That doesn't make sense ,much of crash creative sare Still teenagers and I don't mean programmer but the artist and who chooses to be.

Crash is just a marketing product
ITTL, crash bandicoot is a fairly different compared to OTLs. Crash would get reingorated during the ps1 era and be much closer to OTLs.
 
ITTL, crash bandicoot is a fairly different compared to OTLs. Crash would get reingorated during the ps1 era and be much closer to OTLs.
No the point is that,the idea of crash was to ripoff sonic mascot animal, like a mandatory condition for it
 
No the point is that,the idea of crash was to ripoff sonic mascot animal, like a mandatory condition for it
ITTL; both Crash and Sonic were designed in the mid to late 80's to ripoff Nintendo's Dillion, Saberman, and Mario for the title of biggest mascot and gaming platformers.
 
The Third Generation: The Super Nintendo Entertainment System/Super Famicom

The Super Nintendo Entertainment System (SNES) / Super Famicom

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the OG SNES design with the original controllers (First), Top Loader variant with the dog bone controller (Second), the OG Super Famicom design (Middle), ROB the Robot (Fourth), and the NES Zapper (Fifth)

"It was the holidays of 1984 in Japan, the NES was still selling very well throughout the year with new ports of Fix-It Felix Jr., Q-Bert, Jr. Pac Man, and Sinistar were selling very well. Nintendo's recent manga book called Sūpākomikkutaimu (Super Comic Time in English) was selling very well and received very well by critics too. A new division called Dynamo Pictures was formed as a movie and television creating division of Nintendo to create media based on Osamu Tezuka's and Nintendo's properties. Everything was good and it got even better in Christmas 1984 where many Japanese kids everywhere would open up their presents to see that the Next generation of Nintendo consoles had arrived. Bringing the power from the arcades into the arcade along with unique experiences that the arcade couldn't do like Super Mario Bros. as people were playing the Super Famicom with Super Mario Bros and the fantastic port of Donkey Kong, many say a specific phase that was said in the promotional material for, "Now you're playing with power; SUPER POWER!"

The Super Famicom (Codename "Mario") released in 1984 in Japan and 1985 everywhere else as the Super Nintendo Entertainment System; it was an absolute smash hit worldwide and the undisputed champion of the Third Generation of Home Consoles having a 70% percent share worldwide. there were many reasons for the consoles massive success; the first reason that the competition in home consoles was mostly gone and the ones that lived like Atari was not doing to well at all, so when Nintendo Announced their Next generation consoles in 1983, Atari scrambled to create a next generation home console to compete with the Nintendo that ended with the Atari 7800 being created that did not live up to expectations. Sega also was developing their next generation console shortly before the Super Famicom was first shown off and it went into high gear after it was shown off, but by the time Sega released the master system it was almost a year after the Super Famicom Released and then released a fair bit later in America and Europe; Sega's 8-bit console fate was sealed by launch and lost to Nintendo badly. the second reason that the Super Famicom was successful was Nintendo made developers signed contracts that if a developer makes a game for the SNES, they can only make games for the SNES, this made the SNES a monopoly and really the only option if you want to have a successful game during the 8-bit era; by 1988, the U.S. and Japanese Government forced Nintendo with the help of hefty fines to stop this practice entirely to stop any sort of monopolies from happening in the gaming but the damage was already done and Nintendo dominated this generation with pretty much no competition. The third reason that the super Famicom succeeded was with the seal of quality, ESRB, and lockout chips making the amount of shovelware decreased by a large portion for a long time until the end of the SNES life. a smaller reason but a good reason that it did well was ROB made early SNES look more like a toy than a game console and this vital for the early American success of the SNES. and the final reason that it successful was the games on the system were generally the best and highest quality games of the third generation like the Megaman games, Castlevania, Legend of Zelda 1 & 2, the Super Mario Bros, Trilogy, Double Dragon and much more that made this system such a smash hit.

the SNES however could not live forever as by the late 80's, the times were changing as the next generation of the consoles were showing like the Sega Genesis/Mega Drive and the NEC PC-Engine. This started to take share away from the SNES and Nintendo knew that they needed a new console to compete with the influx of 16-bit consoles coming out. in 1989 and 1990; Nintendo released the Ultra Famicom/UNES (will be important for later) and Nintendo was slowly drawing support away from the SNES but do it very slowly as the SNES/Super Famicom was discontinued in 1995 in Japan and America and 1996 in Europe as Nintendo kept giving the SNES games up till late 1994 to give poorer customers something to do with the SNES.

