100 million units worldwide.

The Nintendo 64, originally announced as the "Ultra 64", was released in 1996. The system's delays and use of the expensive cartridge format made it an unpopular platform among third-party developers. even with popular 1st party titles, the Nintendo 64 failed to find footing. leading to it being considered a commercial flop.

Other consoles
The FM Towns Marty is considered the world's first 32-bit console, although it has only 16bit data bus (predating the Amiga CD32 and 3DO, which are both fully 32bit), being released on February 20, 1993, by Japanese electronic company Fujitsu. Never released outside Japan, it was largely marketed as a console version of the FM Towns home computer, being compatible with games developed for the FM Towns. It failed to make an impact in the marketplace due to its relative expense and inability to compete with home computers.

The Amiga CD32 was released in September 1993 and sold in Europe, Australia, Canada and Brazil. It was never released in the United States due to Commodore's bankruptcy and court-ordered import restrictions. Despite promising initial sales, the console was hampered by poor software quality with many titles being simply re-releases of older games. Production of the Amiga CD32 was discontinued after only eight months.

The Atari Jaguar was released in November 1993 and was marketed as the world's first 64-bit system. However, sales at launch were well below the incumbent fourth generation consoles, and a small games library rooted in a shortage of third-party support made it impossible for the Jaguar to catch up, selling below 250,000 units. The system's 64-bit nature was also questioned by many. Its only add-on, the Jaguar CD, was released in 1995 and was produced in limited quantities due to the low install base of the system. The 32-bit Atari Panther, set to be released in 1991, was canceled due to unexpectedly rapid progress in developing the Jaguar.

The Sega 32X, an add-on console produced by Sega for the Genesis, was launched in November 1994. The Sega Neptune, a standalone version of the 32X, was announced but ultimately canceled. Sega failed to deliver a steady flow of games for the 32X platform. With customers anticipating the PlayStation on the horizon, and with Sega's more technically advanced Saturn already competing on the market in Japan, sales of the 32X were poor.

NEC, creator of the TurboGrafx-16 of the previous generation, entered the market with the PC-FX in late December 1994. The system had a 32-bit processor, 16-bit stereo sound, and video capability. Despite its impressive specs, it did not have a polygon processor and was marketed as a 2D and full motion video games console. The PC-FX game library was criticized for being low in quality, and having titles that relied more on animation than gameplay. Due to low expected sales it was never released outside of Japan.

Because of many delays in the release of the upcoming Nintendo 64, in 1995 Nintendo released the Virtual Boy, a supposedly portable system capable of displaying true 3D graphics, albeit in monochromatic red and black. Despite being marketed as a portable system, it is not actually portable in practice due to the lack of head strap. Also, because of the nature of its display, the system reportedly caused headaches and eye strain. It was discontinued within a year, with fewer than 25 games being released for it. Although it sold over 750,000 units, Nintendo felt that it was a failure compared to consoles such as the Super Nintendo, which sold over 20 million.

Worldwide sales standings
From 1996 to 1999 (when the PlayStation, Saturn, Xbox and N64 were the major 5th-generation consoles still on the market) Sony managed a 40% market share of the worldwide market, followed by Sega with 30% (with a percentage of that figure from the Dreamcast), while Microsoft was third with 15%.

Production of the N64 was discontinued in 1998. Its demise was accelerated by rumors that work on its successor was underway; these rumors hurt the systems' sales in the west as early as 1998. The Sega Saturn was succeeded by the Dreamcast in 1998, but continued its production until 2004; however, PlayStation production was not ceased as it was redesigned as the PSone, further extending the life of the console around the release of the follow-up PlayStation 2. The PlayStation console production was discontinued in 2006, the same year that the PlayStation 3 was released in Japan and North America.