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Gaming generation from 2004 to 2017 From Wikipedia, the free encyclopedia
The seventh generation of home video game consoles began on November 22, 2005, with the release of Microsoft's Xbox 360 home console. This was followed by the release of Sony's PlayStation 3 on November 17, 2006, and Nintendo's Wii on November 19, 2006. Each new console introduced new technologies. The Xbox 360 offered games rendered natively at high-definition video (HD) resolutions, the PlayStation 3 offered HD movie playback via a built-in 3D Blu-ray Disc player, and the Wii focused on integrating controllers with movement sensors as well as joysticks.[1] Some Wii controllers could be moved about to control in-game actions, which enabled players to simulate real-world actions through movement during gameplay. By this generation, video game consoles had become an important part of the global IT infrastructure; it is estimated that video game consoles represented 25% of the world's general-purpose computational power in 2007.[2]
Joining Nintendo in releasing motion devices and software, Sony Computer Entertainment released the PlayStation Move in September 2010, which featured motion-sensing gaming similar to that of the Wii. In November 2010, Microsoft released Kinect for use with the Xbox 360. Kinect did not use controllers, instead using cameras to capture the player's body motion and using that to direct gameplay, effectively making the players act as the "controllers". Having sold eight million units in its first 60 days on the market, Kinect claimed the Guinness World Record of being the "fastest selling consumer electronics device".[3][4]
Among handheld consoles, the seventh generation began somewhat earlier than the home consoles. November 2004 saw the introduction of the Nintendo DS,[5] and the PlayStation Portable (PSP) came out in December. The DS features a touch screen and built-in microphone, and supports wireless standards.[6] The PSP became the first handheld video game console to use an optical disc format as its primary storage media.[7][8] Sony also gave the PSP multimedia capability;[9] connectivity with the PlayStation 3, PlayStation 2, other PSPs; as well as Internet connectivity.[10][11] Despite high sales numbers for both consoles, PSP sales consistently lagged behind those of the DS.[12]
A crowdfunded console, the Ouya, received $8.5 million in preorders before launching in 2013. Post-launch sales were poor, and the device was a commercial failure. Additionally, microconsoles like Nvidia Shield Console, Amazon Fire TV, MOJO, Razer Switchblade, GamePop, GameStick, and more powerful PC-based Steam Machine consoles have attempted to compete in the video game console market; however they are seldom classified as "seventh generation" consoles.[13][14][15]
The seventh generation slowly began to wind down when Nintendo began cutting back on Wii production in the early 2010s. In 2014, Sony announced they were discontinuing the production of the PSP worldwide, and the release of new games for the DS eventually ceased later that year with the last third-party titles. Microsoft announced in that same year that they would discontinue the Xbox 360. The following year, Sony announced that it would soon discontinue the PlayStation 3. Around that time, the remaining Wii consoles were discontinued, ending the generation as all hardware was discontinued. The final Xbox 360 physical games were released in 2018, as FIFA 19 and Just Dance 2019. Despite this, several more Wii games were released, including a few more annual Just Dance sequels,[16][17] as well as a limited 3,000-copy print run of a physical release of Retro City Rampage DX. The eighth generation had already begun in early 2011, with the release of the Nintendo 3DS.
The Xbox 360 gained an early lead in terms of market share, largely due to its established Xbox Live online gaming system, and its early launch date, which was one year before its rivals. Sales in North America and Europe continued to be strong, even after the release of the Wii and PlayStation 3. Like its predecessor, the Xbox 360 received a muted reception in Japan,[18] attributed to the lack of content aimed at Japanese gamers, which was a key reason why its predecessor underperformed in that country.[19][20][21] Despite its early launch date, the Xbox 360 finished in 3rd place behind its competitors.
