Shoot 'em up
Shoot'em up is a subgenre of the shooter genre of video games. There is no consensus as to; some restrict the definition to games featuring spacecraft and certain types of character movement. The genre's roots can be traced back to Spacewar!, one of the earliest computer games, developed in 1962. The shoot'em up genre was established by the hit arcade game Space Invaders, which popularised and set the general template for the genre in 1978, the genre was further developed by arcade hits such as Asteroids and Galaxian in 1979. Shoot'em ups were popular throughout early 1990s. In the mid-1990s, shoot'em ups became a niche genre based on design conventions established in the 1980s, catered to specialist enthusiasts in Japan. "Bullet hell" games are a subgenre that features overwhelming numbers of enemy projectiles in visually impressive formations. A "shoot'em up" known as a "shmup" or "STG", is a game in which the protagonist combats a large number of enemies by shooting at them while dodging their fire.
The controlling player must rely on reaction times to succeed. Beyond this, critics differ on which design elements constitute a shoot'em up; some restrict the genre to games using fixed or scrolling movement. Others widen the scope to include games featuring such protagonists as robots or humans on foot, as well as including games featuring "on-rails" and "run and gun" movement. Mark Wolf restricts the definition to games featuring multiple antagonists, calling games featuring one-on-one shooting "combat games". Critics described any game where the primary design element was shooting as a "shoot'em up", but shoot'em ups became a specific, inward-looking genre based on design conventions established in those shooting games of the 1980s. Shoot'em ups are a subgenre of shooter game, in turn a type of action game; these games are viewed from a top-down or side-view perspective, players must use ranged weapons to take action at a distance. The player's avatar is a vehicle under constant attack. Thus, the player's goal is to shoot as as possible at anything that moves or threatens them.
In some games, the player's character can withstand some damage. The main skills required in shoot'em ups are memorising enemy attack patterns; some games feature overwhelming numbers of enemy projectiles and the player has to memorise their patterns to survive. These games belong to one of the fastest-paced video game genres. Large numbers of enemy characters are featured; these enemies may behave in a certain way dependent on their type, or attack in formations that the player can learn to predict. The basic gameplay tends to be straightforward and many games offset this with boss battles and a variety of weapons. Shoot'em ups have realistic physics. Characters can change direction with no inertia, projectiles move in a straight line at constant speeds; the player's character can collect "power-ups" which may afford the character greater protection, an "extra life", or upgraded weaponry. Different weapons are suited to different enemies, but these games keep track of ammunition; as such, players tend to fire indiscriminately, their weapons only damage legitimate targets.
Shoot'em ups are categorized by design elements viewpoint and movement:Fixed shooters restrict the protagonist to a single axis of motion, enemies attack in a single direction, each level is contained within a single screen. Atari's Centipede is a hybrid, in that the player can move but that movement is constrained to a small area at the bottom of the screen, the game otherwise meets the fixed shooter definition. Tube shooters feature craft flying through an abstract tube, such as Gyruss. Rail shooters limit the player to moving around the screen. Examples include Space Harrier, Captain Skyhawk, Star Wars: Rebel Assault, Panzer Dragoon, Star Fox 64, Sin and Punishment. Light-Gun games that are "on-rails" are not in the shoot-em-up category but the FPS category, the term has been applied to scripted events in first-person shooters such as Call of Duty. Scrolling shooters include horizontal scrolling games. Vertically scrolling shooters: In a vertically scrolling shoot'em up, the action is viewed from above and scrolls up the screen.
