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In terms of actual game design, the 16-bit era wasn't as big of a leap as the 8-bit era was to the [[UsefulNotes/TheGoldenAgeOfVideoGames Golden Age]]. However, one notable technological improvement that sets this generation apart from 8-bit is the advent of "faux-3D" scrolling (i.e. [[http://en.wikipedia.org/wiki/Mode_7 Mode 7]]). The most successful games of the 16-bit era were often fleshed out and refined versions of their 8-bit counterparts design-wise. Many successful series from the 8-bit era gained many of their standards in this era, such as ''Franchise/TheLegendOfZelda'' in ''[[VideoGame/TheLegendOfZeldaALinkToThePast A Link to the Past]]''. The industry made much bigger leaps in the graphics department. Games like ''VideoGame/SonicTheHedgehog1'', ''VideoGame/EccoTheDolphin'', and ''VideoGame/YoshisIsland'' were shining examples of AwesomeArt with their well-drawn sprites and detailed environments. The releases of ''VideoGame/MortalKombat1'' and ''VideoGame/DonkeyKongCountry'' sparked a craze in DigitizedSprites on consoles, with notable games following suit including ''VideoGame/{{Vectorman}}'' and ''VideoGame/SuperMarioRPG''. The era also produced early experiments with UsefulNotes/PolygonalGraphics on home consoles, most notably ''VideoGame/StarFox'' but also including arcade ports.

to:

In terms of actual game design, the 16-bit era wasn't as big of a leap as the 8-bit era was to the [[UsefulNotes/TheGoldenAgeOfVideoGames Golden Age]]. However, one notable technological improvement that sets this generation apart from 8-bit is the advent of "faux-3D" scrolling (i.e. [[http://en.wikipedia.org/wiki/Mode_7 Mode 7]]). The most successful games of the 16-bit era were often fleshed out and refined versions of their 8-bit counterparts design-wise. Many successful series from the 8-bit era gained many of their standards in this era, such as ''Franchise/TheLegendOfZelda'' in ''[[VideoGame/TheLegendOfZeldaALinkToThePast A Link to the Past]]''. The industry made much bigger leaps in the graphics department. Games like ''VideoGame/SonicTheHedgehog1'', ''VideoGame/EccoTheDolphin'', and ''VideoGame/YoshisIsland'' were shining examples of AwesomeArt with their well-drawn sprites and detailed environments. The releases of ''VideoGame/MortalKombat1'' and ''VideoGame/DonkeyKongCountry'' ''VideoGame/DonkeyKongCountry1'' sparked a craze in DigitizedSprites on consoles, with notable games following suit including ''VideoGame/{{Vectorman}}'' and ''VideoGame/SuperMarioRPG''. The era also produced early experiments with UsefulNotes/PolygonalGraphics on home consoles, most notably ''VideoGame/StarFox'' but also including arcade ports.



** ''VideoGame/DonkeyKongCountry''[[note]]Series debuts here[[/note]]

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** ''VideoGame/DonkeyKongCountry''[[note]]Series ''VideoGame/DonkeyKongCountry1''[[note]]Series debuts here[[/note]]
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One might say this generation ended when the Super Nintendo was officially discontinued in 2000 (having lasted a few years longer in Japan than America and elsewhere). But the Sega Mega Drive, officially discontinued in 1998, has had an active afterlife; licensed games by third party developers have been sporadically released into TheNewTens, and licensed Sega Mega Drive units with built in games are [[VideoGameLongRunners still being sold today]].

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One might say this generation ended when the Super Nintendo NES was officially discontinued in 2000 (having lasted a few years longer in Japan than America and elsewhere). But the Sega Mega Drive, officially discontinued in 1998, has had an active afterlife; licensed games by third party developers have been sporadically released into TheNewTens, and licensed Sega Mega Drive units with built in games are [[VideoGameLongRunners still being sold today]].
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However, the first 16-bit system to truly gain momentum worldwide was the Sega Mega Drive (UsefulNotes/SegaGenesis in North America). Creator/{{Sega}} released this console in order to compete with the aging 8-bit NintendoEntertainmentSystem. At this point, it was feasible to make 16-bit console hardware based off their [[ArcadePerfectPort Sega System-16 arcade]] hardware. The Mega Drive did fairly well at first, then it ''really'' took off with Sega's BreakthroughHit, ''VideoGame/SonicTheHedgehog1''. Creator/{{Nintendo}} saw its almost monopolistic dominance erode with the competition's more advanced hardware, and they responded with the UsefulNotes/SuperNintendoEntertainmentSystem. The fierce UsefulNotes/{{Console War|s}} between the Mega Drive and the SNES defined the era, with both parties in a huge race for dominance of the industry.

to:

However, the first 16-bit system to truly gain momentum worldwide was the Sega Mega Drive (UsefulNotes/SegaGenesis in North America). Creator/{{Sega}} released this console in order to compete with the aging 8-bit NintendoEntertainmentSystem. At this point, it was feasible to make 16-bit console hardware based off their [[ArcadePerfectPort Sega System-16 arcade]] hardware. The Mega Drive did only fairly well at first, first with games like ''VideoGame/AlteredBeast'', but then it ''really'' took off with Sega's BreakthroughHit, ''VideoGame/SonicTheHedgehog1''.''[[VideoGame/SonicTheHedgehog1 Sonic the Hedgehog]]''. Creator/{{Nintendo}} saw its almost monopolistic dominance erode with the competition's more advanced hardware, and they responded with the UsefulNotes/SuperNintendoEntertainmentSystem. The fierce UsefulNotes/{{Console War|s}} between the Mega Drive and the SNES defined the era, with both parties in a huge race for dominance of the industry.
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* ''VideoGame/FireEmblem''
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** ''[[VideoGame/FireEmblemJugdral Fire Emblem: Thracia 776]]''
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In terms of actual game design, the 16-bit era wasn't as big of a leap as the 8-bit era was to the [[UsefulNotes/TheGoldenAgeOfVideoGames Golden Age]]. However, one notable technological improvement that sets this generation apart from 8-bit is the advent of "faux-3D" scrolling (i.e. [[http://en.wikipedia.org/wiki/Mode_7 Mode 7]]). The most successful games of the 16-bit era were often fleshed out and refined versions of their 8-bit counterparts design-wise. Many successful series from the 8-bit era gained many of their standards in this era, such as ''Franchise/TheLegendOfZelda'' in ''[[VideoGame/TheLegendOfZeldaALinkToThePast A Link to the Past]]''. The industry made much bigger leaps in the graphics department. Games like ''VideoGame/SonicTheHedgehog1'', ''VideoGame/EccoTheDolphin'', and ''VideoGame/YoshisIsland'' were shining examples of AwesomeArt with their well-drawn sprites and detailed environments. The releases of ''VideoGame/MortalKombat1'' and ''VideoGame/DonkeyKongCountry'' sparked a craze in DigitizedSprites on consoles, with notable games following suit including ''VideoGame/{{Vectorman}}'' and ''VideoGame/SuperMarioRPG''. The era also produced early experiments with PolygonalGraphics on home consoles, most notably ''VideoGame/StarFox'' but also including arcade ports.