The legacy of the SNES was invaluable to the revitalization of gaming, marking the end of the video game crash of 1983, and making the gaming industry even bigger than ever before. It was the first time that Backwards compatibility was available on a Nintendo platform as the SNES/Super Famicom can play all NES/Famicom games plus accessories out of the box. It was the first time that Nintendo's gaming division started splitting into different divisions to focus on RnD, Technologies, Games, Controllers, and many more for specific games. It also created many of Nintendo's Biggest IPs (all the same IPs as the ones that were introduced on the NES IOTL), good games based on all of Nintendo's Manga rights, and cemented Mario as Nintendo's biggest IP. Here are the specs.

SPECS:​

Release DateNovember 1984 (JP)
March 1985 (NA)
October 1985 (EU)
LifespanNovember 1984 - August 1995 (JP)
March 1985 - July 1995 (NA)
October 1985 - March 1996 (EU)
Amount Soldaround 70 million (by 1996)
Costaround $199 at launch (top loader model costed $99 at launch)
DevelopersNintendo, Intel, MOS Technology, Ricoh
ManufacturersNintendo and Intel
CPUMOS 6506 (8 Bit, 1.79 MHz)
Intel 8065 (8 bit, 2 MHz) for backwards compatibility
VDPMario chip (8/16 bit, 1.5 MHz)
RAM16 kB base RAM
64 kB/256 kB with add-ons
MediaCartridge: (up to 64 kB; much more with bank switching, biggest game got up to 2MB)
Floppy Disk (add-on): (256 kB per side, 512 kB on both sides)
Laserdisc (add-on): (LV-ROM; 500 MB per side; 1 GB on a single disc)
Graphic ModesBitmap and Tile Graphics
Sprites4 to 32 sprites (4 to 16 colors) 8 on each scanline; 64 (2 colors)
Color Palateup to 256 colors (some techniques can push up to 380)
Resolution240 x 160 (some techniques got the resolution higher)
Sound ChipRicoh AY3 (6 PSG and FM channels; similar capabilities to OTL NES sound chip and the C64 SID chip with FM support)
Ricoh AY1: additional 2 PSG and FM channels (Add-on)
Laserdisc audio: (Add-on)
Other Featurescan do some scrolling, mix of C64 and NES OTL capabilities wise
Add-onsFamicom/NES Disk System: (1986)
Famicom BASIC: (1986)
Famimodem: (1988)
Famicom/NES Laserdisc module: (1988)
Controllerssame as OTL
Backwards CompatibilityNES (Fully backwards compatible with games, add-ons, and accessories)
Amount of Games Releasedover 1400 officially licensed (1996) much more unlicensed and bootlegs

A large list of the upcoming chapters for the TL:
Next: How RCA Survived ITTL (In Detail)
Upcoming:
- Super Mario Bros. video game (1984)
- The Sega Master System and Atari 7800 (1984 & (1985)
- Nintendo System 2 Arcade hardware (1985)
- Nintendo Namco Polygonizer (1985)
- Nintendo Power and Super Comic Time (1985)
- Nintendo Dynamo Pictures (1985)
- Super NES/Famicom Disk System, Famicom BASIC, Famimodem, and Laserdisc System (add-ons)
- Some New Video game companies that exist ITTL by 1988
- Crash Bandicoot (1986; Atari 5200 & 7800)
- Atari's and Sega's New Arcade Hardware at this point (1986)
- Warner Bros and Nintendo Partnership (1985)
- Sonic the Hedgehog (1988)
- Sega Amiga 1000 and Sega's other Computers (1980's)
- The Super Mario Bros Movie; Warner Bros and Dynamo Pictures (1988)
- Super Mario Bros. 2 and 3 ITTL (1987 and 1989)
- Nintendo TV shows by 1989
- Nintendo Arcade Neptune Platform (1988)


edit: changed the specs of the SNES with the Laserdiscs.
 
Last edited:
changed the name of the TL to What if Nintendo Stayed in the Arcades (reboot) to better fit what this TL is.
 

