Engineering:Home video game console
A home video game console is a video game console that is designed to be connected to a display device, such as a television, and an external power source as to play video games. Home consoles are generally less powerful and customizable than personal computers, designed to have advanced graphics abilities but limited memory and storage space to keep the units affordable. While initial consoles were dedicated units with only a few games fixed into the electronic circuits of the system, most consoles since support the use of swappable game media, either through game cartridges, optical discs, or through digital distribution to internal storage.
There have been numerous home video game consoles since the first commercial unit, the Magnavox Odyssey in 1972. Historically these consoles have been grouped into generations lasting each about six years based on common technical specifications. As of 2024, there have been nine console generations, with the current leading manufacturers being Sony, Microsoft, and Nintendo, colloquially known as the "Big 3." Past console manufacturers have included Atari, Fairchild, Mattel, Coleco, Sega, NEC, 3DO, Fujitsu and SNK.
Overview
A home video game console is a predesigned piece of electronic hardware that is meant to be placed at a fixed location at one's home, connected to a display like a television screen or computer monitor, and to an external power source, to play video games on using one or more video game controllers. This differs from a handheld game console which will have a built-in screen, controller buttons/features, and a power supply like a battery or battery pack.
Earlier home consoles were typically built from a selection of standard and highly customized integrated computer chips, packaged onto circuit boards and cases. Over time, home console design has converged to a degree with personal computers, using similar component and system design, including standardization with main computer chip architecture. Consoles remain as fixed systems, lacking the customization options that personal computer components have, and most consoles include customized components to maximize space and reduce power consumption to provide the best performance for game playing, while lowering costs with reduced storage and memory configurations.[1]
Home video game consoles typically can play a multitude of games, offered either as game cartridges (or ROM cartridges), on optical media like CD-ROM or DVD, or obtained by digital distribution. Early consoles, also considered dedicated consoles, had games that were fixed in the electronic circuitry of the hardware. Some facets may be controlled by switching external controls on the console but the games could not be changed themselves.
Most home consoles require a separate game controller, and may support multiple controllers for multiplayer games. Some console games can only be played with special, unconventional game controllers, such as light guns for rail shooters and guitar controllers for music games. Some consoles also possess the ability to connect and interface with a particular handheld game system, which certain games can leverage to provide alternate control schemes, second screen gameplay elements, exclusive unlockable content or the ability to transfer certain game data.
History
The first commercial video game console was the Magnavox Odyssey, developed by Ralph H. Baer and first released commercially in 1972. It was shortly followed by the release of the home version of Pong by Atari Inc. in 1975 based on the arcade game. A number of clones of both systems rushed to fill the nascent home console market and the video game industry suffered a small recession in 1977 due to this.
The Fairchild Channel F, released in 1976, was the first console to use game cartridges, which was then used by the Atari VCS and several other consoles of the second generation and led to a second boom in the video game industry in the United States and around the globe. During this time, Atari Inc. had been sold to Warner Communications, and due to a change of leadership, several programmers left the company and founded Activision, becoming the first third-party developer. Activision's success led to a rush of new developers creating games without any publishing controls for these systems. The market became flooded with poor quality games, and combined with the rising popularity of the personal computer and the economic recession of the early 1980s, led to the video game crash of 1983 in the U.S. market. Nintendo, which had released its Famicom console in Japan that year, took several cautionary steps to limit game production to only licensed games, and was able to introduce the Famicom, rebranded as the Nintendo Entertainment System (NES) in 1985 into the U.S. market. The NES helped to revive the console market and gave Nintendo dominance during the late 1980s.
Sega took advantage of the newfound U.S. growth to market its Sega Genesis against the Super Nintendo Entertainment System in the early 1990s in the so-called "console wars" and emphasized the notion of "bits" as a major selling point for consumers. The consumer adoption of optical discs with larger storage capacity in the mid-1995 led many console manufactures to move away from cartridges to CD-ROMs and later to DVDs and other formats, with Sony's PlayStation line introducing even more features that gave it an advantage in the market; the PlayStation 2, released in 2000, remains the best-selling console to date with over 155 million units sold. Microsoft, fearing that the PlayStation 2 was threatening the competitive edge of the personal computer, entered the console space with its Xbox line in 2001. Internet connectivity had become commonplace by the mid-2000s, and nearly all home consoles supported digital distribution and online service offerings by the 2010s.