This early launch did come with some trouble, as technical problems appeared in a portion of Xbox 360 units sold. The most well-known problem is the "red ring of death" and Error E74, which received a great deal of attention due to some users having to replace their consoles multiple times. Microsoft attempted to address this by offering a three-year warranty on all affected consoles and repairing them free of charge.[22] It also retroactively reimbursed owners of affected systems who paid for repairs,[22] and ultimately made several adjustments to the console's design to improve reliability, consulting with "an established ASIC vendor".[23]
As they share many cross-platform games and competed for the same audience as their predecessors, frequent comparisons are made between the Xbox 360 and PlayStation 3.[24] The PS3 uses the Blu-ray format, while the Xbox 360 uses a standard DVD9. The Xbox 360 was less expensive to produce and broke even on manufacturing costs earlier than the PS3,[25] while industry consensus was that the Xbox 360's conventional architecture is easier to develop for.[26][27]
At the end of the first half of 2007, the console stabilized at 11.6 million units shipped as sales dropped 60% while its rival, Wii, gained momentum and Sony announced a competitive price drop on the PlayStation 3.[28][29] Microsoft's strategy to boost sales with the release of the highly anticipated Halo 3 in September 2007 paid off, outselling the Wii that month in North America.[30] Microsoft's Entertainment and Devices Division experienced a huge increase in revenue, largely driven by the release of Halo 3, and posted a quarterly profit for the first time in two years.[31]
The Xbox 360 focused on the release of high-profile games, such as additions to the Halo franchise. The 2007 Game Critics Awards honored the platform with 38 nominations and 12 wins – more than any other platform.[32][33] At the 2008 Game Developers Conference, Microsoft announced that it expected over 1,000 games available for Xbox 360 by the end of the year.[34] The Xbox 360 has managed to gain a simultaneous release of titles that were initially planned to be PS3 exclusives, including Devil May Cry,[35] Ace Combat,[36] Virtua Fighter,[37] Grand Theft Auto IV,[38] Final Fantasy XIII,[39] Tekken 6,[40] Metal Gear Rising: Revengeance,[41] and L.A. Noire.[42]
In November 2010, Microsoft released Kinect. Kinect did not use controllers, instead making the players act as the "controllers". Having sold eight million units in its first 60 days on the market, Kinect claimed the Guinness World Record of being the "fastest selling consumer electronics device".[3][4] At E3 2010, Microsoft revealed a new Xbox 360 SKU known officially as the Xbox 360 S and referred to as the "Slim" by various media outlets. At E3 2013 Microsoft revealed the Xbox 360 E, the final iteration of the Xbox 360 series, to be succeeded by Xbox One.[43] The 360 E featured a new square design with a simplified exterior akin to the Xbox One.[44]
Sony's PlayStation 3 was released on November 11, 2006, in Japan and November 17, 2006, in the US and Canada. The system's reliance on new technologies such as the Cell microprocessor and Blu-ray format caused difficulties in manufacturing, especially the Blu-ray diode, leading to shortages at launch and the delay of the PAL region launches; however, by early December 2006, Sony announced that all production issues had been resolved.[45] Market analysts[46] and Sony executives noted that the success of the PlayStation 3 and the Blu-ray format were dependent on each other; Rich Marty, VP of New Business Development at Sony Pictures Home Entertainment stated that the "PS3 is critical to the success of Blu-ray,"[47] while Phil Harrison stated that the PlayStation 3's success would be ensured by "the growth of the Blu-ray Disc movie market."[48]