The Super Nintendo Entertainment System (SNES) / Super Famicom

View attachment 892092View attachment 892093View attachment 892094View attachment 892095View attachment 892096
the OG SNES design with the original controllers (First), Top Loader variant with the dog bone controller (Second), the OG Super Famicom design (Middle), ROB the Robot (Fourth), and the NES Zapper (Fifth)

"It was the holidays of 1984 in Japan, the NES was still selling very well throughout the year with new ports of Fix-It Felix Jr., Q-Bert, Jr. Pac Man, and Sinistar were selling very well. Nintendo's recent manga book called Sūpākomikkutaimu (Super Comic Time in English) was selling very well and received very well by critics too. A new division called Dynamo Pictures was formed as a movie and television creating division of Nintendo to create media based on Osamu Tezuka's and Nintendo's properties. Everything was good and it got even better in Christmas 1984 where many Japanese kids everywhere would open up their presents to see that the Next generation of Nintendo consoles had arrived. Bringing the power from the arcades into the arcade along with unique experiences that the arcade couldn't do like Super Mario Bros. as people were playing the Super Famicom with Super Mario Bros and the fantastic port of Donkey Kong, many say a specific phase that was said in the promotional material for, "Now you're playing with power; SUPER POWER!"

The Super Famicom (Codename "Mario") released in 1984 in Japan and 1985 everywhere else as the Super Nintendo Entertainment System; it was an absolute smash hit worldwide and the undisputed champion of the Third Generation of Home Consoles having a 70% percent share worldwide. there were many reasons for the consoles massive success; the first reason that the competition in home consoles was mostly gone and the ones that lived like Atari was not doing to well at all, so when Nintendo Announced their Next generation consoles in 1983, Atari scrambled to create a next generation home console to compete with the Nintendo that ended with the Atari 7800 being created that did not live up to expectations. Sega also was developing their next generation console shortly before the Super Famicom was first shown off and it went into high gear after it was shown off, but by the time Sega released the master system it was almost a year after the Super Famicom Released and then released a fair bit later in America and Europe; Sega's 8-bit console fate was sealed by launch and lost to Nintendo badly. the second reason that the Super Famicom was successful was Nintendo made developers signed contracts that if a developer makes a game for the SNES, they can only make games for the SNES, this made the SNES a monopoly and really the only option if you want to have a successful game during the 8-bit era; by 1988, the U.S. and Japanese Government forced Nintendo with the help of hefty fines to stop this practice entirely to stop any sort of monopolies from happening in the gaming but the damage was already done and Nintendo dominated this generation with pretty much no competition. The third reason that the super Famicom succeeded was with the seal of quality, ESRB, and lockout chips making the amount of shovelware decreased by a large portion for a long time until the end of the SNES life. a smaller reason but a good reason that it did well was ROB made early SNES look more like a toy than a game console and this vital for the early American success of the SNES. and the final reason that it successful was the games on the system were generally the best and highest quality games of the third generation like the Megaman games, Castlevania, Legend of Zelda 1 & 2, the Super Mario Bros, Trilogy, Double Dragon and much more that made this system such a smash hit.

the SNES however could not live forever as by the late 80's, the times were changing as the next generation of the consoles were showing like the Sega Genesis/Mega Drive and the NEC PC-Engine. This started to take share away from the SNES and Nintendo knew that they needed a new console to compete with the influx of 16-bit consoles coming out. in 1989 and 1990; Nintendo released the Ultra Famicom/UNES (will be important for later) and Nintendo was slowly drawing support away from the SNES but do it very slowly as the SNES/Super Famicom was discontinued in 1995 in Japan and America and 1996 in Europe as Nintendo kept giving the SNES games up till late 1994 to give poorer customers something to do with the SNES.

The legacy of the SNES was invaluable to the revitalization of gaming, marking the end of the video game crash of 1983, and making the gaming industry even bigger than ever before. It was the first time that Backwards compatibility was available on a Nintendo platform as the SNES/Super Famicom can play all NES/Famicom games plus accessories out of the box. It was the first time that Nintendo's gaming division started splitting into different divisions to focus on RnD, Technologies, Games, Controllers, and many more for specific games. It also created many of Nintendo's Biggest IPs (all the same IPs as the ones that were introduced on the NES IOTL), good games based on all of Nintendo's Manga rights, and cemented Mario as Nintendo's biggest IP. Here are the specs.