With Sony and Microsoft's dominance in hardware capabilities, most other major manufacturers have since dropped out of the hardware business, but maintain a presence in the game development and licensing space. Nintendo remains the only competitor having taken a blue ocean strategy by offering more original console concepts such as motion sensing in the Wii and the hybrid design of the Nintendo Switch.
Within the home video game console market, the leading consoles have often been grouped into generations, consoles that were major competitors in the marketplace. There have been nine generations of consoles since the 1970s, with a new generation appearing about every five years in accordance with Moore's law.
List of home video game consoles
There are more than 1000 home video game consoles known to exist, the vast majority of which were released during the first generation: only Script error: No such module "Table row counter". home video game consoles were released between the second and current generation, Script error: No such module "Table row counter". were canceled.[note 1] This list is divided into console generations which are named based on the dominant console type of the era, though not all consoles of those eras are of the same type. Some eras are referred to based on how many bits a major console could process. The "128-bit era" (sixth generation) was the final era in which this practice was widespread.
This list only counts the first iteration of each console's hardware, because several systems have had slim, enhanced or other hardware revisions, but they are not individually listed here. The list also includes unreleased systems. If a series of home video game consoles begins in a generation and lasts to another generation, it is listed in the generation the series began. This list does not claim to be complete.
This list does not include other types of video game consoles such as handheld game consoles, which are usually of lower computational power than home consoles due to their smaller size, microconsoles, which are usually low-cost Android-based devices that rely on downloading, retro style consoles, or dedicated consoles past the first generation, which have games built in and do not use any form of physical media. Consoles have been redesigned from time to time to improve their market appeal. Redesigned models are not listed on their own.
The list omits the more than 900 home video game consoles known to have been released in the first generation of video game consoles, those that were generally game consoles for a single dedicated game, such as home Pong consoles. Documented consoles of this generation can be found at list of first generation home video game consoles.
Released systems
Name | Release date | Manufacturer | Units sold | CPU | "Bits" |
---|---|---|---|---|---|
Fairchild Channel F | 1976-11 | Fairchild (U.S.) | 250000 ca. 250,000
|
Fairchild F8 | 8-bit (CPU) |
RCA Studio II | 1977-01 | RCA (U.S.) | 60000 ca. 60,000
|
RCA 1802 | 8-bit (CPU) |
Bally Astrocade | 1978-04 | Midway (U.S.) | ? | Zilog Z80 | 8-bit (CPU) |
Atari 2600 | 1977-09-11 | Atari Inc. (U.S.) | 30000000 ca. 30 million | MOS Technology 6507 | 8-bit (CPU) |
APF-MP1000 | 1978-01-01 | APF (U.S.) | 50000 > 50,000
|