Horizontally scrolling shooters: In a "horizontal shooter" or "side-scrolling shooter", the action is viewed side-on and scrolls horizontally. Isometrically scrolling shooters: A small number of scrolling shooters, such as Sega's Zaxxon, feature an isometric point of view. Multidirectional shooters feature 360 degree movement where the protagonist may rotate and move in any direction. Multidirectional shooters with one joystick for movement and one joystick for firing in any direction independent of movement are called "twin-stick shooters."Bullet hell is a shoot'em up in which the entire screen is almost fille
Super Nintendo Entertainment System
The Super Nintendo Entertainment System known as the Super NES or Super Nintendo, is a 16-bit home video game console developed by Nintendo, released in 1990 in Japan and South Korea, 1991 in North America, 1992 in Europe and Australasia, 1993 in South America. In Japan, the system is called the Super Famicom. In South Korea, it was distributed by Hyundai Electronics; the system was released in Brazil on August 1993, by Playtronic. Although each version is the same, several forms of regional lockout prevent the different versions from being compatible with one another; the SNES is Nintendo's second programmable home console, following the Nintendo Entertainment System. The console introduced advanced graphics and sound capabilities compared with other systems at the time; the development of a variety of enhancement chips integrated in game cartridges helped to keep it competitive in the marketplace. The SNES was a global success, becoming the best-selling console of the 16-bit era despite its late start and the intense competition it faced in North America and Europe from Sega's Genesis console.
The SNES remained popular well into the 32-bit era having sold 49.1 million worldwide by the time it was discontinued in 2003.. It continues to be popular among collectors and retro gamers, some of whom still make homebrew ROM images, in addition to its popularity in Nintendo's emulated rereleases, such as on the Virtual Console and the Super NES Classic Edition. To compete with the popular Family Computer in Japan, NEC Home Electronics launched the PC Engine in 1987, Sega followed suit with the Mega Drive in 1988; the two platforms were launched in North America in 1989 as the TurboGrafx-16 and the Sega Genesis, respectively. Both systems were built on 16-bit architectures and offered improved graphics and sound over the 8-bit NES. However, it took several years for Sega's system to become successful. Nintendo executives were in no rush to design a new system, but they reconsidered when they began to see their dominance in the market slipping. Designed by Masayuki Uemura, the designer of the original Famicom, the Super Famicom was released in Japan on Wednesday, November 21, 1990 for 25,000 yen.
It was an instant success. The system's release gained the attention of the Yakuza, leading to a decision to ship the devices at night to avoid robbery. With the Super Famicom outselling its rivals, Nintendo reasserted itself as the leader of the Japanese console market. Nintendo's success was due to the retention of most of its key third-party developers, including Capcom, Tecmo, Square and Enix. Nintendo released the Super Nintendo Entertainment System, a redesigned version of the Super Famicom, in North America for $199, it began shipping in limited quantities on August 23, 1991, with an official nationwide release date of September 9, 1991. The SNES was released in the United Kingdom and Ireland in April 1992 for £150, with a German release following a few weeks later. Most of the PAL region versions of the console use the Japanese Super Famicom design, except for labeling and the length of the joypad leads; the Playtronic Super NES in Brazil, although PAL-M, uses the North American design.
Both the NES and SNES were released in Brazil in 1993 by Playtronic, a joint venture between the toy company Estrela and consumer electronics company Gradiente. The SNES and Super Famicom launched with few games, but these games were well received in the marketplace. In Japan, only two games were available: Super Mario World and F-Zero. In North America, Super Mario World launched as a bundle with the console; the rivalry between Nintendo and Sega resulted in what has been described as one of the most notable console wars in video game history, in which Sega positioned the Genesis as the "cool" console, with games aimed at older audiences, advertisements that attacked the competition. Nintendo however, scored an early public relations advantage by securing the first console conversion of Capcom's arcade classic Street Fighter II for SNES, which took over a year to make the transition to the Genesis. Despite the Genesis's head start, much larger library of games, lower price point, the Genesis only represented an estimated 60% of the American 16-bit console market in June 1992, neither console could maintain a definitive lead for several years.