SPECS:​

Release DateNovember 1984 (JP)
March 1985 (NA)
October 1985 (EU)
LifespanNovember 1984 - August 1995 (JP)
March 1985 - July 1995 (NA)
October 1985 - March 1996 (EU)
Amount Soldaround 70 million (by 1996)
Costaround $199 at launch (top loader model costed $99 at launch)
DevelopersNintendo, Intel, MOS Technology, Ricoh
ManufacturersNintendo and Intel
CPUMOS 6506 (8 Bit, 1.79 MHz)
Intel 8065 (8 bit, 2 MHz) for backwards compatibility
VDPMario chip (8/16 bit, 1.5 MHz)
RAM16 kB base RAM
64 kB/256 kB with add-ons
MediaCartridge: (up to 64 kB; much more with bank switching, biggest game got up to 2MB)
Floppy Disk (add-on): (256 kB per side, 512 kB on both sides)
Laserdisc (add-on): (LV-ROM; 500 MB per side; 1 GB on a single disc)
Graphic ModesBitmap and Tile Graphics
Sprites4 to 32 sprites (4 to 16 colors) 8 on each scanline; 64 (2 colors)
Color Palateup to 256 colors (some techniques can push up to 380)
Resolution240 x 160 (some techniques got the resolution higher)
Sound ChipRicoh AY3 (6 PSG and FM channels; similar capabilities to OTL NES sound chip and the C64 SID chip with FM support)
Ricoh AY1: additional 2 PSG and FM channels (Add-on)
Laserdisc audio: (Add-on)
Other Featurescan do some scrolling, mix of C64 and NES OTL capabilities wise
Add-onsFamicom/NES Disk System: (1986)
Famicom BASIC: (1986)
Famimodem: (1988)
Famicom/NES Laserdisc module: (1988)
Controllerssame as OTL
Backwards CompatibilityNES (Fully backwards compatible with games, add-ons, and accessories)
Amount of Games Releasedover 1400 officially licensed (1996) much more unlicensed and bootlegs

A large list of the upcoming chapters for the TL:
Next: How RCA Survived ITTL (In Detail)
Upcoming:
- Super Mario Bros. video game (1984)
- The Sega Master System and Atari 7800 (1984 & (1985)
- Nintendo System 2 Arcade hardware (1985)
- Nintendo Namco Polygonizer (1985)
- Nintendo Power and Super Comic Time (1985)
- Nintendo Dynamo Pictures (1985)
- Super NES/Famicom Disk System, Famicom BASIC, Famimodem, and Laserdisc System (add-ons)
- Some New Video game companies that exist ITTL by 1988
- Crash Bandicoot (1986; Atari 5200 & 7800)
- Atari's and Sega's New Arcade Hardware at this point (1986)
- Warner Bros and Nintendo Partnership (1985)
- Sonic the Hedgehog (1988)
- Sega Amiga 1000 and Sega's other Computers (1980's)
- The Super Mario Bros Movie; Warner Bros and Dynamo Pictures (1988)
- Super Mario Bros. 2 and 3 ITTL (1987 and 1989)
- Nintendo TV shows by 1989
- Nintendo Arcade Neptune Platform (1988)


edit: changed the specs of the SNES with the Laserdiscs.
changed the name of the TL to What if Nintendo Stayed in the Arcades (reboot) to better fit what this TL is.
Awesome posts!
 
i retconned what the upcoming chapters list from the last chapter for the TL to make the list easier to do. here is the new list.

Next:
1. Super Mario Bros. (1984)
upcoming:
2. The Sega Master System and Atari 7800 (1984 & (1985)
3. Nintendo System 2 Arcade hardware (1985)
4. Nintendo Namco Polygonizer (1985)
5. Nintendo Power and Super Comic Time (1985)
6. Nintendo Dynamo Pictures (1985)
7. Super NES/Famicom Disk System, Famicom BASIC, Famimodem, and Laserdisc System (add-ons)
8. New Gaming Companies that exist ITTL
9. RCA's Revitalization in the late 70's and 80's (how RCA survives ITTL)
10. Crash Bandicoot (1986; Atari 5200 & 7800)
11. Other Companies Arcade Hardware up till this point (1986)
12. The Start of a Warner Bros and Nintendo Partnership (1985)
13. Sonic the Hedgehog (1988)
14. Sega Amiga 1000 and Sega's other Computers (1980's)
15. The Super Mario Bros Movie; Warner Bros and Dynamo Pictures (1988)
16. Super Mario Bros. 2 and 3 ITTL (1987 and 1989)
17. the first batch of Nintendo TV shows (1986 - 1989)
18. Nintendo and Warner Bros. create a cable channel: called TOONSTAR (1989)
19. Nintendo Arcade Neptune Platform (1988)
20. Turner and Viacom gut MTV Networks (1988)
 
i retconned what the upcoming chapters list from the last chapter for the TL to make the list easier to do. here is the new list.