Motorola 6800 | 8-bit (CPU) |
Champion 2711 | 1978 | Unisonic (U.S.) | ? | General Instrument CP1610 | 16-bit (CPU) |
Interton VC 4000 | Interton (Germany) | ? | Signetics 2650A | 8-bit (CPU) | |
Palladium Tele-Cassetten Game | Palladium (Germany) | ? | |||
1292 Advanced Programmable Video System | Audiosonic | ? | Signetics 2650AI | 8-bit (CPU) | |
Magnavox Odyssey 2 | 1978-12 | Magnavox (U.S.) / Philips (Netherlands) | ? | Intel 8048 | 8-bit (CPU) |
APF Imagination Machine | 1979 | APF (U.S.) | ? | Motorola 6800 | 8-bit (CPU) |
Bandai Super Vision 8000 | Bandai (Japan) | ? | NEC D780C | 8-bit (CPU) | |
Intellivision | 1980 | Mattel Electronics (U.S.) | 3000000 ca. 3 million
|
General Instrument CP1610 | 16-bit (CPU) |
VTech CreatiVision | 1981 | VTech (Hong Kong) | ? | Rockwell 6502 | 8-bit (CPU) |
Epoch Cassette Vision | 1981-07-30 | Epoch (Japan) | 400000 ca. 400,000
|
NEC uPD77xx | ? |
Arcadia 2001 and its variants and clones | 1982 (Arcadia 2001) | Emerson Radio (U.S.) | ? | Signetics 2650 | 8-bit (CPU) |
SHG Black Point | 1982 | Süddeutsche Elektro-Hausgeräte GmbH & Co. KG (Germany) | ? | ? | ? |
ColecoVision | 1982-08 | Coleco (U.S.) | 2000000 ca. 2 million
|
Zilog Z80 | 8-bit (CPU) |
Atari 5200 | 1982-11 | Atari Inc. (U.S.) | 1000000 ca. 1 million
|
MOS 6502C @ 1.79 MHz | 8-bit (CPU) |
Vectrex | 1982-11 | GCE/Milton Bradley Company (U.S.) | ? | Motorola MC68A09 | 8-bit/16-bit (CPU) |
Compact Vision TV Boy | 1983-10 | Gakken (Japan) | Motorola MC6801 | 8-bit (CPU) | |
Videopac+ G7400[lower-alpha 1] | 1983 | Philips (Netherlands) | ? | Intel 8048 @ 5.91 MHz | 8-bit |
My Vision | Nichibutsu (Japan) | ? | ? | ||
Pyuuta Jr. | 1983-04 | Tomy (Japan) | TMS9995 | 16-bit | |
Sega SG-1000 | 1983-07-15 | Sega (Japan) | 2000000 ca. 2 million
|
Zilog Z80 @ 3.58 MHz | 8-bit |
NES/Family Computer (Famicom) | 1983-07-15 | Nintendo (Japan) | 61910000 61.91 million
|
Ricoh 2A03 processor (MOS Technology 6502 core) | 8-bit |
PV-1000 | 1983-10 | Casio (Japan) | ? | Z80A clocked at 3.579 MHz | 8-bit |
Epoch Super Cassette Vision | 1984-07-17 | Epoch (Japan) | 300000 300,000
|
NEC PD7801G | 8-bit (CPU) |
Bridge Companion | 1985 | BBC/Heber (UK) | ? | Zilog Z80 | 8-bit |
Video Art | LJN (U.S.) | ? | ? | ||
Zemmix | Daewoo Electronics (South Korea) | Zilog Z80 | 8-bit | ||
Sega Mark III/Master System | 1985-10-20 | Sega (Japan), Tec Toy (Brazil) | 13000000 ca. 13 million
|
Zilog Z80 @ 4 MHz | 8-bit |
Family Computer Disk System[lower-alpha 2] | 1986-02-21 | Nintendo (Japan) | 4440000 4.44 million
|
Ricoh 2A03 processor (MOS Technology 6502 core) | 8-bit |
Videosmarts[3] | 1986 | Connor Electronics (U.S.) (1986–1988), VTech (Hong Kong) (1989–1990) | ? | ? | ? |
Atari 7800 | 1986-05 | Atari Corporation (U.S.) | Atari SALLY | 8-bit | |
Atari XEGS | 1987 | Atari Corporation (U.S.) | 2000000 ca. 2 million
|
MOS Technology 6502C | |
Video Challenger | Tomy/Bandai (Japan) | ? | ? | ||
Action Max | Worlds of Wonder (U.S.) | HD401010 | 8-bit | ||
View-Master Interactive Vision | 1988 | View-Master Ideal Group, Inc. (U.S.) | ? | ||
Terebikko | Bandai (Japan) | ? | |||
VTech Socrates | VTech (Hong Kong) | Zilog Z80A | 8-bit (CPU) | ||
Video Driver | 1988-10[4] | Sega (Japan) | ? | ||
Amstrad GX4000 | 1990-09 | Amstrad (UK) | 14000 ca. 14,000
|
Zilog Z80 @ 4 MHz | 8-bit |