Donkey Kong Country is said to have helped establish the SNES's market prominence in the latter years of the 16-bit generation, for a time, maintain against the PlayStation and Saturn. According to Nintendo, the company had sold more than 20 million SNES units in the U. S. According to a 2014 Wedbush Securities report based on NPD sales data, the SNES outsold the Genesis in the U. S. market. During the NES era, Nintendo maintained exclusive control over games released for the system—the company had to approve every game, each third-party developer could only release up to five games per year, those games could not be released on another console within two years, Nintendo was the exclusive manufacturer and supplier of NES cartridges
SonSon is an arcade video game by Capcom released in July 1984. It is loosely based on the Chinese novel Journey to the West; the player assumes the role of a monkey boy and fights their way from one side to another reaching the statue of Buddha. One battles bats and mad bombers along the way with his stout fighting rod that shoots balls of fire; the game was ported from the arcade to the Family Computer in Japan. A sequel, titled SonSon II, was released for the PC Engine; the game is a 2-D sidescrolling platformer. The screen scrolls automatically; the screen features six continuous platforms that feature small gaps. Sonson and Tonton walk automatically across these platforms. Pressing up or down will cause them to jump up or down to the next platform. Pressing left causes them to move more than the screen scrolls continuing to move forward but at a reduced pace. Pressing right does the opposite - SonSon and TonTon will move across the platforms faster than the screen scrolls; the duo have only one attack - the ability to fire energy blasts from their staves.
Touching an enemy or an unfriendly projectile causes the player to lose a life. If a player has any additional lives, they will return to the screen riding on a cloud that will give them temporary invincibility. If the player presses the control stick in any direction, the cloud will disappear and the character will resume its usual walking mode; the cloud will disappear on its own if the control stick is not used. Power-ups come in the form of various fruits. Gathering certain fruit will cause all enemies on a screen to turn into point-bearing fruits. Walking across certain platforms will randomly cause a bamboo shoot to sprout, yielding many extra points, it is possible to play the game co-operatively with partner. The arcade version is included in the compilations Capcom Generation 3 for PlayStation and Sega Saturn, Capcom Classics Collection for the PlayStation 2 and Xbox, Capcom Classics Collection Reloaded for the PlayStation Portable and Capcom Coin-Op Classics by Hanaho games included with the HotRod controller for the PC.
It was released on the Wii Virtual Console in Japan on September 7, 2010, in North America on December 6, 2010 and in the PAL region on December 17, 2010. Capcom's Street Fighter Alpha feature a shop called SonSon in the Guy stage; this same shop is featured in stages from Super Puzzle Fighter II Turbo and Capcom vs. SNK: Millennium Fight 2000. In Marvel vs. Capcom 2: New Age of Heroes there is a character named SonSon, the granddaughter of the main character of the same name; the arcade version is notable for being Capcom's debut in the US in 1984. SonSon at the Killer List of Videogames
An arcade game or coin-op game is a coin-operated entertainment machine installed in public businesses such as restaurants and amusement arcades. Most arcade games are video games, pinball machines, electro-mechanical games, redemption games or merchandisers. While exact dates are debated, the golden age of arcade video games is defined as a period beginning sometime in the late 1970s and ending sometime in the mid-1980s. Excluding a brief resurgence in the early 1990s, the arcade industry subsequently declined in the Western hemisphere as competing home video game consoles such as the Sony PlayStation and Microsoft Xbox increased in their graphics and game-play capability and decreased in cost; the first popular "arcade games" included early amusement-park midway games such as shooting galleries, ball-toss games, the earliest coin-operated machines, such as those that claimed to tell a person's fortune or that played mechanical music. The old Midways of 1920s-era amusement parks provided the inspiration and atmosphere for arcade games.
In the 1930s the first coin-operated pinball machines emerged. These early amusement machines differed from their electronic cousins in that they were made of wood, they lacked plungers or lit-up bonus surfaces on the playing field, used mechanical instead of electronic scoring-readouts. By around 1977 most pinball machines in production switched to using solid-state electronics both for operation and for scoring. In 1966 Sega introduced an electro-mechanical game called Periscope - an early submarine simulator and light gun shooter which used lights and plastic waves to simulate sinking ships from a submarine, it became an instant success in Japan and North America, where it was the first arcade game to cost a quarter per play, which would remain the standard price for arcade games for many years to come. In 1967 Taito released an electro-mechanical arcade game of their own, Crown Soccer Special, a two-player sports game that simulated association football, using various electronic components, including electronic versions of pinball flippers.