Sony would provide support for its console with new titles from first-party franchises such as Gran Turismo, Team Ico, and God of War, and secured a number of highly anticipated third-party exclusive titles, including Metal Gear Solid 4: Guns of the Patriots, Yakuza 3 and Valkyria Chronicles. Titles that were originally exclusive or recognized with the platform, such as Devil May Cry,[35] Ace Combat,[36] Virtua Fighter,[37] and Monster Hunter,[49] have been released on other platforms. The previous Grand Theft Auto titles were originally timed exclusives on the PlayStation 2, before making their release on other platforms, such as the Xbox, months later; however, Grand Theft Auto IV, the latest installment, was released simultaneously on the Xbox 360 and PlayStation 3.[38] Titles initially announced as PlayStation 3 exclusives, such as Assassin's Creed;[50] Bladestorm: The Hundred Years' War, and Fatal Inertia, were ultimately released on Xbox 360 as well, with the latter making its appearance on Xbox 360 before the PlayStation 3 version.[51] Sony blamed lower-than-expected sales of the PS3 on the loss of exclusive titles in its software library, its higher price, and stock shortages.[52][53][54]
The high launch price of the PlayStation 3 was considered a major drag on its popularity.[55] In July 2007, Sony announced a drop in the price of the already-discontinued 60 GB models of the console by $100 in the United States and Canada.[56][57] On October 18, 2007, Sony announced a US$100 price drop for the 80 GB model and a new US$399 40 GB model to launch on November 2, 2007[58] with reduced features such as the removal of backward compatibility with PS2 games. Within weeks, Sony announced that sales of the 40 GB and 80 GB models by major retailers had increased 192%.[59] In November 2008, Sony launched a 160 GB model,[60] and on August 18, 2009, Sony announced the PS3 Slim. The PS3 slim sold 1 million in under a month. It was then announced that a 250 GB slim model was to be released. It was released on September 1 (or 3 depending on country).[61]
In September 2012, Sony announced a new slimmer PS3 redesign (CECH-4000), commonly referred to as the "Super Slim" PS3. It was released in late 2012, available with either a 250 GB or 500 GB hard drive. The "Super Slim" model was the last model to be produced by Sony before the system was slowly discontinued around the world. Shipments of new units to the United States were terminated in October 2016 and Sony officially discontinued the system in Japan on May 29, 2017, the last territory where it was selling new units up until then.[62][63]
Nintendo entered the generation with a new approach embodied by its Wii. The company planned to attract current hardcore and casual gamers,[64] non-gamers,[65] and lapsed gamers by focusing on new gameplay experiences and new forms of interaction with games rather than cutting edge graphics and expensive technology.[66] This approach was previously implemented in the portable market with the Nintendo DS.[67] Nintendo expressed hope that the new control schemes it had implemented would render conventionally controlled consoles obsolete, leading to Nintendo capturing a large portion of the existing market as well.[68] This strategy paid off, with demand for the Wii outstripping supply throughout 2007.[69] Since Nintendo profited on each console right from the start unlike its competitors,[70] it achieved very positive returns.[71] With only a few exceptions, monthly worldwide sales for the Wii were higher than those of the Xbox 360 and PlayStation 3,[30][72][73] eroding Microsoft's early lead and widening the gap between its market share and Sony's.[67] In 2007, it was reported by the British newspaper Financial Times that the Wii's sales surpassed those of the Xbox 360, which had been released one year previously, and became the market leader in worldwide home console sales for the generation.[74]
As in previous generations, Nintendo provided support for its new console with first-party franchises like Mario, The Legend of Zelda, Metroid, and Pokémon. To appeal to casual and non-gamers, Nintendo developed a group of core Wii games, consisting of Wii Sports, Wii Play, Wii Fit,[75] and Wii Music,[76] where players make use of the motion-sensing abilities of the console and its peripherals to simulate real world activities.[77]
