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1993

29 games in archive from 1993

Doom Arrives, the CD-ROM Opens Up, and the Next Generation Stumbles In

id Software released Doom as shareware in December 1993 and redefined what a video game could be: terrifying, viscerally kinetic, and networked for multiplayer deathmatch. The CD-ROM drive arrived as standard equipment on new PCs and gave developers storage capacities that enabled full-motion video, recorded speech, and orchestral music. The 3DO and Atari Jaguar launched as the first would-be 32-bit home consoles, both failing to crack the market but establishing the competitive pressure that would force Sony and Sega to accelerate their own 32-bit plans.

Doom Launches as Shareware (December 1993)
id Software released the shareware episode of Doom on 10 December 1993. Estimated to have been installed on 10 million computers within two years, it was for a time the most widely distributed piece of software on the planet.
3DO Launches at $699
The 3DO Interactive Multiplayer launched in North America in October 1993 at $699 — far beyond what most consumers would pay for a game console. Despite impressive hardware, the price and sparse launch software doomed the platform.
Atari Jaguar: "Do the Math"
Atari launched the Jaguar in November 1993 with the tagline "Do the Math" (64 bits vs. 16 bits), but its development tools were poor, its launch library thin, and its controller universally criticised. It would sell fewer than 250,000 units lifetime.
CD-ROM Becomes Standard on New PCs
By the end of 1993, CD-ROM drives were shipping as standard equipment on most new consumer PCs, enabling a generation of multimedia and adventure games that used full-motion video, recorded speech, and Red Book audio.
Myst Sells 6 Million Copies
Cyan's Myst, released in September 1993, used the CD-ROM's storage capacity to deliver a pre-rendered 3D world of extraordinary visual quality and sold more than 6 million copies, becoming the best-selling PC game of all time until 2002.

Doom and the Redefinition of Action Gaming

Doom did everything Wolfenstein 3D had done and made it feel obsolete. John Carmack's engine introduced non-orthogonal walls, variable floor and ceiling heights, outdoor environments, flickering lighting, and environmental detail that made the game's levels feel like actual spaces rather than mathematical abstractions. Sandy Petersen joined the team late in development and contributed maps of a different character to Romero's — larger, more labyrinthine, more interested in creating a sense of place — and the combination produced a game whose level design has been studied and imitated for thirty years. The gameplay addition that changed everything was deathmatch: networked multiplayer combat between human players over local area networks, which was simultaneously a technical achievement and a social phenomenon.

The deathmatch feature was almost an afterthought in development terms but it became the reason Doom spread across every corporate LAN in America. Office workers who would never have sought out a first-person shooter were discovering it because a colleague had installed it on the company network. System administrators wrote policies specifically targeting Doom. The game coined the phrase "running Doom" as a test of computational capability — if a device could run Doom, it was sufficiently powerful for most consumer purposes, a rubric applied to everything from scientific calculators to pregnancy tests by enthusiasts in subsequent decades. No other game has been more thoroughly integrated into the culture of computing as a field.

id Software's business model for Doom was the same shareware approach that had worked for Wolfenstein 3D: the first episode, Knee-Deep in the Dead, was free. The remaining two episodes of the original game were sold commercially. Players who found Doom on a bulletin board or received it on a floppy disk from a colleague were expected to pay for the full experience, and millions did. id Software grossed approximately $100 million from Doom and its sequel in the 1990s from a company of fewer than ten people. The economics of shareware game development — low distribution cost, viral spread, high conversion rate — proved that a small team with a technically superior product could outperform any publisher in the market.

The CD-ROM Era and Multimedia Gaming

The arrival of the CD-ROM as standard equipment on consumer PCs in 1993 produced an immediate flowering of a specific kind of game that had previously been impossible: the full-motion-video adventure. Companies from Sierra to Trilobyte to Digital Pictures produced games in which actors performed scenes in front of chroma-key backgrounds, the footage was compressed and stored on CD, and players navigated the narrative by choosing dialogue options or clicking on environmental hotspots. The technology was genuinely exciting — seeing real human faces in a video game was a novelty in 1993 — even if the gameplay was often minimal. Myst took a different approach, using the CD-ROM's storage capacity for pre-rendered still images of extraordinary quality rather than video, and created an experience of visual and intellectual richness that made it the best-selling PC game of the decade.