Sega produced gun games which resemble first-person shooter video games, but which were in fact electro-mechanical games that used rear image projection in a manner similar to the ancient zoetrope to produce moving animations on a screen. The first of these, the light-gun game Duck Hunt, appeared in 1969; that same year, Sega released an electro-mechanical arcade racing game, Grand Prix, which had a first-person view, electronic sound, a dashboard with a racing wheel and accelerator, a forward-scrolling road projected on a screen. Another Sega 1969 release, Missile, a shooter and vehicle-combat simulation, featured electronic sound and a moving film strip to represent the targets on a projection screen, it was the earliest known arcade game to feature a joystick with a fire button, which formed part of an early dual-control scheme, where two directional buttons are used to move the player's tank and a two-way joystick is used to shoot and steer the missile onto oncoming planes displayed on the screen.
In 1970 Midway released the game in North America as S. A. M. I.. In the same year, Sega released Jet Rocket, a combat flight-simulator featuring cockpit controls that could move the player aircraft around a landscape displayed on a screen and shoot missiles onto targets that explode when hit. In the course of the 1970s, following the release of Pong in 1972, electronic video-games replaced electro-mechanical arcade games. In 1972, Sega released an electro-mechanical game called Killer Shark, a first-person light-gun shooter known for appearing in the 1975 film Jaws. In 1974, Nintendo released Wild Gunman, a light-gun shooter that used full-motion video-projection from 16 mm film to display live-action cowboy opponents on the screen. One of the last successful electro-mechanical arcade games was F-1, a racing game developed by Namco and distributed by Atari in 1976; the 1978 video game Space Invaders, dealt a yet more powerful blow to the popularity of electro-mechanical games. In 1971 students at Stanford University set up the Galaxy Game, a coin-operated version of the video game Spacewar.
This ranks as the earliest known instance of a coin-operated video game. In the same year, Nolan Bushnell created the first mass-manufactured game, Computer Space, for Nutting Associates. In 1972, Atari was formed by Ted Dabney. Atari created the coin-operated video game industry with the game Pong, the first successful electronic ping pong video game. Pong proved to be popular, but imitators helped keep Atari from dominating the fledgling coin-operated video game market. Taito's Space Invaders, in 1978, proved to be the first blockbuster arcade video game, its success marked the beginning of the golden age of arcade video games. Video game arcades sprang up in shopping malls, small "corner arcades" appeared in restaurants, grocery stores and movie theaters all over the United States and other countries during the late 1970s and early 1980s. Space Invaders, Pac-Man, Battlezone and Bosconian were popular. By 1981, the arcade video game industry was worth US$8 billion. During the late 1970s and 1980s, chains such as Chuck E.
Cheese's, Ground Round and Busters, ShowBiz Pizza Place and Gatti's Pizza combined
Ghouls 'n Ghosts
Ghouls'n Ghosts is a side-scrolling platform game developed by Capcom and released as an arcade game in 1988, subsequently ported to a number of other platforms. It is the second game in the Ghosts'n Goblins series. 3 years after the events of the last game monsters and demons have returned and a beam of light struck through Princess Prin Prin taking her soul. Now its up to the knight Arthur to defeat the evil Lucifer and restore the souls of Prin Prin and the people; the gameplay for Ghouls'n Ghosts is similar to that of Goblins. The player controls the knight Arthur, who must advance through a series of eerie levels and defeat a number of undead and demonic creatures in his quest to restore all the people killed by Lucifer, including his beloved Princess Prin Prin, back to life. Along the way, Arthur can pick up a variety of weapons and armor to help him in his quest. While the core gameplay remains the same as its predecessor, the game now allows Arthur to fire directly upward and directly downward while in mid air.
