Tennis for Two, Oscilloscope, 1958
Pacman, Arcade, 1980
Donkey Kong, NES, 1986
Sonic the Hedgehog, Sega Mega Drive/Genesis, 1991
Street Fighter II. SNES, 1991
Super Mario 64, Nintendo 64, 1996
Final Fantasy VII, Sony Playstation, 1997
Need for Speed: Hot Pursiut 2, Sony Playstation 2, 2002
Ecco the Dolphin, Sega Dreamcast, 2000
Super Smash Bros. Melee, Nintendo Game Cube, 2001
Wii Sports Golf, Nintendo Wii, 2006
God of War III, Sony Playstation 3, 2010
Rock Band, XBox 360, 2008
On a related topic, here's a good example of how a breakthroug technology delivers a better solution at 1/10 of the original price.
Cartridges are a very expensive medium, however, and many game developers resented Nintendo’s decision to continue using them. Sony’s licensing structure was built around a $10-per-game arrangement that included manufacturing disks, manuals, and packaging.
Compared to the cost of pressing CDs, manufacturing cartridges for Project Reality would be prohibitively expensive. At the time, it cost more than $20 to manufacture an 8-megabyte cartridge, compared to less than $2 to press a 640-megabyte CD. And the additional storage space on CDs could be used for video clips, animations, audio files, music, and larger games. -- The ultimate history of video games.
tags: lunchtalk, gaming, 10X, trade-off, breakthrough,