Publishers such as Ubisoft, Electronic Arts, Capcom, and Majesco Entertainment continued to release exclusive titles for the console, but the Wii's strongest titles remained within its first-party line-up. Analysts speculated that this would change in time as the Wii's growing popularity persuaded third-party publishers to focus on it;[72][78] however, some third-party developers expressed frustration at low software sales.[79] Goichi Suda, developer of No More Heroes for the Wii, noted that "only Nintendo titles are doing well" and that he "expected more games for hardcore gamers."[80] Conversely, the PAL publisher of No More Heroes Rising Star Games were greatly impressed with the game's sales.[81] Goichi Suda later retracted his comment, saying his "point was that No More Heroes, unlike a lot of Nintendo Wii titles currently available is the kind of product that will attract a different kind of consumer to the hardware."[82]
In early 2008, the NPD Group revealed sales data showing that, while the Wii's life-to-date attach rate was low, in December 2007, it reached 8.11—higher than the attach rates for the Xbox 360 and PlayStation 3 in that month.[83] The Wii's low overall attach rate could be explained by reference to its rapidly increasing installed base, as financial analysts have pointed to the Xbox 360's high attach rates as indicative of an unhealthy lack of installed base growth, and warned that what actually benefits third-party developers is "quicker adoption of hardware and a rapidly growing installed base on which to sell progressively more game units," which tends to lower the attach rate of a product.[84]
Console | Xbox 360 | PlayStation 3 | Wii | |||
---|---|---|---|---|---|---|
Logo | ||||||
Manufacturer | Microsoft | Sony Interactive | Nintendo | |||
Image(s) | ||||||
Top: An original model Xbox 360 Premium and the redesigned Xbox 360 Arcade with controllers Bottom: A redesigned model Xbox 360 S and the latest Xbox 360 E with controllers |
Top: An original model PlayStation 3 and DualShock 3 controller Middle: A "slim" model PlayStation 3 and DualShock 3 controller Bottom: A "super slim" model PlayStation 3 and DualShock 3 controller |
Top: An original model Wii and Wii Remote Bottom: A Wii Mini and Wii Remote Plus | ||||
Release dates | More... | More... | More... | |||
Launch prices | Launch Version | Xbox 360 Core[85] | Xbox 360 (20 GB)[85] | 20 GB[86][87] | 60 GB[88][89][90] | |
US$ | US$299 (equivalent to $470 in 2023) | US$399 (equivalent to $620 in 2023) | US$499.99 (equivalent to $760 in 2023) | US$599.99 (equivalent to $910 in 2023) | US$249.99 (equivalent to $380 in 2023) | |
€ | €299 (equivalent to €430 in 2023) | €399 (equivalent to €580 in 2023) | [91] | €599 (equivalent to €830 in 2023) €629 in Ireland[92] (equivalent to €880 in 2023) |
€249.99 (equivalent to €360 in 2023) | |
GBP | £209 (equivalent to £390 in 2023) | £279 (equivalent to £530 in 2023) | - | £425 (equivalent to £740 in 2023) | £179.99 (equivalent to £330 in 2023) | |
A$ | - | AU$999.95 (equivalent to $1,450 in 2022) | AU$399.95 (equivalent to $590 in 2022) | |||
JP¥ | ¥49,980 (equivalent to ¥52,160 in 2019) | ¥60,000 (equivalent to ¥62,620 in 2019) |
¥25,000 (equivalent to ¥26,090 in 2019) | |||
Discontinued |
|
| ||||
Units sold | >84 million [96] | >87.4 million [97] | 101.63 million [98] | |||
Media | Game media | DVD-DL | Blu-ray Disc | Wii Optical Disc (proprietary DVD-DL) | ||
Optical media | 12× DVD (65.6–132 Mbit/s), CD | 2× BD-ROM (72 Mbit/s), 8× DVD, 24× CD, 2× SACD* *Compatibility removed in 3rd & 4th gen models |
Wii Optical Disc, GameCube Game Disc (DVD-Video playback was announced for Japan in 2007, but was not released)[99] | |||
Regional lockout | Region locked | Unrestricted[100] | Region locked | |||
Backward compatibility | 465 Selected Xbox games (as of November 2007). Additions made with software updates. Official Xbox hard drive required. | The first-generation model is backward compatible with PS1 and PS2 titles through the inclusion of the Emotion Engine and Graphics Synthesizer chips.[101] The second-generation model offers less backward compatibility for PS2 titles. Owing to only featuring the Graphics Synthesizer, and having to emulate the CPU.[102] |