Next:
1. Super Mario Bros. (1984)
upcoming:
2. The Sega Master System and Atari 7800 (1984 & (1985)
3. Nintendo System 2 Arcade hardware (1985)
4. Nintendo Namco Polygonizer (1985)
5. Nintendo Power and Super Comic Time (1985)
6. Nintendo Dynamo Pictures (1985)
7. Super NES/Famicom Disk System, Famicom BASIC, Famimodem, and Laserdisc System (add-ons)
8. New Gaming Companies that exist ITTL
9. RCA's Revitalization in the late 70's and 80's (how RCA survives ITTL)
10. Crash Bandicoot (1986; Atari 5200 & 7800)
11. Other Companies Arcade Hardware up till this point (1986)
12. The Start of a Warner Bros and Nintendo Partnership (1985)
13. Sonic the Hedgehog (1988)
14. Sega Amiga 1000 and Sega's other Computers (1980's)
15. The Super Mario Bros Movie; Warner Bros and Dynamo Pictures (1988)
16. Super Mario Bros. 2 and 3 ITTL (1987 and 1989)
17. the first batch of Nintendo TV shows (1986 - 1989)
18. Nintendo and Warner Bros. create a cable channel: called TOONSTAR (1989)
19. Nintendo Arcade Neptune Platform (1988)
20. Turner and Viacom gut MTV Networks (1988)
Cool.
 
Hmm...

Does this mean we get an Amiga TTL with fully scalar sprite, BOB, and tile functionality, a Yamaha YM 2151, and a full 16 channel, 31,250 Hz. SegaPCM instead of PAULA? If we get what is effectively the Out Run arcade hardware in computer form, running Kickstart+Workbench, it's going to cause a massive arms race in the Late '80s personal computing arena outside of PC clones.

I could easily see Atari partnering with Hudson and Sharp to bring the X68000's chipset to North America and Europe*, and the Acorn Archimedes adopt the Motorola Raster Memory System graphics chipset. It's entirely possible for the likes of Sony NEWS, Canon CAT, and Fujitsu FM Towns to hop a boat to the Western Hemisphere, too.

*The Atari ST series and Sharp X68000' Port Architectures were so similar, that the only changes needed would have been some extra graphics APIs to handle the new resolutions, sprite/tile modes, and the added Yamaha YM2151. This was because both were blatant plagiarisms of the IBM PC/AT Port Architecture.
 
Does this mean we get an Amiga TTL with fully scalar sprite, BOB, and tile functionality, a Yamaha YM 2151, and a full 16 channel, 31,250 Hz. SegaPCM instead of PAULA? If we get what is effectively the Out Run arcade hardware in computer form, running Kickstart+Workbench, it's going to cause a massive arms race in the Late '80s personal computing arena outside of PC clones.
probably; but with some distinct changes from what you said that i will discuss in that chapter.
I could easily see Atari partnering with Hudson and Sharp to bring the X68000's chipset to North America and Europe*, and the Acorn Archimedes adopt the Motorola Raster Memory System graphics chipset.
the Atari Sierra would use Atari's own architecture and special chipset.
It's entirely possible for the likes of Sony NEWS, Canon CAT, and Fujitsu FM Towns to hop a boat to the Western Hemisphere, too.
that might happen; most likely the FM towns would be able to get to North America ITTL.
*The Atari ST series and Sharp X68000' Port Architectures were so similar, that the only changes needed would have been some extra graphics APIs to handle the new resolutions, sprite/tile modes, and the added Yamaha YM2151. This was because both were blatant plagiarisms of the IBM PC/AT Port Architecture.
Atari ST doesn't exist ITTL.
 
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Games ITTL: Super Mario Bros. (1984/1985)

Super Mario Bros.​

Super Mario Bros. Commercial from late 1984 in Japan; credit goes to https://www.youtube.com/@TheGamesFather
The Launch of the Super Famicom in Japan and in North America and euro as the SNES was a very important one in gaming history as it ushered in the end of the video game crash of 1983 and entered in a new age of gaming that would be bigger and better than any other time before then in gaming. The successful launch everywhere was due to many reasons and one of them was the games. the games at launch that contributed to its success was the good ports of DK1, DK JR., and DK3, Duck Hunt, Radar Scope III, Fix it Felix Jr., Gyromite, ports of Namco, Midway, and Hudson Soft classics and the most important of them all that cemented a certain plumber duo as Nintendo's de-facto mascots. This game was Super Mario Bros. for the Super Famicom and SNES.