By jumping in certain spots, players can cause a treasure chest to erupt from the ground. By firing his weapon at the chest, players may uncover new weapons, gold armor or an evil magician that changes Arthur into an elderly man or a helpless duck; the gold armor allows players to charge up the weapon to release a powerful magical attack. Each weapon has its own special attack, with the exception of the special weapon. Levels There are Lucifer's chamber at the end, considered a sixth level in itself. To defeat the game, Arthur must complete level 1 to 5 twice. Upon completing level's 1 to 5 the first time, Arthur is taken back to level 1 again but this time a special weapon appears during the game. To enter Lucifer's chamber the player must have this special weapon equipped, must have defeated the final Fly boss from level 5. After entering the final large door, the player goes directly to Lucifer's chamber. Level 1 – The Haunted Graveyard & The Floating Island. Level 2 – Village of Decay & The Town On Fire.
Level 3 – Baron Rankle's Tower & The Horrible Faced Mountains. Level 4 – The Crystal Cave & The Icy Descent. Level 5 – Lucifer's Castle Part 1 & Lucifer's Castle Part 2. Level 6 – Lucifer's Chamber; the original soundtrack for the arcade version was composed by Tamayo Kawamoto. Many computer ports of the game include the soundtrack by Tim Follin which consists of arrangements and some new songs. Follin's soundtrack – Commodore 64, Atari ST and Amiga versions – is respected among computer game music listeners and gained appreciation from reviewers when the game was published. Ports of Ghouls'n Ghosts were released in Europe in 1989 for the Amstrad CPC, Commodore Amiga, Atari ST, Commodore 64 and ZX Spectrum; these ports were all handled by Software Creations and all omit a great deal of detail from the arcade version on capable 32-Bit machines like the Amiga. A Sega Mega Drive/Genesis port of Ghouls'n Ghosts was released by Sega in 1989 in Japan and North America. MegaTech magazine noted that although it was a good game, they felt the price of £45 was too high, This version was re-released as a handheld TV game with Street Fighter II: Special Champion Edition in 2005 and as a downloadable Virtual Console game for the Wii in 2007.
Sega released a Master System port in 1990. This 8-bit version made changes to the game by introducing a power-up system that allows the player to enter secret shops and upgrade parts of their armor; this includes helmets, which give the player access to magic spells. The SuperGrafx port of Daimakaimura released by NEC Avenue in 1990 was one of the five games released for the short-lived system. A pixel perfect version of Daimakaimura was released by Capcom in 1994 for the Sharp X68000. In 1998, Capcom released Capcom Generation 2 for the PlayStation and Saturn in Japan, a compilation which included Ghouls'n Ghosts along with Ghosts'n Goblins and Super Ghouls'n Ghosts; the PlayStation version of this compilation was released as a bundle in Europe with three other volumes titled Capcom Generations under the title of Capcom Generations: Chronicles of Arthur. Capcom released in North America Capcom Classics Collection Vol. 1 for the PlayStation 2 and Xbox in 2005 and Capcom Classics Collection: Reloaded for the PlayStation Portable in 2006, which includes all the Capcom Generations titles.
The emulation on a number of these compilations is off, in that the screen display is too dark. Ghosts'n Goblins Ghouls'n Ghosts at the Killer List of Videogames The Ghosts'n Goblins Series Online Ghouls and Ghosts Remix Ghouls'n Ghosts at SpectrumComputing.co.uk
Japan is an island country in East Asia. Located in the Pacific Ocean, it lies off the eastern coast of the Asian continent and stretches from the Sea of Okhotsk in the north to the East China Sea and the Philippine Sea in the south; the kanji that make up Japan's name mean "sun origin", it is called the "Land of the Rising Sun". Japan is a stratovolcanic archipelago consisting of about 6,852 islands; the four largest are Honshu, Hokkaido and Shikoku, which make up about ninety-seven percent of Japan's land area and are referred to as home islands. The country is divided into 47 prefectures in eight regions, with Hokkaido being the northernmost prefecture and Okinawa being the southernmost one; the population of 127 million is the world's tenth largest. 90.7 % of people live in cities. About 13.8 million people live in the capital of Japan. The Greater Tokyo Area is the most populous metropolitan area in the world with over 38 million people. Archaeological research indicates; the first written mention of Japan is in Chinese history texts from the 1st century AD.