Commodore 64 Games System | 1990-12 | Commodore (Canada) | 20000 ca. 20,000
|
MOS Technology 8500 @ 0.985 MHz | |
PC Engine/TurboGrafx-16 | 1987-10-30 | NEC/Hudson Soft (Japan) | 10000000 ca. 10 million
|
Hudson Soft HuC6280 | 16-bit (8-bit CPU, 16-bit graphics) |
Sega Genesis/Mega Drive | 1988-10-29 | Sega (Japan) | 35250000 35.25 million
|
Motorola 68000 @ 7.6 MHz, Zilog Z80 @ 3.58 MHz | 16-bit (16/32 bit processor, 16 bit graphics) |
TurboGrafx-CD/CD-ROM² | 1988-12-04 | NEC (Japan) | 1920000 1.92 million
|
? | 16-bit (8-bit processor, 16-bit graphics) |
PC Engine2/SuperGrafx | 1989-12-08 | NEC (Japan) | 75000 ca. 75,000
|
Hudson Soft HuC6280 | 16-bit (8-bit CPU, 16-bit graphics) |
Neo-Geo AES | 1990-04-26 | SNK (Japan) | 750000 ca. 750,000
|
Motorola 68000 @ 12 MHz, Zilog Z80A @ 4 MHz | 24-bit (16/32 bit processor, 24 bit graphics) |
Super NES/Super Famicom | 1990-11-21 | Nintendo (Japan) | 49100000 49.1 million
|
Ricoh 5A22 @ 3.58 MHz | 16-bit |
Commodore CDTV | 1991-03 | Commodore (Canada) | 54800 ca. 54,800
|
Motorola 68000 @ 7 MHz | 16-bit |
CD-i | 1991-12-03 | Various | 1500000 ca. 1.5 million
|
Philips SCC68070 @ 15.5 MHz | 16-bit (could be upgraded to 32-bit) |
Sega CD/Mega CD | 1991-12-12 | Sega (Japan) | 2240000 2.24 million
|
Motorola 68000 @ 12.5 MHz | 16-bit (16/32 bit processor, 16 bit graphics) |
Memorex VIS | 1992-06 | Memorex/Tandy Corp (U.S.) | 11000 ca. 11,000
|
Intel 80286 @ 12 MHz | 16-bit |
Sega Pico | 1993-06-26 | Sega/Majesco Entertainment (Japan) | 3800000 ca. 3.8 million
|
Motorola 68000 @ 7.6 MHz, Zilog Z80 @ 3.58 MHz | 16-bit |
Picno | 1992[5] | Konami(Japan) | ? | ? | ? |
Pioneer LaserActive | 1993-08-20 | Pioneer Corporation (Japan) | 10000 ca 10,000
|
? | |
Neo-Geo CD[lower-alpha 3] | 1994-09-09 | SNK (Japan) | 570000 570,000
|
Motorola 68000 @ 12 MHz, Zilog Z80 @ 4 MHz | 16-bit |
Satellaview | 1995-04-23 | Nintendo (Japan) | 100000 At least 100,000
|
? | 16-bit |
Super A'Can | 1995-10-25 | Funtech (Taiwan) | ? | Motorola 68000 @ 10.738635 MHz | |
FM Towns Marty | 1993-02-20 | Fujitsu (Japan) | 45000 ca. 45,000
|
AMD 386SX at 16 MHz | 32-bit |
Amiga CD32 | 1993-09-17 | Commodore (Canada) | 100000 ca. 100,000
|
Motorola 68EC020@ 14.18 MHz (PAL) 14.32 MHz (NTSC) | |
3DO Interactive Multiplayer | 1993-10-04 | Panasonic/Sanyo (Japan) GoldStar (South Korea) The 3DO Company (United States) | 2000000 ca. 2 million
|
RISC CPU ARM60 based on ARM architecture @ 12.5 MHz | |
Atari Jaguar | 1993-11-23 | Atari Corporation (U.S.) | 250000 ca. 250,000 | Motorola 68000 @ 13.295 MHz, Custom 32-bit graphics RISC "Tom" @ 26.59 MHz, Custom 32-bit sound RISC "Jerry" @ 26.59 MHz | 64-bit (64-bit graphics, 32-bit processor) |
CPS Changer | 1994 | Capcom (Japan) | ? | Motorola 68000 @ 10 MHz | 16-bit |
Playdia | 1994-09-23 | Bandai (Japan) | Toshiba TMP87C800F | 8-bit | |
Sega 32X | 1994-11-21 | Sega (Japan) | 800000 ca. 800,000
|
2 × SH-2 32-bit RISC @ 23 MHz | 32-bit |
Sega Saturn | 1994-11-22 | Sega (Japan) | 9260000 9.26 million
|
2× Hitachi SH-2 @ 28.6 MHz | 32-bit |
Sony PlayStation | 1994-12-03 | Sony (Japan) | 102490000 102.49 million
|
R3000 @ 33.8688 MHz | 32-bit |
PC-FX | 1994-12-23 | NEC (Japan) | 400000 ca. 400,000
|
NEC V810 | 32-bit |
Apple Bandai Pippin | 1995-03-28 | Bandai (Japan)/Apple Inc. (U.S.) | 42000 ca. 42,000
