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Hit Counter

     
  

 located in the heart of beautiful Abbotsford BC, Canada.

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 Video games and systems

  • Nintendo classic

  • Sega Genesis            

  • Super Nintendo

  • Nintendo64

  • Nintendo Game Cube

  • Sony Playstation 1, 2

  • Sega Dreamcast

  • X-Box

  • Sega Gamegear

  • Nintendo Gameboy, color

  • Gameboy Advance

  • Nintendo DS

  • Playstation PSP

  • X-BOX 360

*This website contains only a small variety of merchandise we have for sale. Please if you can't find what you are looking for on this website, do not hesitate to call (604)859-2518 and speak with a representative. New inventory is shelved everyday!

Classic video games

The Henley Trading Post is a great place to find all your favorite classic video games and systems.

$49.95

Sega Dreamcast game system w/1 controller (out of stock)

$129.95

Sony PS2 game system w/2 controlers

$29.95

Nintendo 64 w/ 1 Controller

 

A brief look into First Generation game Systems, 1972-1977

America was introduced to the first home video game system on a Sunday night television broadcast hosted by Frank Sinatra. Released by Magnavox and named "Odyssey" this system was little more than a few logic switches, and not considered a microcomputer by the industry. The Odyssey was the result of years of negotiations between Ralph Baer and various players in the television manufacturing industry.

This was not, however, the first time that Americans had seen a videogame. Pong, created by Nolan Bushnell and Al Alcorn (founder and first employee of Atari), had been around for nearly a year in the arcades. Thus videogames were not new. However, a system to play video games in the privacy of your own home had never been seen before.

Nolan Bushnell was not to be outdone, and with simplicity as his motto, he reproduced his popular arcade Pong for home use. Atari Pong, the home version, consisted of one simple unit. It had built in paddles, a built in speaker, and preprogrammed with Pong. Unlike Baer's Odyssey, which had twelve games built in, separate controllers, and graphic overlays, Atari Pong was considered concise by the video game consumer. At this time, consumers did not feel a need to spend more on a system simply because it had more games. It was a common complaint among consumers that systems with multiple games only had one or two desirable games. Thus, Atari Pong and the over sixty Pong knock-offs, would dominate the market until 1977 when it would be replaced by the VCS console, another Atari system. 

Second Generation Systems, 1977-1981

In the Second Generation we see a dramatic change in the desires of the video game consumer. Previously, systems with only a few games preprogrammed were all that was necessary to surfeit the consumer's cravings. The industry wide implementation of the microprocessor first invented at Fairchild paved the way for more complicated systems. These systems produced graphical and auditory effects unlike any that had ever been experience before. While this would be repeated again and again signaling the move from one generation to another, it has been speculated that this first change had the most dramatic effect on the consumer.4

Continuing their success during the Pong era, and fueled by recent public enthusiasm about video games, Atari's VCS/2600 would dominate the second generation until the gaming market crash of 1982.

Third Generation Systems, 1981-1984

The third Generation is often referred to as "the dark ages"6 because of the crash of the video game market during these years. At the peak of the previous generation, the video game industry was grossing upwards of $3 billion in America alone. However, in 1985, at the end of the Third Generation, video game sales would only reach $100 million worldwide. 4

There has been a great deal of speculation as to exactly what caused this dramatic decline in gaming popularity. Cohen suggested that Atari spread themselves too thinly in their attempt to diversify, and flooded the market with too much product.13 This, however, is not the theory I subscribe to. In all fairness to Cohen, his research was concluded during 1983 and 1984, and was a good year away from witnessing the complete ruin that became of the industry.

The theory I believe to be accurate is based primarily upon my personal experience with the video game industry since 1977, and has been validated by several publications over the years. (The Vidiot's Club, Electronic Gaming Monthly, GameFan, Game Over-by David Sheff.)

During the Second Generation, magnetic mediums were implemented in the data storage used in Arcade machines. These mediums (usually variations on the floppy disk) allowed for a higher memory capacity than conventional ROM cartridges. (At that time, ROM cartridges were averaging around 4-16 kilobytes as opposed to computer disks that could store upwards of 180 kilobytes per side.) In 1982, Atari had the option to include a disk drive built into the 5200 game console. The price difference would have been nominal, but the memory capacity allowed would have been significant.6 Atari was also in the process of acquiring diskette manufacturing equipment for their upcoming computer line.13 Thus, the leap to a magnetic medium for video games would not have been a great difficulty for them. Internal pressures from the industry and external pressures from the consumer were in favor of this higher capacity storage, and many speculated that it would be implemented in the Third Generation systems.7

Atari, however, had different views. In a 1982 press release Atari stated, "[Magnetic] media is entirely too fragile for the consumer to adequately handle."7 Because Atari dominated the industry so completely at the time, few companies opposed this decision publicly. Those that did would not survive for long. For example, Coleco would bring out the Coleco Vision with its tape drive, but it would be forced out of the market due to lack of sales.