to:

In terms of actual game design, the 16-bit era wasn't as big of a leap as the 8-bit era was to the [[UsefulNotes/TheGoldenAgeOfVideoGames Golden Age]]. However, one notable technological improvement that sets this generation apart from 8-bit is the advent of "faux-3D" scrolling (i.e. [[http://en.wikipedia.org/wiki/Mode_7 Mode 7]]). The most successful games of the 16-bit era were often fleshed out and refined versions of their 8-bit counterparts design-wise. Many successful series from the 8-bit era gained many of their standards in this era, such as ''Franchise/TheLegendOfZelda'' in ''[[VideoGame/TheLegendOfZeldaALinkToThePast A Link to the Past]]''. The industry made much bigger leaps in the graphics department. Games like ''VideoGame/SonicTheHedgehog1'', ''VideoGame/EccoTheDolphin'', and ''VideoGame/YoshisIsland'' were shining examples of AwesomeArt with their well-drawn sprites and detailed environments. The releases of ''VideoGame/MortalKombat1'' and ''VideoGame/DonkeyKongCountry'' sparked a craze in DigitizedSprites on consoles, with notable games following suit including ''VideoGame/{{Vectorman}}'' and ''VideoGame/SuperMarioRPG''. The era also produced early experiments with PolygonalGraphics UsefulNotes/PolygonalGraphics on home consoles, most notably ''VideoGame/StarFox'' but also including arcade ports.
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* ''Franchise/SonicTheHedgehog''

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However, the first 16-bit system to truly gain momentum worldwide was the SegaMegaDrive (Genesis in North America). Creator/{{Sega}} released this console in order to compete with the aging 8-bit NintendoEntertainmentSystem. At this point, it was feasible to make 16-bit console hardware based off their [[ArcadePerfectPort Sega System-16 arcade]] hardware. The Mega Drive did fairly well at first, then it ''really'' took off with Sega's BreakthroughHit, ''VideoGame/SonicTheHedgehog1''. Creator/{{Nintendo}} saw its almost monopolistic dominance erode with the competition's more advanced hardware, and they responded with the SuperNintendoEntertainmentSystem. The fierce UsefulNotes/{{Console War|s}} between the Mega Drive and the SNES defined the era, with both parties in a huge race for dominance of the industry.

In terms of actual game design, the 16-bit era wasn't as big of a leap as the 8-bit era was to the [[TheGoldenAgeOfVideoGames Golden Age]]. However, one notable technological improvement that sets this generation apart from 8-bit is the advent of "faux-3D" scrolling (i.e. [[http://en.wikipedia.org/wiki/Mode_7 Mode 7]]). The most successful games of the 16-bit era were often fleshed out and refined versions of their 8-bit counterparts design-wise. Many successful series from the 8-bit era gained many of their standards in this era, such as ''Franchise/TheLegendOfZelda'' in ''[[VideoGame/TheLegendOfZeldaALinkToThePast A Link to the Past]]''. The industry made much bigger leaps in the graphics department. Games like ''VideoGame/SonicTheHedgehog1'', ''VideoGame/EccoTheDolphin'', and ''VideoGame/YoshisIsland'' were shining examples of AwesomeArt with their well-drawn sprites and detailed environments. The releases of ''VideoGame/MortalKombat1'' and ''VideoGame/DonkeyKongCountry'' sparked a craze in DigitizedSprites on consoles, with notable games following suit including ''VideoGame/{{Vectorman}}'' and ''VideoGame/SuperMarioRPG''. The era also produced early experiments with PolygonalGraphics on home consoles, most notably ''VideoGame/StarFox'' but also including arcade ports.

to:

However, the first 16-bit system to truly gain momentum worldwide was the SegaMegaDrive (Genesis Sega Mega Drive (UsefulNotes/SegaGenesis in North America). Creator/{{Sega}} released this console in order to compete with the aging 8-bit NintendoEntertainmentSystem. At this point, it was feasible to make 16-bit console hardware based off their [[ArcadePerfectPort Sega System-16 arcade]] hardware. The Mega Drive did fairly well at first, then it ''really'' took off with Sega's BreakthroughHit, ''VideoGame/SonicTheHedgehog1''. Creator/{{Nintendo}} saw its almost monopolistic dominance erode with the competition's more advanced hardware, and they responded with the SuperNintendoEntertainmentSystem.UsefulNotes/SuperNintendoEntertainmentSystem. The fierce UsefulNotes/{{Console War|s}} between the Mega Drive and the SNES defined the era, with both parties in a huge race for dominance of the industry.