|
PowerPC 603 RISC (66 MHz) | |
Atari Jaguar CD | 1995-09-21 | Atari Corporation (U.S.) | ? | ? | 64-bit (uses Jaguar processors) |
Casio Loopy | 1995-10-19 | Casio (Japan) | RISC SH-1 (SH7021) | 32-bit | |
Nintendo 64 | 1996-06-23 | Nintendo (Japan) | 32930000 32.93 million
|
NEC VR4300 @ 93.75 MHz | 64-bit |
Nintendo 64DD | 1999-12-01 | 15000 ca. 15,000
|
? | 32-bit co-processor (uses 64-bit N64 processor as main processor) | |
Dreamcast | 1998-11-27 | Sega (Japan) | 9130000 9.13 million
|
Hitachi SH-4 32-bit RISC @ 200 MHz | 128-bit (32-bit processor, 128-bit graphics) |
Nuon | 2000 | VM Labs (U.S.) Motorola/RCA (United States) Samsung (South Korea) Toshiba (Japan) | 25000 ca. 25,000
|
Nuon MPE hybrid stack processor | 128-bit (SIMD) |
PlayStation 2 | 2000-03-04 | Sony (Japan) | 155000000 155 million
|
Emotion Engine @ 294.912 MHz (launch), 299 MHz (newer models) | 128-bit (SIMD) |
GameCube | 2001-09-14 | Nintendo (Japan) | 21740000 21.74 million
|
IBM PowerPC Gekko @ 486 MHz | 32-bit (CPU)
128-bit (SIMD) |
Xbox | 2001-11-15 | Microsoft (U.S.) | 24000000 ca. 24 million
|
Custom 733 MHz Intel Pentium III "Coppermine-based" processor | 32-bit (CPU)
128-bit (SIMD) |
DVD Kids | 2002 | 3-Plus (Iceland)[8] | ? | ? | ? |
Xavix PORT | 2004 | SSD COMPANY LIMITED (Japan) | 8-bit,16-bit and 32-bit (depending on game cartridge) | ||
V.Smile | 2004-08-04 | VTech (Hong Kong) | ? | Sunplus SPG2xx | 16-bit |
Advanced Pico Beena | 2005 | Sega (Japan) | 4100000 ca. 4.1 million
|
ARM7TDMI clocked at 81 MHz | 32-bit (CPU) |
V.Smile Baby Infant Development System | 2006 | VTech (Hong Kong) | ? | ? | 128-bit |
Game Wave Family Entertainment System | 2005-10 | ZAPiT (Canada) | 70000 ca. 70,000 | Mediamatics 8611 | |
Xbox 360 | 2005-11-22 | Microsoft (U.S.) | 85800000 ca. 85.8 million | Big-endian architecture 3.2 GHz PowerPC Tri-Core Xenon | 64-bit CPU
128-bit extensions |
V.Flash | 2006-09 | VTech (Hong Kong) | ? | ARM-9 | 32-bit |
HyperScan | 2006-10-23 | Mattel (U.S.) | 10000 ca. 10,000
|
Sunplus SPG290 | 32-bit |
PlayStation 3 | 2006-11-11 | Sony (Japan) | 86900000 86.9 million | 3.2 GHz Cell Broadband Engine with 1 PPE & 7 SPEs | 64-bit CPU with set of 128-bit registers |
Wii | 2006-11-19 | Nintendo (Japan) | 101630000 101.63 million
(as of December 31, 2016)[15] |
PowerPC 750-based IBM PowerPC "Broadway" @ 729 MHz; 2.9 GFLOPS | 32-bit (CPU) |
EVO Smart Console | November 20, 2008 | Envizions (U..S.) | 10 At least 10
|
AMD 64x2 @ 2.9 GHz | 64-bit (CPU) |
Zeebo | 2009-05-25 | Zeebo Inc. (U.S.) / TecToy (Brazil) | ? | ARM11 / QDSP-5 in Qualcomm MSM SoC running at 528 MHz[16] | 32-bit (CPU) |
CT510 | April 29, 2012 | eedoo | ? | Unknown dual core at 1.8 GHz | |
Wii U | 2012-11-18 | Nintendo (Japan) | 13560000 13.56 million | PowerPC 750-based 1.24 GHz Tri-Core IBM PowerPC "Espresso" | 32-bit (CPU) |
PlayStation 4 | 2013-11-15 | Sony (Japan) | 115900000 115.9 million | Semi-custom 8-core AMD x86-64 Jaguar 1.6 GHz CPU (integrated into APU) | 64-bit (CPU) |
Xbox One | 2013-11-22 | Microsoft (U.S.) | 41000000 ca. 41 million | Custom 1.75 GHz AMD 8-core APU (2 quad-core Jaguar modules) | 64-bit (CPU) |
Nintendo Switch[lower-alpha 5] | 2017-03-03 | Nintendo (Japan) | 129530000 129.53 million | Octa-core (4×ARM Cortex-A57 & 4×ARM Cortex-A53) @ 1.020 GHz | 64-bit (CPU) |