The CD-ROM also enabled a generation of music games, educational software, and reference products that used the disc's capacity for audio and visual data in ways that floppy-disk games could not approach. LucasArts released Day of the Tentacle in June 1993 with full voice acting for the first time in a LucasArts adventure game, and the talkie version of Monkey Island 2 demonstrated that spoken dialogue could enhance rather than merely supplement the adventure-game experience. The sound design of these games improved dramatically when developers no longer had to compress audio to fit on multiple floppy disks.

The console side of the CD-ROM story was more complicated. The Sega CD attachment for the Genesis and the PC Engine CD-ROM² both existed, but neither had achieved the mainstream adoption that would have made CD-based console gaming the standard. The 3DO attempted to launch a dedicated 32-bit CD-based console at $699 and failed commercially despite genuine technical merit. The lesson the industry drew from 1993 was that CD-based gaming was the future and that the challenge was to deliver it at a price point — below $300 — that mass-market consumers would accept. Sony and Sega were both working on answers to that question.

"Doom is just a game. A very, very good game." — Sandy Petersen, id Software level designer, 1993

Games from 1993

Aladdin
1990s

Aladdin

1993 · Platform

Genesis

Breath of Fire
1990s

Breath of Fire

1993 · RPG

SNES

Cannon Fodder
1990s

Cannon Fodder

1993 · Action Strategy

Amiga

Daytona USA
1990s

Daytona USA

1993 · Racing

Arcade

Disney's Aladdin (SNES)
1990s

Disney's Aladdin (SNES)

1993 · Platformer

SNES

Doom
1990s

Doom

1993 · Shooter

PC/DOS

Dracula X: Rondo of Blood
1990s

Dracula X: Rondo of Blood

1993 · Action Platformer

TurboGrafx-16

Fatal Fury Special
1990s

Fatal Fury Special

1993 · Fighting

Neo Geo

Gunstar Heroes
1990s

Gunstar Heroes

1993 · Run and Gun

Genesis

Hired Guns
1990s

Hired Guns

1993 · RPG Shooter

Amiga

Illusion of Gaia
1990s

Illusion of Gaia

1993 · Action RPG

SNES

Kirby's Adventure
1980s
▶ Play

Kirby's Adventure

1993 · Platform

NES

Mega Man X
1990s

Mega Man X

1993 · Platform / Action

SNES

Myst
1990s

Myst

1993 · Adventure / Puzzle

PC

NBA Jam
1990s

NBA Jam

1993 · Sports

Arcade

Phantasy Star IV: The End of the Millennium
1990s

Phantasy Star IV: The End of the Millennium

1993 · RPG

Genesis

Rocket Knight Adventures
1990s

Rocket Knight Adventures

1993 · Platform / Action

Genesis

Samurai Shodown
1990s

Samurai Shodown

1993 · Fighting

Neo Geo

Samurai Shodown
1990s

Samurai Shodown

1993 · Fighting

Neo Geo

Secret of Mana
1990s

Secret of Mana

1993 · Action RPG

SNES

Shining Force II: Ancient Sealing
1990s

Shining Force II: Ancient Sealing

1993 · Strategy RPG

Genesis

Shinobi III: Return of the Master Ninja
1990s

Shinobi III: Return of the Master Ninja

1993 · Action / Platform

Genesis

Shockwave: Operation Jumpgate
1990s

Shockwave: Operation Jumpgate

1993 · Space Shooter

3DO

Star Fox
1990s

Star Fox

1993 · Rail Shooter

SNES

Sunset Riders
1990s

Sunset Riders

1993 · Run-and-gun

SNES

Super Bomberman
1990s

Super Bomberman

1993 · Action

SNES

The Chaos Engine
1990s

The Chaos Engine

1993 · Top-Down Shooter

Amiga

The Legend of Zelda: Link's Awakening
1990s

The Legend of Zelda: Link's Awakening

1993 · Action-Adventure

Game Boy

Virtua Fighter
1990s

Virtua Fighter

1993 · Fighting

Arcade