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Fourth generation of video games

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The fourth-generation (1987–1996) of video games includes Super Nintendo Entertainment System, Sega Mega Drive/Genesis, PC Engine/TurboGrafx-16, and others.

Sales figuresEdit

See also: List of best-selling game consoles

WorldwideEdit

Console Units sold
Sega Mega Drive / Genesis 46.671–51.485 million
Sega Mega Drive / Genesis (1988) 40–44.814 million (2001)[s 1][18]
Sega Mega CD / Sega CD (1991) 6 million[19] (1996)
Sega 32X (1994) 665,000 (1994)[20]
Amstrad Mega PC (1993) 6,000 (1994)[21]
Nintendo Super Famicom / Super NES 49.1 million
Nintendo Super Famicom /
Super NES
(1990)
49.1 million (2003)[22]
NEC PC Engine / TurboGrafx-16 14.92 million
PC Engine / TurboGrafx-16 (1987) 10.5 million (2003)[23]
PC Engine Duo 1.92 million (1996)[24]
PC Engine CD‑ROM² /
TurboGrafx-CD
(1988)
1 million (1993)[21]
PC Engine GT / TurboExpress (1990) 1.5 million[25] (1995)
Others 1.5958 million
SNK Neo Geo / Neo Geo AES (1990) 1 million (1999)[21]
CD-i (1991) 570,000 (1998)[26][27]
Amiga CDTV (1991) 25,800 (1993)[28]

AsiaEdit

In Singapore, the Sega Genesis captured 50% of the market share, which it held from 1989 to 1991. During 1992 to 1995, the SNES captured and held a majority of the market share.[29]

In South Korea, the Mega Drive was officially released as the Samsung Super Gam*Boy/Aladdinboy. It sold 194,000 units as of 1993, beating the SNES (released as the Hyundai Super Comboy), which sold 80,000 units as of 1993.[30]

JapanEdit

The cumulative (including annual) sales of fourth-generation consoles in Japan:

Year Sales
NEC PC Engine Sega Mega Drive Pioneer
[21]
Neo Geo
[21]
Super FC
[31]
PCE [31] Duo CD‑ROM² SMD [31] MCD [21]
1987 600,000[32]
1988 1,440,000
(+840,000)
400,000
1989 2,380,000
(+940,000)
1,000,000
(+600,000)
1990 3,690,000
(+1,310,000)
1,900,000
(+900,000)
1,440,000
[33]
1991 4,720,000
(+1,030,000)
300,000
[34]
700,000
[34]
2,600,000
(+700,000)
200,000 3,810,000
(+2,370,000)
1992 5,390,000
(+670,000)
[32]
600,000
[34]
(+300,000)
900,000
[34]
(+200,000)
3,000,000
(+400,000)
280,000
(+80,000)
7,390,000
(+3,580,000)
1993 5,790,000
(+400,000)
[32]
3,450,000
(+450,000)
700,000
[35]
(+420,000)
42,000 300,000 11,820,000
(+4,430,000)
1994 5,970,000
(+180,000)
1,900,000
[24]
3,550,000
(+100,000)
850,000
[35]
(+150,000)
14,470,000
(+2,650,000)
1995 6,000,000
(+30,000)[32]
1,920,000
[24]
(+20,000)
3,580,000
(+30,000)
16,250,000
(+1,780,000)
1996 700,000 16,860,000
[36]
(+610,000)
1997 800,000
(+100,000)
17,050,000
(+190,000)
[36]
1998 17,100,000
(+50,000)[36]
1999 17,130,000
(+30,000)[36]
2000 17,140,000
(+10,000)[36]
2001 17,150,000
(+10,000)[36]
2002 17,160,000
(+10,000)[36]
2003 8,000,000[37] 17,170,000
(+10,000)[36]
Total 8,000,000 (PCE)
9,920,000 (PCE & Duo)
10,820,000 (PCE, Duo, CD‑ROM²)
3,580,000
(SMD)
4,430,000
(SMD & CD)
42,000 800,000 17,170,000

North AmericaEdit

The cumulative (including annual) sales of fourth-generation consoles in North America:

