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History of video games/Fourth generation of video game consoles
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Trends
Improved hardware
thumb|width="150"|An example of pixel art that emulates the style of the era.
During this generation pixel art in games becomes more much more advanced, often adopting the pointillism art style to the medium to great effect.Irwin Jon As SNES turns 25, devs discuss its 7 greatest graphics innovations https://www.gamasutra.com/view/news/279467/As_SNES_turns_25_devs_discuss_its_7_greatest_graphics_innovations.php www.gamasutra.com 11 December 2020 enPixel Art: Deconstructing Visuals of Videogames https://80.lv/articles/pixel-art-deconstructing-visuals-of-video-games/ 80.lv 11 December 2020 en 23 October 2015 Sprite based 2D graphics were essentially a solved problem by this generation, which lead to companies to look for ways to differentiate their graphics.
Game consoles also began using pre-rendered 3D Graphics and graphical techniques to give the impression of real 3D graphics running on hardware.Sega Genesis Games That Pushed The Limits of Graphics & Sound https://www.racketboy.com/retro/best-sega-genesis-graphics-sound RetroGaming with Racketboy 11 December 2020 en 3 July 2007 Games using simple real time 3D polygons became popular, though they often required enhancement chips to draw just a few hundred polygons a second.Games That Pushed The Limits of the Super Nintendo (SNES) https://www.racketboy.com/retro/super-nintendo-snes-games-that-pushed-the-limits-graphics-soun RetroGaming with Racketboy 11 December 2020 en 8 February 2011Sega-16 – Sega’s SVP Chip: The Road Not Taken? https://www.sega-16.com/2006/03/segas-svp-chip-the-road-not-taken/ 11 December 2020
This generation audio improved drastically, with much more advanced audio systems.MDFourier Project Seeks The Genesis Of SEGA 16-bit Sound https://hackaday.com/2019/08/01/mdfourier-project-seeks-the-genesis-of-sega-16-bit-sound/ Hackaday 11 December 2020 2 August 2019The Mysterious Legacy of the SNES Soundchip https://mechafatnick.co.uk/2016/08/19/the-mysterious-legacy-of-the-snes-soundchip/ Fatnick Industries 11 December 2020 19 August 2016
CD capable consoles
thumb|An illustration of a typical compact disc.
This generation some companies attempted to release high end consoles with built in CD support, while others tried to launch CD add ons. Both strategies saw lukewarm adoption at best. CD-ROM technology was appealing because they could be used to add recorded video to games, recorded soundtracks, and other features. Furthermore, a high capacity CD-ROM was much cheaper to make ($2 for disk and packaging in 1993) compared to cartridges which held far less and cost far more.Sales of CD-ROMs Soared at the End of 1993 : Technology: Falling prices for computers, CD-ROM drives drove holiday software sales. https://www.latimes.com/archives/la-xpm-1994-03-29-fi-39690-story.html Los Angeles Times 11 December 2020 29 March 1994 As a result CD based games saved significant amounts of money for developers. The high lead times and cost of cartridges also lead to financial issues for companies who overproduced games they were unable to sell, further enhancing the appeal of CD-ROMs as a format to some developers.McFerran Damien Retro: How A Remarkable Street Fighter Port Soured The Relationship Between Capcom And Nintendo https://www.nintendolife.com/news/2022/02/retro-how-a-remarkable-street-fighter-port-soured-the-relationship-between-capcom-and-nintendo 8 March 2022 Nintendo Life 24 February 2022
Yet CD-ROMs in consoles were not a fully ready technology this generation. Game Developers often used the extra space for enhanced graphics or audio, but often did not use the extra space to further gameplay in a way that could not be done on a cartridge. CD-ROM drives were still quite expensive, despite rapidly declining prices. They were also quite slow compared to cartridges, with long loading times compared to the near instant access allowed by a cartridge.
References
Fourth generation of video game consoles
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Third generation of video game consoles Fifth generation of video game consoles
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