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About CHIP72

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    Space Invader
  • Birthday 12/02/1972

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    Silver Spring, MD
  1. I'm late to the game, but IMO the 1995 mini-crash, which was nowhere near as big on the industry as the 1983 crash (for reasons already discussed earlier in the thread) but did in fact occur (and some magazines, such as Next Generation, noted was occurring/had occurred when it was occurring or had just occurred), was caused by a few factors: 1) Sega abandoned the 16-bit market and created market confusion with too many products: the peak of the 16-bit era probably occurred in 1994, only three years into that generation's prime period (if you consider the SNES' introduction the beginning of that period; the Genesis didn't really start picking up in sales until Sonic the Hedgehog was released, which occurred around the same time the SNES was released). There was still a lot of life for 16-bit systems in 1995, much like there had been lots of life in the 8-bit era in 1991 and would be in both the 32/64-bit era in 2000/2001 and the 6th generation era in 2005/2006. (Heck, there was a decent amount of life in the Atari 2600 as a budget console in 1986/1987; I suspect the 2600 outsold the 7800 in the latter half of the 1980s, but that's the topic for another thread.) But Sega of Japan wanted to shift focus entirely to the Saturn after it was released in late 1994; the Mega Drive (Genesis) had been a failure in Japan. However, the Genesis was quite successful in the U.S. and there was still demand for games. Many of those games didn't come however because Sega shifted too many of its resources to the Saturn. Also, as most people know, Sega also shot itself in the foot by releasing the 32X, which was meant to be a low cost entry into the 32/64 bit era for existing Genesis owners, but was quickly abandoned, like its "parent" (i.e. the Genesis) once the Saturn arrived. Sega's decisions confused the market and caused them to lose some consumer trust. 2) The major competing 32/64 bit consoles were considerably more expensive at the beginning of their generation than the consoles in previous generations: up through the 16-bit era, all interchangeable cartridge console generations (2nd generation in the late 1970s/early 1980s, 3rd/8-bit generation in the late 1980s, 4th/16-bit generation in the early 1990s) featured consoles that generally cost $200 USD or less in the early years of their generation. In most cases, the consoles also included a pack-in game. There were exceptions, such as the original Neo Geo cartridge system, but those consoles were generally viewed as niche systems. The change to CD-ROM technology by most console competitors in the 5th generation, which increased the console manufacturing cost significantly, caused the console manufacturers to charge more for their consoles, especially near the beginning of the era (i.e. 1995 and earlier). Many people's eyes popped when the 3DO was introduced in late 1993 at $700 USD; that was more than almost all people were willing to pay at the time. The Saturn then launched at $400 in the U.S. in spring 1995 as part of Sega's surprise launch, but Sony stole Sega's thunder by announcing the same day the PlayStation would cost $300 when released in September 1995. The $300 price point seemed low relatively speaking - it was functionally $100 less than its Japan launch price in December 1994 - but it was still $100, or 50%, more than what people were accustomed to paying for new consoles in previous generations. Additionally, the PlayStation did not include a pack-in game, functionally increasing the cost of the system for early adopters by at least $50. Many people were reluctant to buy such expensive systems when they had initially limited game libraries and were willing to continue playing their 16-bit systems. 3) Nintendo was late in introducing its 32/64 bit era console: after breaking off its agreement with Sony to develop the original PlayStation add-on for the SNES, Nintendo turned its attention to the SNES' successor. As had been the case in the 8-bit era, Nintendo remained dominant in its home Japanese market in the 16-bit era, easily beating Sega and eventually pulling away from NEC, so it did not feel a sense of urgency to release the SNES (or more accurately, Super Famicom) successor to keep up with Sega (who they had dominated in the previous two generations in Japan) or Sony (a newcomer to the market). However, unlike its primary rivals Nintendo decided it wanted to stay with cartridges, which required the system to be more advanced to offset the game size limitation cartridges had relative to CDs. This caused Nintendo to push the release date for the SNES successor, originally called Project Reality, then Ultra 64, and finally Nintendo 64, back many times; it didn't launch until mid-1996 in Japan and fall 1996 in the U.S. The wait for the Nintendo 64 (which due to the very limited number of and high cost for games, many of which were kid-oriented, ultimately caused Nintendo to lose significant market share for a second straight generation in North America and experience a drastic fall-off in Japan) helped depress the market early in the 32/64 bit era. To be clear, though the market did dip in 1995 into early 1996, it was nowhere near as bad as the 1983 crash; most 16-bit games, even after discounts, were still sold at a profit to manufacturers, and at least some new consoles, particularly the PlayStation, did not suffer from disappointing or declining sales during the 1995 "crash", unlike the ColecoVision and Atari 5200 in 1983.