Supports all GameCube software and most accessories. The "Family Edition" and "Mini" models drops support for GameCube games.[104] | |||
Best-selling game |
Kinect Adventures (pack-in with Kinect peripheral), 24 million[105] |
Grand Theft Auto V, 17.27 million[107] |
Wii Sports (pack-in, except in Japan), 82.87 million (As of March 31, 2019)[108] | |||
CPU | 3.2 GHz IBM PowerPC tri-core codenamed "Xenon" | Cell Broadband Engine (3.2 GHz Power ISA 2.03-based PPE with seven 3.2 GHz SPEs) | 729 MHz PowerPC-based IBM "Broadway"[109] | |||
GPU | 500 MHz codenamed "Xenos" (ATI custom design) | 550 MHz RSX 'Reality Synthesizer'[110] (based on NVIDIA G70 architecture)[111] | 243 MHz ATI "Hollywood" | |||
Memory | 512 MB GDDR3 @ 700 MHz shared between CPU & GPU 10 MB EDRAM GPU frame buffer memory |
256 MB XDR @ 3.2 GHz 256 MB GDDR3 @ 650 MHz |
24 MB "internal" 1T-SRAM integrated into graphics package 64 MB "external" GDDR3 SDRAM 3 MB GPU frame buffer memory | |||
Dimensions |
Original: 310 × 80 × 260 mm (12.2 × 3.2 × 10.2 in)[112] |
Original: 325 × 98 × 274 mm (12.8 × 3.9 × 10.8 in)[114] |
Wii / Wii Family Edition: 4.4 × 16 × 21.5 cm (1,513.6 cm3) / 1.7 × 6.3 × 8.5 in (92.4 in3)[citation needed] | |||
Weight |
Original: 3.5 kg (7.7 lb)[112] |
Original: 5 kg (11 lb)[114][116] |
Wii / Wii Family Edition: 1.2 kg (2.6 lb)[119] | |||
Included accessories[a] |
^note 1 250 GB "Super Elite" consoles come with 2 Wireless controllers. 320 GB Xbox 360 S consoles come with a "transforming d-pad" controller. |
|
| |||
Accessories (retail) |
| |||||
Controller[b] |
|
|
| |||
User interface | Xbox 360 Dashboard New Xbox Experience (NXE) |
XrossMediaBar (XMB) | Wii Menu | |||
System software features |
|
| ||||
Online servicesd |
Xbox Live |
Remote Play |
Nintendo Wi-Fi Connection | |||
Video and entertainment services |
4oD* (UK Only; Xbox Live Gold required) |
4oD (UK only, via internet browser)[125] |
BBC iPlayer (UK only) | |||
Consumer programmability | Development on PC with XNA Game Studio ($99/year subscription, binary distribution with XNA 1.0 Refresh)[134] | Featured development on console (excluding RSX graphics acceleration) via free Linux platform or PC (excluding all Slim models and any console updated to firmware 3.21 and later) | Homebrew Channel (Unofficial) | |||
I/O |
IrDA-compliant infrared for remote |
Bluetooth 2.1 EDR *2 USB 2.0 ports on 3rd gen and 4th gen (slim) models |
Bluetooth 2.0 | |||
Video outputs | HDMI 1.2a (on models manufactured after August 2007),[137] VGA (RGBHV),[138] Component/D-Terminal (YPBPR), SCART (RGBS), S-Video, Composite | HDMI 1.3a, Component/D-Terminal (YPBPR), SCART (RGBS), S-Video, Composite | Component/D-Terminal (YPBPR), SCART (RGBS), S-Video, Composite | |||
Resolutions | HDTV-capable (480i, 480p, 576i (50 Hz), 576p, 720p, 1080i, 1080p) Various monitor resolutions available via VGA and HDMI/DVI (640×480, 848×480, 1024×768, 1280×720, 1280×768, 1280×1024, 1360×768, 1440×900, 1680×1050 & 1920×1080) |
HDTV-capable (480i, 480p, 576i, 576p, 720p, 1080i, 1080p) | EDTV-capable (240p, 480i, 480p, 576i) | |||
Audio | Dolby Digital, WMA Pro, DTS*, DTS-ES* *(DVD and HD DVD movies only)
|
Dolby Digital, DTS, Dolby Digital Plus*, Dolby TrueHD*, DTS-HD Master Audio*, DTS-HD High Resolution Audio*,[139] DTS-ES‡, DTS 96/24‡, DTS-ES Matrix†[140] *DVD and Blu-ray movies only. ‡DVD movies only. †Blu-ray movies only.
|
Dolby Pro Logic II surround, stereo sound and an additional Mono speaker is built into the controller.
| |||
Network | 100BASE-TX Ethernet Optional 802.11a/b/g/n Wi-Fi adapter (Built in with the Slim models) |
10BASE-T/100BASE-TX/1000BASE-T Ethernet Built-in 802.11 b/g Wi-fi (all models except 20 GB) |
Built-in 802.11 b/g Wi-fi Optional Ethernet via USB adapter | |||
Storage |
Included/Optional* detachable SATA upgradeable 20 GB, 60 GB, 120 GB, 250 GB, 320 GB, or 500 GB hard drive. |
2.5-inch upgradeable SATA hard drive (upgradeable with any 2.5-inch SATA 1.0 compliant HDD or SSD). |
512 MB built-in flash memory | |||
Integrated 3DTV support[c] | Yes | Yes | No |
^a Game packages not listed. Bundles, special editions and limited editions may include additional or exchanged items.