In terms of actual game design, the 16-bit era wasn't as big of a leap as the 8-bit era was to the [[TheGoldenAgeOfVideoGames [[UsefulNotes/TheGoldenAgeOfVideoGames Golden Age]]. However, one notable technological improvement that sets this generation apart from 8-bit is the advent of "faux-3D" scrolling (i.e. [[http://en.wikipedia.org/wiki/Mode_7 Mode 7]]). The most successful games of the 16-bit era were often fleshed out and refined versions of their 8-bit counterparts design-wise. Many successful series from the 8-bit era gained many of their standards in this era, such as ''Franchise/TheLegendOfZelda'' in ''[[VideoGame/TheLegendOfZeldaALinkToThePast A Link to the Past]]''. The industry made much bigger leaps in the graphics department. Games like ''VideoGame/SonicTheHedgehog1'', ''VideoGame/EccoTheDolphin'', and ''VideoGame/YoshisIsland'' were shining examples of AwesomeArt with their well-drawn sprites and detailed environments. The releases of ''VideoGame/MortalKombat1'' and ''VideoGame/DonkeyKongCountry'' sparked a craze in DigitizedSprites on consoles, with notable games following suit including ''VideoGame/{{Vectorman}}'' and ''VideoGame/SuperMarioRPG''. The era also produced early experiments with PolygonalGraphics on home consoles, most notably ''VideoGame/StarFox'' but also including arcade ports.



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!!New [=IPs=] on these consoles

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!!New [[foldercontrol]]

[[folder:New
[=IPs=] on these consolesof this era]]




!!Games of previous [=IPs=]

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\n!!Games [[/folder]]

[[folder:Games
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[[/folder]]
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However, the first 16-bit system to truly gain momentum worldwide was the SegaMegaDrive (Genesis in North America). Creator/{{Sega}} released this console in order to compete with the aging 8-bit NintendoEntertainmentSystem. At this point, it was feasible to make 16-bit console hardware based off their [[ArcadePerfectPort Sega System-16 arcade]] hardware. The Mega Drive did fairly well at first, then it ''really'' took off with Sega's BreakthroughHit, ''VideoGame/SonicTheHedgehog1''. Creator/{{Nintendo}} saw its almost monopolistic dominance erode with the competition's more advanced hardware, and they responded with the SuperNintendoEntertainmentSystem. The fierce {{Console War|s}} between the Mega Drive and the SNES defined the era, with both parties in a huge race for dominance of the industry.

to:

However, the first 16-bit system to truly gain momentum worldwide was the SegaMegaDrive (Genesis in North America). Creator/{{Sega}} released this console in order to compete with the aging 8-bit NintendoEntertainmentSystem. At this point, it was feasible to make 16-bit console hardware based off their [[ArcadePerfectPort Sega System-16 arcade]] hardware. The Mega Drive did fairly well at first, then it ''really'' took off with Sega's BreakthroughHit, ''VideoGame/SonicTheHedgehog1''. Creator/{{Nintendo}} saw its almost monopolistic dominance erode with the competition's more advanced hardware, and they responded with the SuperNintendoEntertainmentSystem. The fierce {{Console UsefulNotes/{{Console War|s}} between the Mega Drive and the SNES defined the era, with both parties in a huge race for dominance of the industry.
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* ''VideoGame/TheFaeryTaleAdventure'' (originally PC-only, it was ported to Genesis in 1991)

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* ''VideoGame/DragonQuest''''Franchise/DragonQuest''
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* ''VideoGame/{{R-Type}}''''VideoGame/RType''
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In terms of actual game design, the 16-bit era wasn't as big of a leap as the 8-bit era was to the [[TheGoldenAgeOfVideoGames Golden Age]]. However, one notable technological improvement that sets this generation apart from 8-bit is the advent of "faux-3D" scrolling (i.e. Mode 7). The most successful games of the 16-bit era were often fleshed out and refined versions of their 8-bit counterparts design-wise. Many successful series from the 8-bit era gained many of their standards in this era, such as ''Franchise/TheLegendOfZelda'' in ''[[VideoGame/TheLegendOfZeldaALinkToThePast A Link to the Past]]''. The industry made much bigger leaps in the graphics department. Games like ''VideoGame/SonicTheHedgehog1'', ''VideoGame/EccoTheDolphin'', and ''VideoGame/YoshisIsland'' were shining examples of AwesomeArt with their well-drawn sprites and detailed environments. The releases of ''VideoGame/MortalKombat1'' and ''VideoGame/DonkeyKongCountry'' sparked a craze in DigitizedSprites on consoles, with notable games following suit including ''VideoGame/{{Vectorman}}'' and ''VideoGame/SuperMarioRPG''. The era also produced early experiments with PolygonalGraphics on home consoles, most notably ''VideoGame/StarFox'' but also including arcade ports.

to:

In terms of actual game design, the 16-bit era wasn't as big of a leap as the 8-bit era was to the [[TheGoldenAgeOfVideoGames Golden Age]]. However, one notable technological improvement that sets this generation apart from 8-bit is the advent of "faux-3D" scrolling (i.e. [[http://en.wikipedia.org/wiki/Mode_7 Mode 7).7]]). The most successful games of the 16-bit era were often fleshed out and refined versions of their 8-bit counterparts design-wise. Many successful series from the 8-bit era gained many of their standards in this era, such as ''Franchise/TheLegendOfZelda'' in ''[[VideoGame/TheLegendOfZeldaALinkToThePast A Link to the Past]]''. The industry made much bigger leaps in the graphics department. Games like ''VideoGame/SonicTheHedgehog1'', ''VideoGame/EccoTheDolphin'', and ''VideoGame/YoshisIsland'' were shining examples of AwesomeArt with their well-drawn sprites and detailed environments. The releases of ''VideoGame/MortalKombat1'' and ''VideoGame/DonkeyKongCountry'' sparked a craze in DigitizedSprites on consoles, with notable games following suit including ''VideoGame/{{Vectorman}}'' and ''VideoGame/SuperMarioRPG''. The era also produced early experiments with PolygonalGraphics on home consoles, most notably ''VideoGame/StarFox'' but also including arcade ports.
Is there an issue? Send a MessageReason:
None