Super Mario Bros. released in November 14, 1984 along with the launch of Super Famicom, then March 4, 1985 in the United States with the American launch and October 21, 1985 with the European launch and it was a critical and financial darling worldwide. The game was a launch title and pack-in with most SNES's at the time and was a significant improvement to most other platformers that came out during the second generation consoles. the marketing of the game was also great due to the relatively massive marketing budget of 1.5 Million for Super Mario Bros., large amount of promotional material, high mascot appeal, and the high critical reception made this game be one of the most successful games ever at the time; selling almost 50 million cartridges worldwide (20 in America, 15 million in Japan, 10 million in Europe, and 5 million in other territories). this single game established Mario, Luigi, Peach, Bowser, Donkey Kong, and the Toads as gaming icons and replaced Saberman as Nintendo Main Mascot platformer; this caused Sega, Atari, and other companies to scramble to create mascots in order to compete with Mario. This led up to Atari creating Crash Bandicoot and Banjo the bear (completely different than later Rare ware's Banjo Kazooie) in 1986 and Sega creating Alex the Kidd in 1986 and then Sonic the Hedgehog in 1988/1989. Mario would have a massive impact in the industry with this game and the many Mario games, comics, manga, tv shows, movies, and spin-offs to come out after 1985 and will usher in a new era of Nintendo IP's that will set them up as the king of gaming during this time in the mid and late 80's though it would change with the start of the fourth generation in 1987.

TTL's Super Mario Bros. game is not much different from OTL's Super Mario bros but does have two differences compared to OTL. One is that enemies like Fire (DK1), Spark (DK JR), Fighter Fly, Freezie, Sidesteppers (MB), and Donkey Kong himself as a boss are in the game. The second difference is that there is actual multiplayer as Mario and Luigi can play in true multiplayer platformer action while also having the take turns mode of multiplayer like OTL.

List of upcoming chapters:
1. The Sega Master System and Atari 7800 (1984 & 1985) (two part)
2. Nintendo System 2 Arcade hardware (1985)
3. Nintendo Namco Polygonizer (1985)
4. Nintendo Power and Super Comic Time (1985)
5. Nintendo Dynamo Pictures (1985)
6. Super NES/Famicom Disk System, Famicom BASIC, Famimodem, and Laserdisc System (add-ons)
7. New Gaming Companies that exist ITTL
8. RCA's Revitalization in the late 70's and 80's (how RCA survives ITTL)
9. Crash Bandicoot and Banjo the Bear (1986; Atari 5200 & 7800)
10. Other Companies Arcade Hardware up till this point (1986)
11. The Start of a Warner Bros and Nintendo Partnership (1985)
12. Sonic the Hedgehog (1988/1989)
13. Sega Amiga 1000 and Sega's other Computers (1980's)
14. The Super Mario Bros Movie; Warner Bros and Dynamo Pictures (1988)
15. Super Mario Bros. 2 and 3 ITTL (1987 and 1989)
16. the first batch of Nintendo TV shows (1986 - 1989)
17. Nintendo and Warner Bros. create a cable channel: called TOONSTAR (1989)
18. Nintendo Arcade Neptune Platform (1988)
19. Turner and Viacom gut MTV Networks (1988)
20. The Computer Industry during this time (Atari, Commodore, Texas Instruments, NEC, Coleco, IBM, Fujitsu , Amstrad, Sinclair, Apple, SGI, and Cray) (1980's)
21. The Start of the fourth generation: NEC PC Engine/Turbografix-16 (1987/1988)
22. Fourth Generation: Sega Genesis/Mega Drive (1988/1989)
23. Fourth Generation: NEC Super Grafx 16 (1990/1991)
24. Fourth Generation: Nintendo Ultra Famicom/UNES (1989/1990)
25. Fourth Generation: Atari Panther (1990/1991)
26. Fourth Generation: SNK Neo Geo MVS AES (1989/1990)


edit: fixed some errors in the first and second paragraphs.
 
Last edited:
i will be posting the next chapter of the TL on the Sega Master System and the Atari 7800 this Friday or Saturday.
 
The Third Generation: Atari 7800 and XE Games System (1984/1986)

Atari 7800​

1710782608318.jpeg
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The Atari 7800 Console plus it's main controller; the Gamepad (also compatible with 2600 and 5200 controllers as well)
The Atari 7800 was Atari's main console during the third generation and it was a mixed one both commercially and critically. The development of the Atari 7800 started shortly after the Atari 5200 in 1982. development was pretty slow during the first year of development but ramped up considerably when all hell broke loose with the gaming crash of 1983 that crumbled the market share of the 5200 and Atari lost almost 1 billion dollars during the crash and Atari needed a new console out by 1984 to compete better with Nintendo that at hard work on their next generation platform; the Super Famicom/SNES. Atari started to scramble to make a platform as quickly as possible with some help from Bandai and Texas Instruments to release it worldwide without the financial backing of Warner Bros.