However Atari's "concern" for the customer backfired on them. In the previous years, there had been a very fine line separating arcade game quality from home game quality. With arcades utilizing storage capacities ten to forty-five times larger than home systems, that fine line became a chasm. Arcade games seemed to be evolving exponentially, while home systems seemed "stuck in a time warp."6

The public quickly became uninterested in video game specific consoles, and sales plummeted.

This would mark the end of Atari's reign of the video game market. To this day, Atari has not produced any significantly popular systems apart from their original Pong and the VCS/2600. Since 1985, they have slowly been picked apart by the industry. Splinter companies can be seen everywhere. One of which, known as Tengen, would play a crucial role in the Fourth Generation during some heated legal actions involving Nintendo of America.

Fourth Generation Systems, 1985 -1989

Two innovations in the computer electronics industry had to occur before home video games could achieve similar popularity as in the Second Generation. Both transpired in 1984. The first was the reduction in cost of Dynamic RAM (DRAM) chips that allowed programmers more memory than conventional RAM and accessed at much higher transfer rates than magnetic disks. The second was the production of higher power 8-bit processors, which lowered the prices of the pervious chips. This made the two technologies easily accessible to video game companies.

These innovations were ideal for the production of home game consoles that could compete with the ability of arcade machines. Several companies from the previous generations (Atari, Mattel, and Magnavox) tentatively tested the gaming market. However, they simply released updated versions of their older systems. The successes of the Fourth Generation would come from unknown companies with fresh consoles.

Sega was the first of the Japanese companies to try a new system. Created in 1954 in Japan by an American David Rosen, Service Games originally produced coin-operated mechanical games. In 1965, Rosen purchased a Tokyo jukebox and slot-machine maker and adopted a shortened version of Service Games, Sega. During the Pong era, Sega was busy making very popular pinball games. Later, under the direction of Gulf & Western, Sega entered into the video game market with the arcade game "Periscope." They would be an integral player in the industry, eventually suffering during the gaming market crash in the Third Generation. When DRAM chips and inexpensive 8-bit processors became available in 1984, Sega, being headed by Hayao Nakayama at the time, entered the home console market with their Master System.2 The Sega Master system would sell very well, but its success would be short lived.

Nintendo of Japan, was originally founded in 1889 by Fusajiro Yamauchi, an artist and craftsworker during the Meiji period. Founded as a playing card company, Nintendo virtually meant "leave luck to heaven."1 Entering into the video game market in the seventies by joining with Coleco, an American video game company, Nintendo would achieve moderate success through such arcade games as Donkey Kong and Mario Brothers. They would also produce a majority of games for the Third Generation system Coleco Vision. But the gaming market crash at that time would destroy several companies, including Coleco, leaving Nintendo's future in video games uncertain. Teaming up with Mitsubishi to produce watches with simple LCD games built in, Nintendo would tread water for a few years, unable to truly achieve any kind of lasting prosperity.2 Upon learning of the success that other companies, such as Sega, were having in the U.S. Hirosi Yamauchi, a descendant of Fusajiro's, pressed Nintendo engineers to design their own home console. Yamauchi told his engineers to leave out all extraneous frills to save money and speed up production.3 The system was rushed by the pressures Yamauchi placed on his designers, and was released no more than six months since the release of the Sega Master System. The first shipments were riddled with defects because of the short design period, thus making many retailers very upset.8 However, using the marketing data already established by competing companies, Nintendo executives channeled nearly all of the company's resources into advertisements. These advertisements hit the American and Japanese consumers at the exact right time, because sales for the Nintendo Entertainment System would skyrocket over the next few months, and Nintendo would not be able to manufacture enough systems to keep the stores stocked.8

The Nintendo Entertainment System (NES) would become the highest selling system in history, and also the most notorious. Nintendo would be involved in the intimidation of retailers, competing companies, and even licensed "partners." They would have countless lawsuits brought up against them, and fill the gaming community with inaccurate rumors and "vapor-ware" for the sole purpose of detracting public attention away from competitors. Ultimately, Nintendo would be brought up on charges of monopolizing, price fixing, and anti-trust violations by District Attorneys from all fifty states, and lose. However, most will agree, that the real loser in all of these battles, was the customer.

 

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