Influence from other regions China, followed by periods of isolation from Western Europe, has characterized Japan's history. From the 12th century until 1868, Japan was ruled by successive feudal military shōguns who ruled in the name of the Emperor. Japan entered into a long period of isolation in the early 17th century, ended in 1853 when a United States fleet pressured Japan to open to the West. After nearly two decades of internal conflict and insurrection, the Imperial Court regained its political power in 1868 through the help of several clans from Chōshū and Satsuma – and the Empire of Japan was established. In the late 19th and early 20th centuries, victories in the First Sino-Japanese War, the Russo-Japanese War and World War I allowed Japan to expand its empire during a period of increasing militarism; the Second Sino-Japanese War of 1937 expanded into part of World War II in 1941, which came to an end in 1945 following the Japanese surrender. Since adopting its revised constitution on May 3, 1947, during the occupation led by SCAP, the sovereign state of Japan has maintained a unitary parliamentary constitutional monarchy with an Emperor and an elected legislature called the National Diet.
Japan is a member of the ASEAN Plus mechanism, UN, the OECD, the G7, the G8, the G20, is considered a great power. Its economy is the world's third-largest by nominal GDP and the fourth-largest by purchasing power parity, it is the world's fourth-largest exporter and fourth-largest importer. Japan benefits from a skilled and educated workforce. Although it has renounced its right to declare war, Japan maintains a modern military with the world's eighth-largest military budget, used for self-defense and peacekeeping roles. Japan is a developed country with a high standard of living and Human Development Index, its population enjoys the highest life expectancy and third lowest infant mortality rate in the world, but is experiencing issues due to an aging population and low birthrate. Japan is renowned for its historical and extensive cinema, influential music industry, video gaming, rich cuisine and its major contributions to science and modern technology; the Japanese word for Japan is 日本, pronounced Nihon or Nippon and means "the origin of the sun".
The character nichi means "sun" or "day". The compound therefore means "origin of the sun" and is the source of the popular Western epithet "Land of the Rising Sun"; the earliest record of the name Nihon appears in the Chinese historical records of the Tang dynasty, the Old Book of Tang. At the end of the seventh century, a delegation from Japan requested that Nihon be used as the name of their country; this name may have its origin in a letter sent in 607 and recorded in the official history of the Sui dynasty. Prince Shōtoku, the Regent of Japan, sent a mission to China with a letter in which he called himself "the Emperor of the Land where the Sun rises"; the message said: "Here, I, the emperor of the country where the sun rises, send a letter to the emperor of the country where the sun sets. How are you". Prior to the adoption of Nihon, other terms such as Yamato and Wakoku were used; the term Wa is a homophone of Wo 倭, used by the Chinese as a designation for the Japanese as early as the third century Three Kingdoms period.
Another form of Wa, Wei in Chinese) was used for an early state in Japan called Nakoku during the Han dynasty. However, the Japanese disliked some connotation of Wa 倭, it was therefore replaced with the substitute character Wa, meaning "togetherness, harmony"; the English word Japan derives from the historical Chinese pronunciation of 日本. The Old Mandarin or early Wu Chinese pronunciation of Japan was recorded by Marco Polo as Cipangu. In modern Shanghainese, a Wu dialect, the pronunciation of characters 日本; the old Malay word for Japan, Japun or Japang, was borrowed from a southern coastal Chinese dialect Fukienese or Ningpo – and this Malay word was encountered by Portuguese traders in Southeast Asia in the 16th century. These Early Portuguese traders brought the word
3DO Interactive Multiplayer
The 3DO Interactive Multiplayer called the 3DO, is a home video game console platform developed by The 3DO Company. Conceived by entrepreneur and Electronic Arts founder Trip Hawkins, the 3DO was not a console manufactured by the company itself, but a series of specifications designed by Dave Needle and R. J. Mical of New Technologies Group, that could be licensed by third parties. Panasonic produced the first models in 1993, further renditions of the hardware were released in 1994 by GoldStar and in 1995 by Sanyo. Despite a promoted launch and a host of cutting-edge technologies, the 3DO's high price and an oversaturated console market prevented the system from achieving success comparable to veteran competitors Sega and Nintendo; as a result, it was discontinued in late 1996. The 3DO Interactive Multiplayer was conceived by The 3DO Company, founded in 1991 by Electronic Arts founder Trip Hawkins; the company's objective was to create a next-generation, CD-based video game/entertainment standard which would be manufactured by various partners and licensees.