In terms of actual game design, the 16-bit era wasn't as big of a leap as the 8-bit era was to the [[TheGoldenAgeOfVideoGames Golden Age]]. However, one notable improvement that sets this generation apart from 8-bit is the advent of "faux-3D" scrolling (i.e. Mode 7). The most successful games of the 16-bit era were often fleshed out and refined versions of their 8-bit counterparts design-wise. Many successful series from the 8-bit era gained many of their standards in this era, such as ''Franchise/TheLegendOfZelda'' in ''[[VideoGame/TheLegendOfZeldaALinkToThePast A Link to the Past]]''. The industry made much bigger leaps in the graphics department. Games like ''VideoGame/SonicTheHedgehog1'', ''VideoGame/EccoTheDolphin'', and ''VideoGame/YoshisIsland'' were shining examples of AwesomeArt with their well-drawn sprites and detailed environments. The releases of ''VideoGame/MortalKombat1'' and ''VideoGame/DonkeyKongCountry'' sparked a craze in DigitizedSprites on consoles, with notable games following suit including ''VideoGame/{{Vectorman}}'' and ''VideoGame/SuperMarioRPG''. The era also produced early experiments with PolygonalGraphics on home consoles, most notably ''VideoGame/StarFox'' but also including arcade ports.

to:

In terms of actual game design, the 16-bit era wasn't as big of a leap as the 8-bit era was to the [[TheGoldenAgeOfVideoGames Golden Age]]. However, one notable technological improvement that sets this generation apart from 8-bit is the advent of "faux-3D" scrolling (i.e. Mode 7). The most successful games of the 16-bit era were often fleshed out and refined versions of their 8-bit counterparts design-wise. Many successful series from the 8-bit era gained many of their standards in this era, such as ''Franchise/TheLegendOfZelda'' in ''[[VideoGame/TheLegendOfZeldaALinkToThePast A Link to the Past]]''. The industry made much bigger leaps in the graphics department. Games like ''VideoGame/SonicTheHedgehog1'', ''VideoGame/EccoTheDolphin'', and ''VideoGame/YoshisIsland'' were shining examples of AwesomeArt with their well-drawn sprites and detailed environments. The releases of ''VideoGame/MortalKombat1'' and ''VideoGame/DonkeyKongCountry'' sparked a craze in DigitizedSprites on consoles, with notable games following suit including ''VideoGame/{{Vectorman}}'' and ''VideoGame/SuperMarioRPG''. The era also produced early experiments with PolygonalGraphics on home consoles, most notably ''VideoGame/StarFox'' but also including arcade ports.
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None


In terms of actual game design, the 16-bit era wasn't as big of a leap as the 8-bit era was to the [[TheGoldenAgeOfVideoGames Golden Age]]. The most successful games of the 16-bit era were often fleshed out and refined versions of their 8-bit counterparts design-wise. Many successful series from the 8-bit era gained many of their standards in this era, such as ''Franchise/TheLegendOfZelda'' in ''[[VideoGame/TheLegendOfZeldaALinkToThePast A Link to the Past]]''. The industry made much bigger leaps in the graphics department. Games like ''VideoGame/SonicTheHedgehog1'', ''VideoGame/EccoTheDolphin'', and ''VideoGame/YoshisIsland'' were shining examples of AwesomeArt with their well-drawn sprites and detailed environments. The releases of ''VideoGame/MortalKombat1'' and ''VideoGame/DonkeyKongCountry'' sparked a craze in DigitizedSprites on consoles, with notable games following suit including ''VideoGame/{{Vectorman}}'' and ''VideoGame/SuperMarioRPG''. The era also produced early experiments with PolygonalGraphics on home consoles, most notably ''VideoGame/StarFox'' but also including arcade ports.

to:

In terms of actual game design, the 16-bit era wasn't as big of a leap as the 8-bit era was to the [[TheGoldenAgeOfVideoGames Golden Age]]. However, one notable improvement that sets this generation apart from 8-bit is the advent of "faux-3D" scrolling (i.e. Mode 7). The most successful games of the 16-bit era were often fleshed out and refined versions of their 8-bit counterparts design-wise. Many successful series from the 8-bit era gained many of their standards in this era, such as ''Franchise/TheLegendOfZelda'' in ''[[VideoGame/TheLegendOfZeldaALinkToThePast A Link to the Past]]''. The industry made much bigger leaps in the graphics department. Games like ''VideoGame/SonicTheHedgehog1'', ''VideoGame/EccoTheDolphin'', and ''VideoGame/YoshisIsland'' were shining examples of AwesomeArt with their well-drawn sprites and detailed environments. The releases of ''VideoGame/MortalKombat1'' and ''VideoGame/DonkeyKongCountry'' sparked a craze in DigitizedSprites on consoles, with notable games following suit including ''VideoGame/{{Vectorman}}'' and ''VideoGame/SuperMarioRPG''. The era also produced early experiments with PolygonalGraphics on home consoles, most notably ''VideoGame/StarFox'' but also including arcade ports.
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Also in this generation, portable gaming systems began to gain traction with the release of the Nintendo GameBoy and Atari Lynx in 1989 and the Sega GameGear in 1990. While the Lynx failed to gain much success, Nintendo and Sega's efforts gave gamers versions of their favourite franchises to take with them when they were away from their televisions. While Sega's system certainly benefited from its coloured screen, it was ultimately the Game Boy that would win out by a considerable margin, boosted by the inclusion of ''VideoGame/{{Tetris}}'' as a pack-in game making the system more appealing to those who weren't already interested in video games than ''VideoGame/SuperMarioLand'' might ([[{{Wii}} sound familiar?]]), though the fact that it was significantly cheaper, more pocket-able and had much better battery life also helped. Its success would continue into the next generation.

to:

Also in this generation, portable gaming systems began to gain traction with the release of the Nintendo GameBoy UsefulNotes/GameBoy and Atari Lynx in 1989 and the Sega GameGear UsefulNotes/GameGear in 1990. While the Lynx failed to gain much success, Nintendo and Sega's efforts gave gamers versions of their favourite franchises to take with them when they were away from their televisions. While Sega's system certainly benefited from its coloured screen, it was ultimately the Game Boy that would win out by a considerable margin, boosted by the inclusion of ''VideoGame/{{Tetris}}'' as a pack-in game making the system more appealing to those who weren't already interested in video games than ''VideoGame/SuperMarioLand'' might ([[{{Wii}} sound familiar?]]), though the fact that it was significantly cheaper, more pocket-able and had much better battery life also helped. Its success would continue into the next generation.