  2. I've only owned (and played) the 7800 and Jaguar, and between the two systems I'd give a slight edge to the Jaguar.
  3. Sega Genesis sports games worth buying (IMO): *PGA Tour series (EA) games EXCLUDING PGA Tour 96 (which tried to do polygons on the Genesis but the Genesis wasn't up to the task); PGA Tour III is the best game, but PGA Tour II and PGA European Tour are very good too *NHL series (EA) games, especially NHLPA '93 and NHL 94; NHL 95 plays differently than other games in the series and has a longer learning curve but is also very good *NFL/Joe Montana Football series (Sega) games, especially Joe Montana Sports Talk II and NFL '94 Starring Joe Montana *College Football series (EA) games are good; my preferred one is College Football USA 97 *World Series Baseball (Sega) games; World Series '95 is probably the best game to pick up *MLBPA Baseball (EA) is underrated *FIFA International Soccer series (EA) is excellent; the first game allows some cheats that enable you to win with weak teams, while the second game ('95) is probably the best one *WWF Raw and WWF Royal Rumble (Acclaim) are solid if you like button mashers *Wimbledon Championship Tennis (Sega) and IMG International Tour Tennis (EA) are both solid *Cyberball (Sega) is a solid game Sega Genesis racing games worth buying (IMO): *Virtua Racing (Sega) plays well, though if you have the 32X Virtua Racing Deluxe is better *Mario Andretti Racing (EA) is good IMO; it offers three types of racing (Indy car, stock car, sprint car) *Super Monaco GP (Sega) was already discussed but is solid Incidentally, you can get Super Hang On via the Triple Score: 3 Games in 1 cartridge (also includes World Championship Soccer and Columns)
  4. yes but if i sell a million more units (just for exacmple) and lose 2 million dollars , instead of making money, how is that a success? The xbox lost money on each sale unless you bought 2-3 games and an extra controller at LEAST just to break even. In fact the year that the ps2 slim came out they purposely made the suply of the system low so that peoplw would buy xbox consoles, make M$ lose money, then buy the slims in the spring when they were on shelves as it was what they wanted in the first place. Considering how much money the xbox actually lost in its life instead of turning profit id say it was the biggest failure of the 3, despite sales. If you dont make money, which is in the end the only reason why they are doing this, who cares how much you sell... Considering video games are Nintendo's primary (and almost only) business whereas with both Microsoft and Sony video games are only part of the business, I think Microsoft and Nintendo would view selling consoles at a significant loss differently. If Nintendo did that, they'd be out of business. With Microsoft however, it is all about gaining market share. Microsoft's market share in the last generation was the second-largest and a little larger than Nintendo's, so considering Microsoft wasn't even a player in the PS1/N64/Saturn generation, they were probably satisfied with the XBox's sales. Obviously Microsoft's goal is to sell more units and get a bigger market share this time around. Incidentally, I remember November/December 2004 - due to their shortages the PS2 couldn't be found the last few weeks before Christmas and many, many people then bought the XBox and THAT system couldn't be found the last couple weeks before Christmas. Meanwhile, the Gamecube was still readily available at most stores at that time. This was despite the fact the XBox (and PS2) cost (I think) 50% more than the Gamecube. (I can't remember if the XBox and PS2 were $150 or $200 at that time - they may have actually been the latter. I know the Gamecube was $100.) What does that tell you? Regardless of whether Microsoft or Nintendo or Sony sells their consoles at a profit or not, it is practically a given that if you don't sell as many consoles, 3rd parties are less likely to make games for your system. Fewer 3rd party games mean fewer games for the system period, and less general interest in the system. Most people like to have choices among the genre of games they like to play.