Xbox Series X/S | November 10, 2020 | Microsoft (U.S.) | 8000000 ca. 21 million | 64-bit (CPU) | |
PlayStation 5 | November 12, 2020 | Sony (Japan) | 13400000 40 million | Custom 8-core AMD Zen 2, variable frequency, up to 3.5 GHz[29] | 64-bit (CPU) |
Atari VCS | June 10, 2021[30] | Atari, Inc. (U.S.) | 10000 ca. 10,000
|
14 nm AMD R1606G Zen processor with 2 cores and 4 threads @ 2.6 GHz (up to 3.5 GHz) | 64-bit (CPU) |
Polymega | September 12, 2021 | Playmaji, Inc (U.S.) | ? | Unknown Intel Coffee Lake | 64-bit (CPU) |
Evercade VS | December, 2021 | Blaze Entertainment (UK) | ? | Unknown ARM Cortex-A7 4-core at 1.5 GHz | 32-bit (CPU) |
Unreleased systems
Name | Release date | Manufacturer | CPU | "Bits" |
---|---|---|---|---|
Intellivision Amico | TBA | Intellivision Entertainment | Octa-core Snapdragon 624 @ 1.8 GHz[31][32][33] | x86 (64/32-bit) |
Canceled systems
Name | Release date | Manufacturer | CPU | "Bits" |
---|---|---|---|---|
Atari Game Brain | cancelled (supposed to be released in June 1978) | Atari (U.S.) | ? | ? |
Atari 2700 | cancelled (supposed to be released in 1981) | Atari, Inc. (U.S.) | MOS Technology 6507 | 8-bit (CPU) |
Video Arcade System | {{{1}}}cancelled (supposed to be released in 1983) | Ultravision (U.S.) | ? | ? |
RDI Halcyon[lower-alpha 6] | {{{1}}}cancelled (supposed to be released in January 1985) | RDI Video Systems (U.S.) | Zilog Z80 | 8-bit (CPU) |
Control-Vision | {{{1}}}cancelled (supposed to be released in 1989) | Digital Pictures & Hasbro (U.S.) | ? | ? |
Krokha[34][lower-alpha 7] | {{{1}}}cancelled | SKB Kontor (Russia) | K580VM80A 2 MHz | ? |
Konix Multisystem | {{{1}}}cancelled (supposed to be released in August 1989) | Konix (UK) | Intel 8086 based processor | 16-bit (CPU) |
Atari Panther | {{{1}}}cancelled (supposed to be released in 1991) | Atari Corporation (U.S.) | Motorola 68000 | 32-bit |
WOWOW[35] | {{{1}}}cancelled (supposed to be released in 1992) | Taito (Japan) | Motorola 68000 | 16-bit / 32-bit (CPU) |
SNES-CD | {{{1}}}cancelled (development stopped in 1993) | Nintendo (Japan) | ? | 16-bit |
Sega Neptune | cancelled (supposed to be released in Fall 1995) | Sega (Japan) | ? | 32-bit |
L600 | cancelled (development stopped in April 2001) | Indrema (U.S.) | x86 @ 600 MHz | 32-bit |
Panasonic M2 | cancelled (supposed to be released in 1997) | Panasonic (Japan) | Dual PowerPC 602 Processors @ 66 MHz | 64-bit (dual 32-bit) |
Phantom | cancelled (supposed to be released in September 2005) | Phantom (U.S.) | ? | ? |
Chameleon | cancelled (supposed to be released in 2016) | Coleco Holdings Retro | ? | ? |
See also
- List of best-selling game consoles
- List of game controllers
- List of video game console emulators
- Lists of video game consoles
Notes
- ↑ The Videopac+ G7400 was planned to be released in America as the Odyssey³ Command Center, with a different case design, but it never occurred, although some prototypes exist.
- ↑ Add-on to Famicom - Japan only.
- ↑ SNK created the Neo Geo CD as a much cheaper alternative to the AES, lowering the price of games considerably, from ~300$ to ~50$ . It's essentially an AES console with a media format change from cartridges to CDs, placing it in the fourth generation.