* NeoGeo
* SegaMegaDrive[=/=]Genesis
** [[OtherSegaSystems Sega CD and 32X]][[note]]The latter was 32 bits, but part of the 16-bit era[[/note]]
* SuperNintendoEntertainmentSystem
* TurboGrafx16

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* NeoGeo
UsefulNotes/NeoGeo
* SegaMegaDrive[=/=]Genesis
UsefulNotes/SegaMegaDrive[=/=]Genesis
** [[OtherSegaSystems [[UsefulNotes/OtherSegaSystems Sega CD and 32X]][[note]]The latter was 32 bits, but part of the 16-bit era[[/note]]
* SuperNintendoEntertainmentSystem
UsefulNotes/SuperNintendoEntertainmentSystem
* TurboGrafx16UsefulNotes/TurboGrafx16



* AtariLynx
* GameBoy
* GameGear

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* AtariLynx
UsefulNotes/AtariLynx
* GameBoy
UsefulNotes/GameBoy
* GameGear
UsefulNotes/GameGear

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** ''VideoGame/CastlevaniaRondoOfBlood''



** ''VideoGame/CastlevaniaRondoOfBlood''

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** ''VideoGame/CastlevaniaRondoOfBlood''''VideoGame/CastlevaniaDraculaX''



** ''Donkey Kong Country 2''
** ''Donkey Kong Country 3''

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** ''Donkey Kong Country 2''
''VideoGame/DonkeyKongCountry2DiddysKongQuest''
** ''Donkey Kong Country 3''''VideoGame/DonkeyKongCountry3DixieKongsDoubleTrouble''
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However, the first 16-bit system to truly gain momentum worldwide was the SegaGenesis (Mega Drive in PAL regions). Creator/{{Sega}} released this console in order to compete with the aging 8-bit NintendoEntertainmentSystem. At this point, it was feasible to make 16-bit console hardware based off their [[ArcadePerfectPort Sega System-16 arcade]] hardware. The Genesis did fairly well at first, then it ''really'' took off with Sega's BreakthroughHit, ''VideoGame/SonicTheHedgehog1''. Creator/{{Nintendo}} saw its almost monopolistic dominance erode with the competition's more advanced hardware, and they responded with the SuperNintendoEntertainmentSystem. The fierce {{Console War|s}} between the Genesis and the SNES defined the era, with both parties in a huge race for dominance of the industry.

to:

However, the first 16-bit system to truly gain momentum worldwide was the SegaGenesis (Mega Drive SegaMegaDrive (Genesis in PAL regions).North America). Creator/{{Sega}} released this console in order to compete with the aging 8-bit NintendoEntertainmentSystem. At this point, it was feasible to make 16-bit console hardware based off their [[ArcadePerfectPort Sega System-16 arcade]] hardware. The Genesis Mega Drive did fairly well at first, then it ''really'' took off with Sega's BreakthroughHit, ''VideoGame/SonicTheHedgehog1''. Creator/{{Nintendo}} saw its almost monopolistic dominance erode with the competition's more advanced hardware, and they responded with the SuperNintendoEntertainmentSystem. The fierce {{Console War|s}} between the Genesis Mega Drive and the SNES defined the era, with both parties in a huge race for dominance of the industry.



The PlatformGame's popularity from the EightBitEra continued into this generation, highlights including the ''Franchise/SuperMarioBros''[='=] series fourth installment, ''VideoGame/SuperMarioWorld'' and the aforementioned Genesis KillerApp ''VideoGame/SonicTheHedgehog1''. One genre that was born, so to speak, in this generation was the FightingGame. Spurred on by the revolutionary ''VideoGame/StreetFighterII'', many studios responded to capitalize on its success, with ''VideoGame/MortalKombat1'' being a notable entry for its pioneering violence which would lead to an eventual debate on the effect of violent video games on young society. The Fighting genre wouldn't see as big of a revolution until ''VideoGame/VirtuaFighter'' in the FifthGeneration. The {{JRPG}} genre also hit its stride during the SixteenBitEra, with [[Creator/SquareEnix Square]] making some of the most well-loved titles in the genre of all time, such as ''VideoGame/FinalFantasyVI'', ''VideoGame/ChronoTrigger'', and ''VideoGame/SuperMarioRPG''; the success of these titles helped pave the way for wider mainstream success of the {{JRPG}} genre overall in the next generation.

Also in this generation, portable gaming systems began to gain traction with the release of the Nintendo GameBoy and Atari Lynx in 1989 and the Sega GameGear in 1990. While the Lynx failed to gain much success, Nintendo and Sega's efforts gave gamers versions of their favourite franchises to take with them when they were away from their televisions. While Sega's system certainly benefited from its colored screen, it was ultimately the Game Boy that would win out by a considerable margin, boosted by the inclusion of ''VideoGame/{{Tetris}}'' as a pack-in game making the system more appealing to those who weren't already interested in video games than ''VideoGame/SuperMarioLand'' might ([[{{Wii}} sound familiar?]]), though the fact that it was significantly cheaper, more pocketable and had much better battery life also helped. Its success would continue into the next generation.