When the Atari 7800 released on October 21, 1984 in America and Europe and then March 19, 1985 in Japan; it was the first of the third generation consoles to release in America and Europe and the first competitor to the Super Famicom in Japan. While for a bit it did have all the North American and European Market for a little while; they lost most of that share when the SNES and Sega Master System came over to America and Europe. it did admirably though in most regions as they gave a lot of effort to compete with Nintendo and Sega as they made ports of I, Robot with an early 3D accelerator chip in it, made two new IPs in the form of Crash Bandicoot and the Country Bears based game Banjo the Bear, and got Midway and Namco to put games on it. But even this did not save the Atari 7800 from the might of Nintendo SNES and put the console in third place during the console wars this generation. In Japan, Atari did not stand a chance from Nintendo and Sega and barely even sold in Japan. Atari started to focus mainly on their ST (codename Sierra) computer and their 3D hardware until giving another chance in the gaming industry in 1989 with the first 32 bit console; the Panther. The biggest problem with the Atari 7800 was that it was rushed to release in order to compete with SNES and the specs of the Atari 7800 were haphazardly thrown together last minute in order to rush it out before Nintendo came out that made a functional but limited console with some honestly baffling limitations that the SNES did not have like the sound chip or the RAM layout of the system, and it did have some games that showed the power of the 7800 but there were not many of them to speak about due to Nintendo's contract system they had and few developers decided to work with Atari. The biggest advantage it had was its backwards compatibly with the 2600 and 5200 library.

Also, the Atari XE Game System does exist ITTL but pretty much nothing changes about it ITTL.

Release DateOctober 21, 1984 (NA & EU)
March 19, 1985 (JP)
Lifespan1984 - 1991 (NA)
1984 - 1993 (EU)
1985 - 1988 (JP)
Amount Soldaround 6 million (WW)

3.9 million (EU)
1.9 million (NA)
200,000 (JP)
Cost$199.99 at launch
DevelopersAtari, Texas Instruments, and Bandai
ManufacturersAtari
CPUAtari V6502 (8/16 bit, 2 MHz)
VDPAtari "Eva" VDP (8 bit, 2 MHz)
RAM8 kB (4 kB for main CPU functions; 4kB for everything else like the VDP and Sound Chip)
MediaCartridges (up to 64 kB; higher with bank switching)
Graphic ModesBitmap Mode only
Spritesup to 128 (one or two color) sprites, 64 (4 and 8 color) sprites
Color Palate256 colors (advanced tricks and techniques can get up to 480 colors)
Resolution320 x 240 (maximum)
Sound ChipTIA interface chip and POKEY sound chip
Other Featuressimilar to Atari 7800 OTL
Controllersthe Atari 7800 gamepad and joystick (Backwards compatible with all 2600 and 5200 controllers)
Backwards Compatibilityyes, Atari 2600 and 5200
Amount of Games Releasedaround 250 (by 1993)

List of upcoming chapters:
1. The Sega Master System (1985)
2. Nintendo System 2 Arcade hardware (1985)
3. Nintendo Namco Polygonizer (1985)
4. Nintendo Power and Super Comic Time (1985)
5. Nintendo Dynamo Pictures (1985)
6. Super NES/Famicom Disk System, Famicom BASIC, Famimodem, and Laserdisc System (add-ons)
7. New Gaming Companies that exist ITTL by the mid 80's
8. RCA's Revitalization in the late 70's and 80's (how RCA survives ITTL)
9. Crash Bandicoot and Banjo the Bear (1986; Atari 5200 & 7800)
10. Other Companies Arcade Hardware up till this point (1986)
11. The Start of a Warner Bros and Nintendo Partnership (1985)
12. Sonic the Hedgehog (1988/1989)
13. Sega Amiga 1000 and Sega's other Computers (1980's)
14. The Super Mario Bros Movie; Warner Bros and Dynamo Pictures (1988)
15. Super Mario Bros. 2 and 3 ITTL (1987 and 1989)
16. the first batch of Nintendo TV shows (1986 - 1989)
17. Nintendo and Warner Bros. create a cable channel: called TOONSTAR (1989)
18. Nintendo Arcade Neptune Platform (1988)
19. Turner and Viacom gut MTV Networks (1988)
20. The Computer Industry during this time (Atari, Commodore, Texas Instruments, NEC, Coleco, IBM, MSX, Fujitsu, Amstrad, Sinclair, Apple, SGI, and Cray) (1980's)
21. The Start of the fourth generation: NEC PC Engine/Turbografix-16 (1987/1988)
22. Fourth Generation: Sega Genesis/Mega Drive (1988/1989)
23. Fourth Generation: NEC Super Grafx 16 (1990/1991)
24. Fourth Generation: Nintendo Ultra Famicom/UNES (1989/1990)
25. Fourth Generation: Atari Panther (1990/1991)
26. Fourth Generation: SNK Neo Geo MVS/AES (1989/1990)
27. Fourth Generation: Phillips CDI (1988/1989)
28. Nintendo Pluto Arcade Hardware (1991)
29. Sony Nintendo Deal and Nintendo Betrayal (1990)
30. Nintendo Namco Polygonizer 2, 3, and 4 (1987-1993)
31. Nintendo Game Boy (1988)
32. Sega Game Gear (1990)
33. Atari Lynx (1989)
34. an earlier E3 and Spaceworld (1986)
35. the 16-bit add-ons (early 1990's)
 