- ↑ 4.0 4.1 Starting with Microsoft's fiscal quarter ending June 2014 (Q4), the company stopped divulging individual platform sales in their fiscal reports and subsequent Xbox sales are based on industry estimates.[20][21][22][23]
- ↑ The Nintendo Switch was released during this period, but has been referred to as a hybrid video game console, combining features of home and handheld systems. This is why the Switch appears in both the list of home video game consoles and the list of handheld game consoles.
- ↑ Although fully developed, functional, and with 2 games ready, the few Halcyon units that exist were handmade for investors of the company to try out the product, it is not believed that it ever went into full production or entered the market at all. Less than 12 main control units (Halcyon 200LD, the console itself) are known to exist, but more Halcyon branded Laserdisc players (LD-700, made by Pioneer) exist.[citation needed]
- ↑ The Krokha (Russian: Кроха, lit. 'Baby') was a Soviet console that was ready to launch in 1990, but production halted, only one game was made, and the approximately 200 consoles were given out to employees of the factory that manufactured it.[34]
- ↑ This number is always up to date by this script.
References
- ↑ Edwards, Benj (August 26, 2016). "Son of PC: The History of x86 Game Consoles". PC Magazine. https://www.pcmag.com/news/son-of-pc-the-history-of-x86-game-consoles.
- ↑ "AtGames to Launch Atari Flashback 4 to Celebrate Atari's 40th Anniversary!" (Press release). PR Newswire. November 12, 2012. Archived from the original on November 27, 2012. Retrieved April 11, 2014.
- ↑ "Connor VideoSmarts, ComputerSmarts, and VideoPhone (partially lost VHS-based and cartridge-based edutainment games; 1986-1990) - The Lost Media Wiki". https://lostmediawiki.com/Connor_VideoSmarts,_ComputerSmarts,_and_VideoPhone_(partially_lost_VHS-based_and_cartridge-based_edutainment_games;_1986-1990).
- ↑ "Family Driver by Sega – The Video Game Kraken" (in en-US). http://videogamekraken.com/video-driver.
- ↑ "Picno by Konami – The Video Game Kraken" (in en-US). http://videogamekraken.com/picno-by-konami.
- ↑ Blake Snow (May 4, 2007). "The 10 Worst-Selling Consoles of All Time". GamePro.com. http://www.gamepro.com/article/features/111823/the-10-worst-selling-consoles-of-all-time-page-2-of-2/.
- ↑ "EDGAR Pro". https://google.brand.edgar-online.com/displayfilinginfo.aspx?FilingID=261582-33477-51099&type=sect.
- ↑ Numérique, Planète (2021-01-27). "DVD Kids : une télécommandes et des jeux intéractifs pour jeunes enfant en DVD-Video signé Berchet !". http://www.planetenumerique.com/nouveautes/DVD-Kids-une-telecommandes-et-des,434.html.
- ↑ "VP Final - MP4". December 20, 2008. https://www.youtube.com/watch?v=fyO7d1xeCeY&list=UUxEa5Fa4nci7rvxQ76XvDpA&index=1&feature=plcp.
- ↑ "Earnings Release FY13 Q4". Microsoft. http://www.microsoft.com/investor/EarningsAndFinancials/Earnings/Kpi/FY13/Q4/Detail.aspx.
- ↑ "Earnings Release FY14 Q1". Microsoft. http://www.microsoft.com/investor/EarningsAndFinancials/Earnings/Kpi/fy14/q1/Detail.aspx.
- ↑ "Earnings Release FY14 Q2". Microsoft. http://www.microsoft.com/Investor/EarningsAndFinancials/Earnings/Performance/fy14/q2/Performance.aspx.
- ↑ "Earnings Release FY14 Q3". Microsoft. http://www.microsoft.com/Investor/EarningsAndFinancials/Earnings/SegmentResults/S2/FY14/Q3/Performance.aspx.
- ↑ "PlayStation 3 Sales Reach 80 Million Units Worldwide". Sony Computer Entertainment. http://www.prnewswire.com/news-releases/playstation3-sales-reach-80-million-units-worldwide-230771611.html.
- ↑ "IR Information: Sales Data - Hardware and Software Sales Units". Nintendo Co., Ltd.. December 31, 2016. https://www.nintendo.co.jp/ir/en/sales/hard_soft/index.html.
- ↑ Tectoy, Qualcomm Aim Emerging Video Game Markets with Zeebo. Zeebo Presents Gaming For The Next Billion // XBit Labs, Anton Shilov, March 23, 2009
- ↑ "IR Information: Sales Data - Hardware and Software Sales Units". Nintendo Co., Ltd.. https://www.nintendo.co.jp/ir/en/sales/hard_soft/index.html.