^b There is a variety of other input devices available for all three consoles, including rhythm game controllers, microphones and third-part gamepads/controllers.
^c All consoles are capable of producing 3D images using anaglyph or frame-compatible systems (side-by-side/SbS, top and bottom/TaB), as these do not require any special output hardware. As such, these display modes are dependent on the software being displayed rather than the console.
^d Facebook and Twitter apps for Xbox 360 were retired in October 2012.[141]
Worldwide figures are based on data from the manufacturers. The Canada and the United States figures are based on data from the NPD Group, the Japan figures are based on data from Famitsu/Enterbrain, and the United Kingdom figures are based on data from GfK Chart-Track.
Region | Wii | PlayStation 3 | Xbox 360 | Total |
---|---|---|---|---|
Australia | 2 million[142] (as of October 2010) |
1.8 million[143] (as of December 31, 2010) |
1.2 million[144] (as of April 20, 2010 and include sales from New Zealand) |
4.2 million |
Canada | 2 million[145] (as of December 16, 2009) |
2 million[146] (as of October 6, 2010) |
870,000[147] (as of July 31, 2008) |
4.4 million |
Europe | 25 million[148] (as of December 2010) |
15.7 million[148] (as of December 2010) |
13.7 million[148] (as of December 2010) |
53.4 million |
Japan | 12.75 million[149] (as of December 31, 2013) |
11 million[150] (as of April 11, 2010) |
1.5 million[151] (as of February 28, 2010) |
24.0 million |
United States | 39 million[152] (as of February 28, 2011) |
16.9 million[148] (as of December 2010) |
25.6 million[148] (as of December 2010) |
79.8 million |
Worldwide | 101.63 million[149] (as of June 30, 2017) |
87.4 million[153] (as of March 31, 2017) |
84 million[154][155] (as of June 9, 2017) |
273.03 million |
Early models of the Wii are fully backward compatible with GameCube software and most of its accessories; the Wii Family Edition and the Wii Mini iterations lack GameCube support.[104] Early models of the PlayStation 3 and all models of the Xbox 360 only offer partial support and use software emulation for backward compatibility. Later models of the PS3 do not offer PlayStation 2 compatibility, though PS1 compatibility is retained. Some models of the first generation of the PS3 offered full backward compatibility for PS2 games. The Xbox 360's compatibility is increased through game-specific patches automatically downloaded from Xbox Live or downloaded and burned to a CD or DVD from the Xbox website[173] and the PS3's compatibility is expanded with firmware updates.
All three consoles provide titles from older consoles for download; the Xbox 360 through the Xbox Originals service, the PlayStation 3 through the PlayStation Store, and the Wii through the Virtual Console. When purchased, the game is saved to console's internal memory or, optionally on the Wii, to an inserted SD/SDHC card. Initially the Xbox 360 also provided Xbox Live support for backward compatible games, but the service has since been discontinued for original Xbox games. No more games will be added to the list of backward compatible games for the Xbox 360. In response to the lack of backward compatibility for most PS3s, many popular games have been released for download as PlayStation 2 Classics and other popular series have been updated with gameplay/graphics as high-definition remasters for PlayStation consoles and have been released on Blu-ray Disc or are available for download on the PlayStation Network.
Both the PlayStation 3[174] and the Xbox 360[175] support 1080p high definition video output. However, the output signal may be protected by digital rights management and may require an HDCP-compliant display if HDMI is used. The Xbox Live Marketplace service and the PlayStation Store offer HD movies, TV shows, movie trailers, and clips for download to the console's HDD.[176][177] Other regional PlayStation Stores only allow download of movie trailers and short segment clips. As of November 2009, the Video Download service present on the American PlayStation Store will be available for select European countries.
While only a small number of games render video in native 1080p, many games can be automatically scaled to output this resolution. The Wii is capable of outputting 480p for the Wii Menu and most games through a component cable, which must be purchased separately.