One might say this generation ended when the Super Nintendo was officially discontinued in 2000 (having lasted a few years longer in Japan than America and elsewhere). But the Sega Genesis, officially discontinued in 1998, has had an active afterlife; licensed games by third party developers have been sporadically released into TheNewTens, and licensed Sega Genesis units with built in games are [[VideoGameLongRunners still being sold today]].

to:

The PlatformGame's popularity from the EightBitEra continued into this generation, highlights including the ''Franchise/SuperMarioBros''[='=] series fourth installment, ''VideoGame/SuperMarioWorld'' and the aforementioned Genesis Mega Drive KillerApp ''VideoGame/SonicTheHedgehog1''. One genre that was born, so to speak, in this generation was the FightingGame. Spurred on by the revolutionary ''VideoGame/StreetFighterII'', many studios responded to capitalize on its success, with ''VideoGame/MortalKombat1'' being a notable entry for its pioneering violence which would lead to an eventual debate on the effect of violent video games on young society. The Fighting genre wouldn't see as big of a revolution until ''VideoGame/VirtuaFighter'' in the FifthGeneration. The {{JRPG}} genre also hit its stride during the SixteenBitEra, with [[Creator/SquareEnix Square]] making some of the most well-loved titles in the genre of all time, such as ''VideoGame/FinalFantasyVI'', ''VideoGame/ChronoTrigger'', and ''VideoGame/SuperMarioRPG''; the success of these titles helped pave the way for wider mainstream success of the {{JRPG}} genre overall in the next generation.

Also in this generation, portable gaming systems began to gain traction with the release of the Nintendo GameBoy and Atari Lynx in 1989 and the Sega GameGear in 1990. While the Lynx failed to gain much success, Nintendo and Sega's efforts gave gamers versions of their favourite franchises to take with them when they were away from their televisions. While Sega's system certainly benefited from its colored coloured screen, it was ultimately the Game Boy that would win out by a considerable margin, boosted by the inclusion of ''VideoGame/{{Tetris}}'' as a pack-in game making the system more appealing to those who weren't already interested in video games than ''VideoGame/SuperMarioLand'' might ([[{{Wii}} sound familiar?]]), though the fact that it was significantly cheaper, more pocketable pocket-able and had much better battery life also helped. Its success would continue into the next generation.

One might say this generation ended when the Super Nintendo was officially discontinued in 2000 (having lasted a few years longer in Japan than America and elsewhere). But the Sega Genesis, Mega Drive, officially discontinued in 1998, has had an active afterlife; licensed games by third party developers have been sporadically released into TheNewTens, and licensed Sega Genesis Mega Drive units with built in games are [[VideoGameLongRunners still being sold today]].



* SegaGenesis[=/=]Mega Drive

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* SegaGenesis[=/=]Mega DriveSegaMegaDrive[=/=]Genesis
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* ''VideoGame/MagicalChase''
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\"Spurned\" means rejected or turned away. Pretty much the opposite of what we mean here, I think.


The PlatformGame's popularity from the EightBitEra continued into this generation, highlights including the ''Franchise/SuperMarioBros''[='=] series fourth installment, ''VideoGame/SuperMarioWorld'' and the aforementioned Genesis KillerApp ''VideoGame/SonicTheHedgehog1''. One genre that was born, so to speak, in this generation was the FightingGame. Spurned by the revolutionary ''VideoGame/StreetFighterII'', many studios responded to capitalize on its success, with ''VideoGame/MortalKombat1'' being a notable entry for its pioneering violence which would lead to an eventual debate on the effect of violent video games on young society. The Fighting genre wouldn't see as big of a revolution until ''VideoGame/VirtuaFighter'' in the FifthGeneration. The {{JRPG}} genre also hit its stride during the SixteenBitEra, with [[Creator/SquareEnix Square]] making some of the most well-loved ones of all time like ''VideoGame/FinalFantasyVI'', ''VideoGame/ChronoTrigger'', and ''VideoGame/SuperMarioRPG'', paving the way for its wider mainstream success in the next generation.

In this generation, portable gaming systems began to gain traction with the release of the Nintendo GameBoy and AtariLynx in 1989 and the Sega GameGear in 1990. While the Lynx failed to gain much success, Nintendo and Sega's efforts gave gamers versions of their favourite franchises to take with them when they were away from their televisions. While Sega's system certainly benefited from its colored screen, it was ultimately the Game Boy that would win out by a considerable margin, boosted by the inclusion of ''VideoGame/{{Tetris}}'' as a pack-in game making the system more appealing to those who weren't already interested in video games than ''VideoGame/SuperMarioLand'' might ([[{{Wii}} sound familiar?]]), though the fact that it was significantly cheaper, more pocketable and had much better battery life also helped. Its success would continue into the next generation.

to:

The PlatformGame's popularity from the EightBitEra continued into this generation, highlights including the ''Franchise/SuperMarioBros''[='=] series fourth installment, ''VideoGame/SuperMarioWorld'' and the aforementioned Genesis KillerApp ''VideoGame/SonicTheHedgehog1''. One genre that was born, so to speak, in this generation was the FightingGame. Spurned Spurred on by the revolutionary ''VideoGame/StreetFighterII'', many studios responded to capitalize on its success, with ''VideoGame/MortalKombat1'' being a notable entry for its pioneering violence which would lead to an eventual debate on the effect of violent video games on young society. The Fighting genre wouldn't see as big of a revolution until ''VideoGame/VirtuaFighter'' in the FifthGeneration. The {{JRPG}} genre also hit its stride during the SixteenBitEra, with [[Creator/SquareEnix Square]] making some of the most well-loved ones titles in the genre of all time like time, such as ''VideoGame/FinalFantasyVI'', ''VideoGame/ChronoTrigger'', and ''VideoGame/SuperMarioRPG'', paving ''VideoGame/SuperMarioRPG''; the success of these titles helped pave the way for its wider mainstream success of the {{JRPG}} genre overall in the next generation.