i am updating the large list of upcoming chapters again to make them better for me to write. here they are.

  1. The Sega Master System (1985)
  2. Nintendo's Falcon Sprite Scaler arcade hardware (1984)
  3. Nintendo's System 2 Arcade hardware (1985)
  4. Nintendo's Namco Polygonizer (1985)
  5. Nintendo Power and Super Comic Time (1985)
  6. Nintendo Dynamo Pictures (1985)
  7. Super NES/Famicom Disk System, Famicom BASIC, Famimodem, and Laserdisc System (add-ons)
  8. New Gaming Companies that exist ITTL by the mid 80's
  9. RCA's Revitalization in the late 70's and 80's (how RCA survives ITTL)
  10. Crash Bandicoot and Banjo the Bear (1986; Atari 5200 & 7800)
  11. Atari's Cannon, Atari Zeus 1, and Rally Fission arcade hardware (1980's)
  12. The Start of a Warner Bros and Nintendo Partnership (1985)
  13. Nintendo's Tokyo Sprite Scaler Arcade hardware (1986)
  14. Nintendo buys Gottlieb (1987)
  15. Nintendo Playchoice-10 (1986)
  16. Sonic the Hedgehog (1988/1989)
  17. Sega Amiga 1000 and Sega's other Computers (1980's)
  18. The Super Mario Bros Movie; Warner Bros and Dynamo Pictures (1988)
  19. Super Mario Bros. 2 and 3 ITTL (1987 and 1989)
  20. the first batch of Nintendo TV shows (1986 - 1989)
  21. Nintendo and Warner Bros. create a cable channel: called TOONSTAR (1989)
  22. Nintendo Arcade Kyoto Sprite Scaler Arcade Hardware (1988)
  23. Nintendo System 3 Arcade Hardware (1988)
  24. The Computer Industry during this time (Atari, Commodore, Texas Instruments, NEC, Coleco, IBM, MSX, Fujitsu, Amstrad, Sinclair, Apple, SGI, and Cray) (1980's)
  25. The Start of the fourth generation: NEC PC Engine/Turbografix-16 (1987/1988)
  26. Fourth Generation: Sega Genesis/Mega Drive (1988/1989)
  27. Fourth Generation: NEC Super Grafx 16 (1990/1991)
  28. Fourth Generation: Nintendo Ultra Famicom/UNES (1989/1990)
  29. Fourth Generation: Atari Panther (1990/1991)
  30. Fourth Generation: SNK Neo Geo MVS/AES (1989/1990)
  31. Fourth Generation: Phillips CDI (1988/1989)
  32. Nintendo Blackjack Arcade Hardware (1991)
  33. Nintendo System 4 Arcade Hardware (1991)
  34. Sony Nintendo Deal and Nintendo's Betrayal (1990)
  35. Nintendo Namco Polygonizer 2, 3, and 4 (1987-1993)
  36. Nintendo Game Boy (1988)
  37. Sega Game Gear (1990)
  38. Atari Lynx (1989)
  39. an earlier E3 and Spaceworld (1986 - 1989)
  40. PC-Engine CD (1988/1989)
  41. Sega CD (1991)
  42. Nintendo UNES-CD (1991/1992)
  43. Nintendo Ultra Playchoice-10 (1990)
  44. Atari Panther CD (1992)
  45. Nintendo System S arcade hardware (1993)
  46. Nintendo World theme park (1994)
  47. Nintendo Game Boy Color (1994)
  48. Nintendo Pinball division at this point (1980's to 1995)
  49. the start of a fifth generation; 3DO and FM towns Marty (1993)


edit: added a addition to it and all is subject to change.
 
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i will be not active on my TL's for a little bit so that i can take a break and get out of writers block. i will be active some time in early April.
 
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