Year Sales
TurboGrafx‑16 Sega Genesis [s 1] Super NES
TG16 TCD GEN [sn 1] GEN 3 Nomad SCD 32X
1989 300,000[21] 500,000[38]
1990 750,000[39]
(+450,000)
20,000[39] 1.5 million[2]
(+1 million)
1991 1.7 million
[40]
(+950,000)
100,000
[40]
(+80,000)
3.1 million
(+1.6 million)[4][5]
2 million
[21][41][42]
1992 7.6 million
(+4.5 million)
[6][43]
220,000
[21][6]
6.9 million
[35]
(+4.9 million)
1993 13.1 million
(+5.5 million)
[7][44]
(60% share)[45]
1.3 million
[46][35]
(+1,080,000)
11.3 million
[35]
(+4.4 million)
(37% share)[47]
1994 17.1 million
(+4 million)
(58%)[8]
1.5 million
[35]
(+200,000)
500,000
[8]
15 million[35]
(+3.7 million)
(36.43%)[10]
1995 2.5 million
[19]
19.2 million
(+2.1 million)
[9]
17.6 million
(+2.6 million)
[9]
1996 20,515,904
(+1,315,904)
(18.56%)[10]
18,725,892
(+1,125,892)
(15.88%)[10]
1997 20,993,824
(+477,920)
(4.12%)[10]
19,318,652
(+592,760)
(5.11%)[10]
1998 21,652,795
(+658,971)
(5.31%)[10]
2 million 19,518,453
(+199,801)
(1.61%)[10]
1999 22,083,808
(+431,013)
(3.53%)[10]
2.5 million
(+500,000)
1 million 19,533,105
(+14,652)
(0.12%)[10]
2000 22,138,145
(+54,337)
(0.67%)[10]
19,533,916
(+811)
(0.01%)[10]
2001 22,139,461
(+1,316)
(0.01%)[10]
19,533,930
(+14)
(0.0001%)
[10]
2003 20 million
[22]
Total 2.5 million
(TG16)
2.6 million
(TG16 & TCD)
24,639,461 (Genesis 1-3)
25,639,461 (Genesis 1-3 & Nomad)
27,139,461 (Genesis 1-3, Nomad, SCD)
27,639,461 (Genesis 1-3, Nomad, SCD, 32X)
20 million

Western EuropeEdit

The cumulative (including annual) sales of fourth-generation consoles in Western Europe:

Year Sales
Sega Mega Drive [35] Super NES
[35]
Amiga
CDTV

[28]
CD-i [48]
Mega Drive [35][49] Mega CD 32X Mega PC
1990 600,000[40]
1991 1,800,000[40]
(+1,200,000)
1992 5,400,000[40]
(+3,600,000)
2,030,000 33,000
1993 7,250,000[40]
(+1,850,000)
(60+% share)[45]
210,000 3,590,000
(+1,560,000)
25,800 280,000
(+247,000)
1994 8,270,000
(+1,020,000)
415,000
(+205,000)
65,000 6,000[21] 4,650,000
(+1,060,000)
1995 8,770,000
(+500,000)
486,000
(add-ons & PC)
4,900,000
(+250,000)
1996 8,970,000
(+200,000)
5,000,000
(+100,000)
1997 9,170,000
(+200,000)
5,050,000
(+50,000)
1998 9,656,000
(incl. add-ons & PC)

The regional sales figures for Western Europe:

Nation(s) Sales
Sega Mega Drive [35] Super NES
[35]
Amiga
CDTV
CD-i
Mega Drive Mega CD 32X Mega PC
United Kingdom (1994)[49] 4,000,000 80,000 35.000 1,700,000
France (1994) 1,300,000 65.000 5,000 1.000.000
Belgium (1994) 160,000 7,000 2,000 70,000
Germany (1994) 800,000 140,000 10,000 1,400,000 25,800[28]
Italy (1994) 400,000 10,000 5,000 200,000
Netherlands (1994) 160,000 13,000 3,000 130,000
Spain (1994) 450,000 30,000 5,000 300,000
Others (1994) 1,900,000 70,000 500,000
Platform Total 9,170,000 415,000 65,000 6,000 [21] 5,050,000 25,800 280,000 [48]
9,656,000

Sales trendsEdit

Economist generations 1980-2002

Fourth generation console sales


NotesEdit

Sales NumbersEdit

  1. 1.0 1.1 Sega Mega Drive/Genesis:
    Worldwide sales
    1st party: over 38.314 million[sn 1]
    3rd party: 3−4.5 million[sn 2][sn 3]
    Sega Nomad: 1 million[14]

    Regional sales
    North America: over 24.144−25.644 million (over 22.144 million 1st party[sn 1] + 1−2.5 million 3rd party[sn 2] + 1 million Sega Nomad[14])
    Brazil: 3 million[sn 3]
    Japan: 3.58 million[15]
    Western Europe: 9.17 million[16]
    Other: 3.42 million[17] (left over from initial 29 million,[sn 1] may or may not include overlap with Tec Toy's pre 1995 sales)


Sales NotesEdit

  1. 1.0 1.1 1.2 1.3 Sega has never released a total sales figure for the Sega Genesis. However, there is a detailed history of Sega's first party North American sales through 1998 totaling over 20.998 million, a number confirmed by the New York Times' statement "some 20 million 16-bit Genesis consoles in the United States alone" in 1998;[1] total North American sales had reached over 22.144 million by 2001.