In Also in this generation, portable gaming systems began to gain traction with the release of the Nintendo GameBoy and AtariLynx Atari Lynx in 1989 and the Sega GameGear in 1990. While the Lynx failed to gain much success, Nintendo and Sega's efforts gave gamers versions of their favourite franchises to take with them when they were away from their televisions. While Sega's system certainly benefited from its colored screen, it was ultimately the Game Boy that would win out by a considerable margin, boosted by the inclusion of ''VideoGame/{{Tetris}}'' as a pack-in game making the system more appealing to those who weren't already interested in video games than ''VideoGame/SuperMarioLand'' might ([[{{Wii}} sound familiar?]]), though the fact that it was significantly cheaper, more pocketable and had much better battery life also helped. Its success would continue into the next generation.
Is there an issue? Send a MessageReason:
None
Is there an issue? Send a MessageReason:
None

Added DiffLines:

The 16-bit era, or Fourth Generation, kicked off with the release of the NEC's TurboGrafx16 in 1987. With this new era came hardware more powerful than their [[The8BitEraOfConsoleVideoGames 8-bit]] counterparts, able to handle more colorful and detailed graphics and more complex games.

However, the first 16-bit system to truly gain momentum worldwide was the SegaGenesis (Mega Drive in PAL regions). Creator/{{Sega}} released this console in order to compete with the aging 8-bit NintendoEntertainmentSystem. At this point, it was feasible to make 16-bit console hardware based off their [[ArcadePerfectPort Sega System-16 arcade]] hardware. The Genesis did fairly well at first, then it ''really'' took off with Sega's BreakthroughHit, ''VideoGame/SonicTheHedgehog1''. Creator/{{Nintendo}} saw its almost monopolistic dominance erode with the competition's more advanced hardware, and they responded with the SuperNintendoEntertainmentSystem. The fierce {{Console War|s}} between the Genesis and the SNES defined the era, with both parties in a huge race for dominance of the industry.

In terms of actual game design, the 16-bit era wasn't as big of a leap as the 8-bit era was to the [[TheGoldenAgeOfVideoGames Golden Age]]. The most successful games of the 16-bit era were often fleshed out and refined versions of their 8-bit counterparts design-wise. Many successful series from the 8-bit era gained many of their standards in this era, such as ''Franchise/TheLegendOfZelda'' in ''[[VideoGame/TheLegendOfZeldaALinkToThePast A Link to the Past]]''. The industry made much bigger leaps in the graphics department. Games like ''VideoGame/SonicTheHedgehog1'', ''VideoGame/EccoTheDolphin'', and ''VideoGame/YoshisIsland'' were shining examples of AwesomeArt with their well-drawn sprites and detailed environments. The releases of ''VideoGame/MortalKombat1'' and ''VideoGame/DonkeyKongCountry'' sparked a craze in DigitizedSprites on consoles, with notable games following suit including ''VideoGame/{{Vectorman}}'' and ''VideoGame/SuperMarioRPG''. The era also produced early experiments with PolygonalGraphics on home consoles, most notably ''VideoGame/StarFox'' but also including arcade ports.

The PlatformGame's popularity from the EightBitEra continued into this generation, highlights including the ''Franchise/SuperMarioBros''[='=] series fourth installment, ''VideoGame/SuperMarioWorld'' and the aforementioned Genesis KillerApp ''VideoGame/SonicTheHedgehog1''. One genre that was born, so to speak, in this generation was the FightingGame. Spurned by the revolutionary ''VideoGame/StreetFighterII'', many studios responded to capitalize on its success, with ''VideoGame/MortalKombat1'' being a notable entry for its pioneering violence which would lead to an eventual debate on the effect of violent video games on young society. The Fighting genre wouldn't see as big of a revolution until ''VideoGame/VirtuaFighter'' in the FifthGeneration. The {{JRPG}} genre also hit its stride during the SixteenBitEra, with [[Creator/SquareEnix Square]] making some of the most well-loved ones of all time like ''VideoGame/FinalFantasyVI'', ''VideoGame/ChronoTrigger'', and ''VideoGame/SuperMarioRPG'', paving the way for its wider mainstream success in the next generation.

In this generation, portable gaming systems began to gain traction with the release of the Nintendo GameBoy and AtariLynx in 1989 and the Sega GameGear in 1990. While the Lynx failed to gain much success, Nintendo and Sega's efforts gave gamers versions of their favourite franchises to take with them when they were away from their televisions. While Sega's system certainly benefited from its colored screen, it was ultimately the Game Boy that would win out by a considerable margin, boosted by the inclusion of ''VideoGame/{{Tetris}}'' as a pack-in game making the system more appealing to those who weren't already interested in video games than ''VideoGame/SuperMarioLand'' might ([[{{Wii}} sound familiar?]]), though the fact that it was significantly cheaper, more pocketable and had much better battery life also helped. Its success would continue into the next generation.

One might say this generation ended when the Super Nintendo was officially discontinued in 2000 (having lasted a few years longer in Japan than America and elsewhere). But the Sega Genesis, officially discontinued in 1998, has had an active afterlife; licensed games by third party developers have been sporadically released into TheNewTens, and licensed Sega Genesis units with built in games are [[VideoGameLongRunners still being sold today]].

[[index]]
!!Consoles of this generation
* NeoGeo
* SegaGenesis[=/=]Mega Drive
** [[OtherSegaSystems Sega CD and 32X]][[note]]The latter was 32 bits, but part of the 16-bit era[[/note]]
* SuperNintendoEntertainmentSystem
* TurboGrafx16
** [=TurboGrafx-CD=]