To game publishers, the low US$3 royalty rate per game was a better deal than the higher royalties paid to Nintendo and Sega when making games for their consoles. The 3DO hardware itself was designed by Dave Needle and R. J. Mical, starting from an outline on a restaurant napkin in 1989. Trip Hawkins was a long-time acquaintance of Needle and Mical and found that their design closely fit his philosophy for architecture and approach, so he decided that "Rather than me start a brand new team and starting from scratch it just made a lot of sense to... join forces with them and shape what they were doing into what I wanted it to be."The 3DO Company lacked the resources to manufacture consoles, instead licensed the hardware to other companies for manufacturing. Trip Hawkins recounted that they approached every electronics manufacturer, but that their chief targets were Sony and Panasonic, the two largest consumer electronics companies in the world. However, Sony had begun development on their own console, the PlayStation, decided to continue work on it rather than sign with 3DO.
According to former Sega CEO Tom Kalinske The 3DO Company was engaged in serious talks for Sega to become involved with the 3DO. However, it was passed on by Sega due to concerns over cost. Panasonic launched the 3DO with its FZ-1 model in 1993, though Goldstar and Sanyo would manufacture the 3DO as well. Companies who obtained the hardware license but never sold 3DO units include Samsung, AT&T, who went so far as to build prototype AT&T 3DO units and display them at the January 1994 Consumer Electronics Show. Licensing to independent manufacturers made the system expensive; the manufacturers had to make a profit on the hardware itself, whereas most major game console manufacturers, such as Sega and Sony, sold their systems at a loss, with expectations of making up for the loss with software sales. The 3DO was priced at US$699, far above competing game systems and aimed at high-end users and early adopters. Hawkins has argued that 3DO was launched at $599, not "higher myths that are reported."
In a interview, Hawkins clarified that while the suggested retail price was $699, not all retailers sold the system at that price. Goldstar and Panasonic's models were less expensive to manufacture than the FZ-1 and were sold for lower prices. For example, the Goldstar model launched at $399. In addition, after six months on the market, the price of the FZ-1 had dropped to $499, leading some to contend that the 3DO's cost was not as big a factor in its market failure as is claimed. Hawkins claimed that the console was HDTV-capable, that the company could use its technology for a set-top box. Computer Gaming World reported in January 1994 that 3DO "is poised for an avalanche of software support to appear in the next 12 months", unlike the Atari Jaguar and Pioneer LaserActive; the magazine predicted that "If 3DO's licensees can get enough machines and software out in the market, this could well become the interactive gamer's entry level machine" and "the ideal plug and play solution for those of us who are tired of playing circuit board roulette with our personal computers".
Electronic Arts promoted the console in two-page advertisements, describing it as a "technological leap" and promising "twenty new titles... over the next twelve months". The launch of the platform in October 1993 received a great deal of attention in the press as part of the "multimedia wave" in the computer world at the time. Return Fire, Road Rash, FIFA International Soccer, Jurassic Park Interactive had been slated for launch releases but were pushed to mid-1994 due to the developers' struggles with the then-cutting-edge hardware. Moreover, the 3DO Company made continued updates to the console hardware up to the system's release, which resulted in a number of third-party titles missing the launch date, in some cases by less than a month, because the developers weren't left enough time to test them on the finalized hardware; the only 3DO software available at launch was the third-party game Burn. Panasonic failed to manufacture an ample supply of the console in time for launch day, as a result most retail stores only received one or two units.
The system was released in Japan in March 1994 with an initial lineup of six games. The Japanese launch was moderately successful, with 70,000 units shipping to 10,000 stores. However, sales soon dropped and by 1995 the system was known in