In the September 2009 issue of Game Informer magazine, survey results were published in which among nearly 5000 readers who responded, 54.2% of those who owned an Xbox 360 had experienced a console failure for that system, compared with 10.6% for PlayStation 3, and 6.8% for Wii.[178]
In August 2009, warranty provider SquareTrade published console failure rate estimates, in which the proportion of its customers reporting a system failure in the first two years is 23.7% for Xbox 360, 10.0% for PlayStation 3, and 2.7% for Wii.[179]
There were also other consoles released during the seventh generation time period. Generally, they are either niche products or less powerful.
For video game handhelds, the seventh generation began with the release of the Nintendo DS on November 21, 2004. This handheld was based on a design fundamentally different from the Game Boy and other handheld video game systems. The Nintendo DS offered new modes of input over previous generations such as a touch screen, the ability to connect wirelessly using IEEE 802.11b, as well as a microphone to speak to in-game NPCs.[180] On December 12, 2004, Sony released its first handheld, PlayStation Portable. The PlayStation Portable was marketed at launch to an above-25-year-old[181] or "core gamer" market,[182] while the Nintendo DS proved to be popular with both core gamers and new customers.[183]
Nokia revived its N-Gage platform in the form of a service for selected S60 devices. This new service launched on April 3, 2008.[184] Other less-popular handheld systems released during this generation include the Gizmondo (launched on March 19, 2005, and discontinued in February 2006) and the GP2X (launched on November 10, 2005, and discontinued in August 2008). The GP2X Wiz, Pandora, and Gizmondo 2 were scheduled for release in 2009.
Another aspect of the seventh generation was the beginning of direct competition between dedicated handheld gaming devices, and increasingly powerful PDA/cell phone devices such as the iPhone and iPod Touch, and the latter being aggressively marketed for gaming purposes. Simple games such as Tetris and Solitaire had existed for PDA devices since their introduction, but by 2009 PDAs and phones had grown sufficiently powerful to where complex graphical games could be implemented, with the advantage of distribution over wireless broadband.
Sony announced in 2014 that they had discontinued the production of the PlayStation Portable worldwide.
Product Line | Nintendo DS family | PlayStation Portable | ||||||
---|---|---|---|---|---|---|---|---|
Console | Nintendo DS | Nintendo DS Lite | Nintendo DSi | Nintendo DSi XL | PSP-1000 / PSP-2000 / PSP-3000 / PSP-E1000 | PSP Go | ||
Manufacturer | Nintendo | Sony (SCE) | ||||||
Console | ||||||||
Release dates | ||||||||
Launch prices | US$ | US$149.99 | US$129.99 | US$169.99 | US$189.99 | |||
€ | ||||||||
GBP | ||||||||
A$ | ||||||||
JP¥ | ||||||||
Discontinuation | Yes; date undisclosed[185] | 2014[186] | ||||||
Media | Type | Nintendo DS Game Card, Game Boy Advance cartridge | SD (HC) Card | Universal Media Disc (UMD) (PSP-1000, PSP-2000, PSP-3000 and PSP-E1000 series only), Memory Stick Duo (PSP-1000, PSP-2000, PSP-3000 series only), Content delivery via PSN (All) | Memory Stick Micro (M2), Flash memory, Content delivery via PSN | |||
Regional lockout | Unrestricted[187] | Unrestricted | ||||||
Backward compatibility | Game Boy Advance | None | PlayStation (downloadable PSone Classics only), TurboGrafx-16/TurboGrafx-CD (via PlayStation Store), Neo Geo (via PlayStation Store) | |||||
Best-selling game | New Super Mario Bros., 30.80 million (as of March 31, 2019)[188] | Grand Theft Auto: Liberty City Stories 2 million (as of Fall 2008)[189][better source needed][discuss] | ||||||