- ↑ Star, Gunz (March 31, 2021). "Cumulative Worldwide Hardware Unit Sales (Sell-in)". https://www.sie.com/en/corporate/data.html.
- ↑ "Xbox One Sales Reportedly Pass 41 Million as PS4 Nears 100 Million". https://comicbook.com/gaming/2019/01/27/xbox-one-ps4-sales/.
- ↑ "Earnings Release FY14 Q3". Microsoft. April 24, 2014. http://www.microsoft.com/investor/EarningsAndFinancials/Earnings/PressReleaseAndWebcast/fy14/q3/default.aspx. "Microsoft sold in 2.0 million Xbox console units, including 1.2 million Xbox One consoles."
- ↑ "Earnings Release FY14 Q4". Microsoft. July 22, 2014. http://www.microsoft.com/investor/EarningsAndFinancials/Earnings/PressReleaseAndWebcast/FY14/Q4/default.aspx. "We sold in 1.1 million consoles in the fourth quarter, as we drew down channel inventory, compared to 1.0 million consoles during the prior year."
- ↑ Futter, Mike (October 22, 2015). "[Update Microsoft Will Focus Primarily On Xbox Live Usership, Not Console Shipments"]. Game Informer. http://www.gameinformer.com/b/news/archive/2015/10/22/xbox-hardware-sales-down-xbox-live-user-up-to-39-million.aspx. Retrieved October 22, 2015.
- ↑ "Microsoft Annual Meeting of Shareholders". Microsoft. December 3, 2014. http://www.microsoft.com/investor/Events/Presentations/2014/ShareholderMeeting2014.aspx?eventid=151407&Search=true&SearchType=0. "Finally, our gaming business is thriving with the Xbox One hitting 10 million units sold. I am thrilled to welcome Mojang and Minecraft community to Microsoft."
- ↑ "Nintendo Switch Has Now Sold Over 107 Million Units" (in en-GB). 2022-05-10. https://www.nintendolife.com/news/2022/05/nintendo-switch-has-now-sold-over-107-million-units.
- ↑ Makuch, Eddie (October 27, 2021). "Xbox Series X|S Sales Reach 8 Million, Game Pass Climbs Above 20 Million - Analyst". GameSpot. https://www.gamespot.com/articles/xbox-series-x-s-sales-reach-8-million-game-pass-climbs-above-20-million-analyst/1100-6497450/.
- ↑ Hood, Vic; Pino, Nick; June 2021, Adam Vjestica 01 (August 25, 2021). "Xbox Series X review". https://www.techradar.com/reviews/xbox-series-x.
- ↑ "Xbox Series S specs list". September 8, 2020. https://www.windowscentral.com/xbox-series-s-specs.
- ↑ Dealessandri, Marie (October 28, 2021). "Sony's quarterly game revenues rise to $10.8bn as PS5 sales pass 13m". GamesIndustry.biz. https://www.gamesindustry.biz/articles/2021-10-28-sony-q2-fy2021.
- ↑ "PS5 review". September 22, 2021. https://www.techradar.com/news/ps5#section-ps5-specs.
- ↑ "Atari returns with the new Atari VCS on 10 June". https://www.geekzone.co.nz/content.asp?contentid=23588&fbclid=IwAR2sPv4btS7bdK2n3aEFO-tFyVp5of7lIzC1pdOy-B_phDqmQvZ24svkXak.
- ↑ "Amico Tech Specs — Intellivision Entertainment". Intellivision Entertainment. https://www.intellivisionamico.com/amico-tech-specs.
- ↑ "Meet Amico - Hardware Design". Intellivision Entertainment. https://www.youtube.com/watch?v=NTh3-Kx0O6I.
- ↑ Machkovech, Sam (June 29, 2021). "What the heck's an Intellivision Amico? Console's leaky dev portal offers hints". Ars Technica. https://arstechnica.com/gaming/2021/06/what-the-hecks-an-intellivision-amico-consoles-leaky-dev-portal-offers-hints/.
- ↑ 34.0 34.1 "Archived copy". http://alemorf.ru/comps/kroha/index.html.
- ↑ "Wowow: The 1990s Taito Console That Never Was" (in en-US). 2015-08-12. https://www.denofgeek.com/games/wowow-the-1990s-taito-console-that-never-was/.
Original source: https://en.wikipedia.org/wiki/Home video game console.
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