  5. Another thing to consider when measuring the sales success of a console is its price relative to competing consoles. The Gamecube was always less expensive than either the PS2 or XBox, and reached the critical, impulse buy $100 price point in fall 2003 (something the PS2 still hasn't reached and the XBox never did reach), yet the PS2 sold much, much better and the XBox sold more units, especially in the United States. That's a major reason why the Gamecube was never considered a particularly successful system.
  6. My family drank a lot of Kool-Aid back in the day, and my parents were compulsive about saving the points on products, so we easily had enough points to get the game for free when the promotion was first announced. I think it took something like 4-6 months for Mattel (or the Kool-Aid company - don't remember who we had to contact) to send us the game; I think we sent away for the game in mid-1983 and didn't get until late 1983 or something like that. What a strange but cool game; I always liked that game. It was kind of amusing to see your guy bounce around all over the screen when the game was over.
  7. Just curious, did the price tag say $10 or did you have it scanned? With a price change on so many games, I would not be surprised at all if they missed some when re-tagging them. ..Al The price tag said $9.99, but I also had it scanned and it still came up as $9.99. I then checked the Best Buy website while at the store, and it did not indicate Enthusia Professional Racing was $1.99 (actually, it didn't have anything at all about that game on the website). Incidentally, as was noted by other people above, the local Best Buy did not have the vast majority of games that were on the list, but I expected that. A couple games it probably did have as recently as about 1 1/2 weeks ago that were on the discount game list and I'd guess were sold (and sold out) at those discount prices included Sega Classics for the PS2 and Sonic Riders for the XBox.
  8. I was just out at the local Best Buy. It appears not all games on that list are on sale at all Best Buy stores. For example, Enthusia Professional Racing was still $10 at my local Best Buy, not $2. Some games on the list WERE discounted at the local store. All of the $1.99 games were gone, but some of the $4.99 and $9.99 games were still available.
  9. To me, it's a close call between the Dreamcast and the Genesis. I voted for the Dreamcast.
  10. Most of you probably already know this, but according to gamespot.com, Raiden III (PS2) and Radio Allergy (Gamecube) are both scheduled to be released on March 20th.
  11. Some Gamecrazy stores I've seen are actually stand-alone stores (i.e. not part of a Hollywood Video).
  12. Where I live Taito Legends on both the PS2 and XBox has been $10 at Best Buy since November. I think I saw it at one other chain for $10 before Christmas too. Of course, I should note I only bought a PS2 back in early November 2006, and got Taito Legends for $10 at Best Buy the day I bought the system.
  13. I bought my Atari 2600 in March 1983 when I was 10 years old. In addition to getting Combat as the pack in game, I also bought Space Jockey for $6. What's kind of funny about the above is today most people think Combat was a great game and Space Jockey was a mediocre or bad game. However, I liked Space Jockey A LOT more then (and still think Space Jockey is decent now, though it is repetitive and VERY easy). Heck, to this day I don't understand everybody's love for Combat; it's a 2-player only game with too small a playfield for most variations on the cartridge IMO. Incidentally, I always liked Air Sea Battle (aka Target Fun), though the one player variations are too easy.
  14. I'm pretty confident that among "regular" consoles (i.e. excluding handhelds), the PS2 sold the most units of any system in 2006.
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