!!Handhelds of this generation
* AtariLynx
* GameBoy
* GameGear

!!New [=IPs=] on these consoles
* ''VideoGame/ActRaiser''
* ''VideoGame/AlteredBeast''
* ''VideoGame/{{Axelay}}''
* ''VideoGame/BeyondOasis''
* ''VideoGame/{{Bonk}}''
* ''VideoGame/CaptainNovolin''
* ''VideoGame/CastleOfIllusion''
* ''VideoGame/ChronoTrigger''
* ''VideoGame/DynamiteHeaddy''
* ''VideoGame/EarthwormJim''
* ''VideoGame/EccoTheDolphin''
* ''VideoGame/ElViento''
* ''VideoGame/EarnestEvans''
* ''VideoGame/EternalChampions''
* ''VideoGame/FinalFight''
** ''Final Fight 2''
** ''Final Fight 3''
* ''VideoGame/FZero''
* ''VideoGame/GunstarHeroes''
* ''VideoGame/KillerInstinct''
* {{Landstalker}}
** Landstalker 2
* Lords of Thundergate
* ''Franchise/MortalKombat''
** ''VideoGame/MortalKombat1''
** ''VideoGame/MortalKombat2''
** ''VideoGame/MortalKombat3''
* ''VideoGame/MysteryDungeon''
* PilotWings
* ''VideoGame/{{Ristar}}''
* ''VideoGame/{{R-Type}}''
** Super R-Type
** R-Type: The 3rd Lightning
* ''VideoGame/SecretOfMana''
* ''Franchise/SonicTheHedgehog''
** ''VideoGame/SonicTheHedgehog1''
** ''VideoGame/SonicTheHedgehogCD''
** ''VideoGame/SonicTheHedgehog2''
** ''VideoGame/Sonic3AndKnuckles''
** [[AC:Spin-offs]]
*** ''VideoGame/SonicTheHedgehogChaos''
*** ''VideoGame/SonicTheHedgehogTripleTrouble''
*** ''VideoGame/DoctorRobotniksMeanBeanMachine''
*** ''VideoGame/KnucklesChaotix''
*** ''VideoGame/TailsAdventure''
*** ''VideoGame/SonicDrift''
*** ''VideoGame/SonicLabyrinth''
*** ''VideoGame/SonicSpinball''
* ''VideoGame/StarFox''
** ''VideoGame/StarFox1''
* ''Franchise/StreetFighter''
** ''VideoGame/StreetFighterI''
** ''VideoGame/StreetFighterII''
* ''VideoGame/StreetsOfRage''
** Streets of Rage 2
** Streets of Rage 3
* ''Franchise/{{Tales|Series}}'' series
** ''VideoGame/TalesOfPhantasia''
* ''VideoGame/TheFiremen''
* ''VideoGame/UNSquadron''
* ''VideoGame/{{Vectorman}}''

!!Games of previous [=IPs=]
* ''VideoGame/{{Aleste}}''
** ''MUSHA Aleste''
** ''VideoGame/SuperAleste''
** ''Dennin Aleste''
* ''VideoGame/AlexKidd''
** ''Alex Kidd in the Enchanted Castle''
* ''Franchise/{{Castlevania}}''
** ''VideoGame/SuperCastlevaniaIV''
** ''VideoGame/CastlevaniaBloodlines''
** ''VideoGame/CastlevaniaRondoOfBlood''
* ''Franchise/DonkeyKong''
** ''VideoGame/DonkeyKongCountry''[[note]]Series debuts here[[/note]]
** ''Donkey Kong Country 2''
** ''Donkey Kong Country 3''
* ''VideoGame/DoubleDragon''
** ''Super Double Dragon IV''
* ''VideoGame/DragonQuest''
** ''VideoGame/DragonQuestV''
** ''VideoGame/DragonQuestVI''
* ''Franchise/FinalFantasy''
** ''VideoGame/FinalFantasyIV''
** ''VideoGame/FinalFantasyV''
** ''VideoGame/FinalFantasyVI''
* ''VideoGame/GhostsNGoblins''
** ''Super Ghouls 'n Ghosts''
* ''VideoGame/{{Gradius}}''
** ''Gradius III''
* ''Franchise/{{Kirby}}''
** ''VideoGame/KirbysDreamLand2''
** ''VideoGame/KirbySuperStar''
** ''VideoGame/KirbysDreamLand3''
* ''VideoGame/LastBible''
* ''Franchise/TheLegendOfZelda''
** ''VideoGame/TheLegendOfZeldaALinkToThePast''
** ''VideoGame/TheLegendOfZeldaLinksAwakening''
* ''Franchise/MegaMan''
** ''VideoGame/MegaManClassic''
*** ''VideoGame/MegaMan7''
*** ''VideoGame/MegaManAndBass'' (only in Japan)
*** ''Mega Man: The Wily Wars'' (only in Japan and Europe - North America only got it through the Sega Channel service)
** ''VideoGame/MegaManX''
*** ''VideoGame/MegaManX1''
*** ''VideoGame/MegaManX2''
*** ''VideoGame/MegaManX3''
* ''Franchise/{{Metroid}}''
** ''VideoGame/MetroidIIReturnOfSamus''
** ''VideoGame/SuperMetroid''
* ''VideoGame/{{MOTHER}}''
** ''VideoGame/EarthBound''
* ''VideoGame/PunchOut''
** ''[[SuperPunchOut Super Punch-Out!!]]''
* ''Franchise/SuperMarioBros''
** [[AC:Main series:]]
*** ''VideoGame/SuperMarioLand''
*** ''VideoGame/SuperMarioWorld''
*** ''VideoGame/SuperMarioLand2SixGoldenCoins''
** [[AC:Spinoffs:]]
*** ''VideoGame/WarioLand''
**** ''VideoGame/WarioLandSuperMarioLand3''
**** ''Virtual Boy Wario Land''
**** ''Wario Land II''
*** ''VideoGame/SuperMarioRPG''
*** ''VideoGame/MarioKart'' [[note]]Series debuts here[[/note]]
**** ''VideoGame/SuperMarioKart''
*** ''Super Mario World 2: VideoGame/YoshisIsland''
* ''VideoGame/TeenageMutantNinjaTurtles''
** [[VideoGame/TeenageMutantNinjaTurtlesTurtlesInTime TMNT IV: Turtles in Time]]
** [[VideoGame/TeenageMutantNinjaTurtlesTournamentFighters TMNT: Tournament Fighters]]
[[/index]]
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