Included accessories and extras |
|
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Accessories (retail) |
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CPU | 67 MHz ARM9 and 33 MHz ARM7 | 133 MHz ARM9 and 33 MHz ARM7 | MIPS R4000-based; clocked from 1 to 333 MHz (2 of these) | |||||
Memory | 4 MB SRAM | 16 MB SRAM | EDRAM (5 MB reserved for kernel, 3 for music) PSP-1000: 32 MB PSP-2000, PSP-3000: 64 MB |
EDRAM (5 MB reserved for kernel, 3 for music) 64 MB | ||||
Interface |
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|
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Dimensions | 148.7 × 84.7 × 28.9 mm (5.85 × 3.33 × 1.13 inches) | 133 × 73.9 × 21.5 mm (5.24 × 2.9 × 0.85 inches) | PSP 1000: 74 mm (2.9 in) (h) 170 mm (6.7 in) (w) 23 mm (0.91 in) (d) PSP Slim & Lite:71.4 mm (2.81 in) (h) 169.4 mm (6.67 in) (w) 18.6 mm (0.73 in) (d) |
69 mm (2.7 in) (h) 128 mm (5.0 in) (w) 16.5 mm (0.65 in) (d) | ||||
Weight | 275 g (9.7 oz) | 218 g (7.7 oz) | 214 g (7.5 oz) | 314 g (11.1 oz) | PSP 1000: 280 g (9.9 oz) PSP Slim & Lite 189 g (6.7 oz) |
158 g (5.6 oz) | ||
Online service | Nintendo Wi-Fi Connection | Nintendo Wi-Fi Connection, DSi Shop, DSi camera, DSi sound, Internet browser, Flipnote Hatena, | Nintendo Wi-Fi Connection, DSi Shop, DSi camera, DSi sound, Internet browser, Flipnote Hatena, Facebook | PlayStation Network, RSS reader, Skype (PSP-2000 series, PSP-3000 series and PSP Go only), PlayStation Store
Internet browser, Digital comics, Remote Play | ||||
System software | Nintendo DS Menu | Nintendo DSi Menu | XrossMediaBar (XMB) | |||||
Consumer programmability | See Nintendo DS homebrew | See PlayStation Portable homebrew | ||||||
Resolutions | 256 × 192 (both screens) | 480 × 272 | ||||||
Colors | 18-bit color (about 260k colors) | 24-bit color (about 17m colors) | ||||||
Network | Wi-Fi 802.11b, wireless ad hoc with
other DS units and Nintendo Wii |
Wi-Fi 802.11b, Wi-Fi 802.11g, wireless ad hoc with other DS units and Nintendo Wii | Wi-Fi 802.11b (PSP-1000, PSP-2000, PSP-3000 and PSP Go only), IrDA (PSP-1000 series only), wireless ad hoc with other PSP units and PS3 | Wi-Fi 802.11b, Bluetooth, wireless ad hoc with other PSP units and PS3 | ||||
Audio | Stereo speakers, headphone jack, with 16 PCM/ADPCM channels | Stereo speakers, headphone jack | ||||||
I/O | 1 Nintendo DS Game Card slot 1 GBA slot |
1 Nintendo DS Game Card slot 1 SD (HC) card slot |
UMD drive (PSP-1000, PSP-2000, PSP-3000 and PSP-E1000 series only) 1 USB device port (mini-b connector) 1 Memory Stick Duo/PRO Duo slot 1 IrDA (PSP-1000 series only) |
1 USB device port (proprietary connector) 1 Memory Stick Micro (M2) | ||||
Storage | Nintendo DS Game Card | Nintendo DS Game Card, SD (HC) card | Memory Stick Duo/PRO Duo | Memory Stick Micro (M2), 16 GB flash memory | ||||
Battery life | backlight on: 14 hours | minimum brightness setting: 15–19 hours[190] | minimum brightness setting: 9–14 hours[190] | MP3 playback: 10 hours Game: approximately 3–6 hours Video playback: 3–7 hours depending on screen brightness setting Wi-Fi internet browsing: approximately 3–4 hours | ||||
Units sold (all models combined) | Worldwide: 154.02 million (as of September 31, 2016)[149] Japan: 32.99 million (as of December 31, 2013)[149] |
Worldwide: 82 million (as of June 2016)[194]
Japan: 11,078,484 (as of December 28, 2008)[195][196] |
Note: First year of release is the first year of the system's worldwide availability.
Name | Logo | Manufacturer | Release date |
---|---|---|---|
N-Gage 2.0 | Nokia | April, 2008 | |
OnLive | OnLive | June 17, 2010 | |
Gaikai | Gaikai | February 27, 2011 | |
OTOY | OTOY | ||
Playcast Media Systems | |||
G-cluster | |||
Spoon.net |
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