    North American sales history
    1989-1990: 1.5 million[2][3]
    1991: 1.6 million[4][5]
    1992: 4.5 million[6]
    1993: 5.5 million[7]
    1994: over 4 million[8]
    1995: 2.1 million[9]
    1996: 1.32 million[10]
    1997: 477,920[10]
    1998: 658,971[10]
    1999: 431,013[10]
    2000: 54,337[10]
    2001: 1,316[10]
    Total: over 22.144 million

  2. 2.0 2.1 Majesco sold between 1 and 2 million units of their North American only Sega Genesis 3 by the end of 1998.[11] 2.5 million units were sold by the time of its discontinuation[12] in 1999.
  3. 3.0 3.1 Tec Toy has sold over 3 million units of their own Mega Drives in Brazil (as of July 30th, 2012).[13] However, it is unknown if Tec Toy's pre 1995 sales are included in the initial 29 million or not. The Mega Drive is still produced and sold by Tec Toy to this day.


ReferencesEdit

  1. Stephanie Strom (1998-03-14). "Sega Enterprises Pulls Its Saturn Video Console From the U.S. Market". The New York Times. http://www.nytimes.com/1998/03/14/business/international-business-sega-enterprises-pulls-its-saturn-video-console-us-market.html?pagewanted=1. Retrieved 2010-01-02.
  2. 2.0 2.1 http://news.google.com/newspapers?id=jU9LAAAAIBAJ&sjid=miMNAAAAIBAJ&pg=5346,882338
  3. Hisey, Pete (1991-11-04). New technology fans video war - 16-bit video games. Discount Store News. Retrieved on 2011-01-17.
  4. 4.0 4.1 Elrich, David (1992-01-24). "Nintendo and Sega face off on game market at WCES". Video Business. "Sega's 1991 sales figure of 1.6 million"
  5. 5.0 5.1 http://books.google.co.uk/books?id=zEWLzTG8AaoC&pg=PA64
  6. 6.0 6.1 6.2 Reuters (1993-01-10). Sega Vows 1993 Will Be The Year It Overtakes Nintendo. Buffalo News. Retrieved on 2011-01-17.
  7. 7.0 7.1 Greenstein, Jane (1994-06-17). "Sega values 16-bit blitz at $500 million". Video Business. "Sega expects Genesis hardware sales in 1994 to be the same as last year, 5.5 million units."
  8. 8.0 8.1 8.2 Sega threepeat as video game leader for Christmas sales; second annual victory; Sega takes No. 1 position for entire digital interactive entertainment industry. Business Wire (1995-01-06). Retrieved on 2011-01-17.
  9. 9.0 9.1 9.2 Game-System Sales. Newsweek (1996-01-14). Archived from the original on 2013-05-13. Retrieved on 2011-12-02.
  10. 10.00 10.01 10.02 10.03 10.04 10.05 10.06 10.07 10.08 10.09 10.10 10.11 10.12 10.13 10.14 10.15 10.16 10.17 10.18 Matthew T. Clements & Hiroshi Ohashi (October 2004). Indirect Network Effects and the Product Cycle: Video Games in the U.S., 1994-2002. NET Institute 12, 24. Retrieved on 2011-09-21.
  11. Pettus, Sam (2004-07-07). Genesis: A New Beginning. Sega-16. Archived from the original on 2008-05-16. Retrieved on 2008-03-06.
  12. G. Kandal (2009-10-15). Flashback La MegaDrive. Team AAA. Retrieved on 2011-01-17.
  13. Théo Azevedo (2012-07-30). Vinte anos depois, Master System e Mega Drive vendem 150 mil unidades por ano no Brasil (Portuguese). UOL. Retrieved on 2012-10-18. “Base instalada: 5 milhões de Master System; 3 milhões de Mega Drive”
  14. 14.0 14.1 Blake Snow (2007-07-30). The 10 Worst-Selling Handhelds of All Time. GamePro. Archived from the original on 2010-03-23. Retrieved on 2010-01-02. (Archive)
  15. Nintendo Wii almost at 8 million sold. GameZine (2009-04-01). Retrieved on 2011-01-17.
  16. See Western Europe below
  17. "Video game market share up to the end of fiscal year 1994". Man!ac Magazine. May, 1995.
  18. Interview: Joe Miller (Senior Vice President of Product Development, Sega of America), Sega-16
  19. 19.0 19.1 Blake Snow (2007-07-30). The 10 Worst-Selling Consoles of All Time. GamePro. Archived from the original on 2007-05-08. Retrieved on 2008-10-25.
  20. Man!ac Magazine staff (May 1995). "Videospiel-Algebra" (in German). Man!ac Magazine (Cybermedia Verlagsgesellschaft mbH).
  21. 21.00 21.01 21.02 21.03 21.04 21.05 21.06 21.07 21.08 21.09 21.10 Sales numbers from magazine scans (part 2)
  22. 22.0 22.1 Super NES. Classic Systems. Nintendo. Archived from the original on 2007-01-01. Retrieved on 2007-12-04.
  23. 8 million in Japan, 2.5 million in United States
  24. 24.0 24.1 24.2 Famitsu, Issue # 392, Page 8 (March 1996)
  25. Snow, Blake (2007-07-30). The 10 Worst-Selling Handhelds of All Time 1. GamePro. Archived from the original on 2007-10-12. Retrieved on 2008-07-05.
  26. Blake Snow (2007-07-30). The 10 Worst-Selling Consoles of All Time. GamePro. Archived from the original on 2007-05-08. Retrieved on 2008-10-25.
  27. 350,000 units as of June 1994
  28. 28.0 28.1 28.2 Amiga sales for Germany (as of 31/12/1993), Marketing Division Commodore Frankfurt
  29. Benjamin Ng Wai-ming, "Japanese Video Games in Singapore: History, Culture and Industry", Asian Journal of Social Science, Vol. 29, No. 1 (2001), pp. 139-162 [141], Brill Publishers
  30. Game World (South Korea)
  31. 31.0 31.1 31.2 Japanese Hardware Shipments
  32. 32.0 32.1 32.2 32.3 Annual Japanese Hardware Shipments
  33. Nintendo Historical Shipment Data (1983 - Present)
  34. 34.0 34.1 34.2 34.3 FY 93/94 to FY97/98 hardware sales (Edge, Consoles +)
  35. 35.00 35.01 35.02 35.03 35.04 35.05 35.06 35.07 35.08 35.09 35.10 35.11 Screen Digest. Screen Digest. March 1995. p. 60.
  36. 36.0 36.1 36.2 36.3 36.4 36.5 36.6 36.7 Consolidated Sales Transition by Region (PDF). Nintendo (2010-01-27). Archived from the original on 2010-02-14. Retrieved on 2010-02-14.
  37. Parish, Jeremy (2014-08-01). TurboGrafx-16 at 25: Remembering the Little PC Engine That Could (en-US).
  38. http://news.google.com/newspapers?nid=1499&dat=19900123&id=XcAcAAAAIBAJ&sjid=3H4EAAAAIBAJ&pg=2643,6188824
  39. 39.0 39.1 http://www.gamasutra.com/view/feature/225466/stalled_engine_the_turbografx16_.php?page=3
  40. 40.0 40.1 40.2 40.3 40.4 40.5 Sales numbers from magazine scans
  41. http://news.google.com/newspapers?nid=1356&dat=19920110&id=IV0xAAAAIBAJ&sjid=TgcEAAAAIBAJ&pg=3802,6316567
  42. http://news.google.com/newspapers?nid=1696&dat=19911103&id=2useAAAAIBAJ&sjid=pUcEAAAAIBAJ&pg=4864,527272
  43. Electronic Gaming Monthly, issue 44, March 1993, page 4
  44. http://vidgame.info/sega/sega1994.htm
  45. 45.0 45.1 Electronic Games, issue 15 (December 1993), page 148
  46. http://www.nytimes.com/1994/08/25/business/video-game-maker-making-the-switch-to-pc-hardware.html
  47. http://www.bloomberg.com/bw/stories/1994-02-20/nintendos-yamauchi-no-more-playing-around
  48. 48.0 48.1 IDATE: Executive Summary, September 1997, page 33
  49. 49.0 49.1 UK Installed Bases (EA)



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