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. 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.

A collection of home video game consoles, arranged in chronological order from bottom to top, at The Finnish Museum of Games, Tampere

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 a team led by Ralph H. Baer and 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 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 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 Family Computer console in Japan that year, took several cautionary steps to limit game production to only licensed games, and was able to introduce it, 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.

Overview of the console generations, including generation overlaps. Major consoles of each generation are given for each.


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 103 home video game consoles were released between the second and current generation, 15 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

NameRelease dateManufacturerUnits soldCPU"Bits"
Fairchild Channel FNovember 1976Fairchild (U.S.)ca. 250,000Fairchild F88-bit (CPU)
RCA Studio IIJanuary 1977RCA (U.S.)ca. 60,000RCA 18028-bit (CPU)
Bally AstrocadeApril 1978Midway (U.S.)?Zilog Z808-bit (CPU)
Atari 2600September 11, 1977Atari Inc. (U.S.)ca. 30 million[2]MOS Technology 65078-bit (CPU)
APF-MP1000January 1, 1978APF (U.S.)> 50,000Motorola 68008-bit (CPU)
Champion 27111978Unisonic (U.S.)?General Instrument CP161016-bit (CPU)
Interton VC 4000Interton (Germany)?Signetics 2650A8-bit (CPU)
Palladium Tele-Cassetten GamePalladium (Germany)?
1292 Advanced Programmable Video SystemAudiosonic?Signetics 2650AI8-bit (CPU)
Magnavox Odyssey 2December 1978Magnavox (U.S.) / Philips (Netherlands)?Intel 80488-bit (CPU)
APF Imagination Machine1979APF (U.S.)?Motorola 68008-bit (CPU)
Bandai Super Vision 8000Bandai (Japan)?NEC D780C8-bit (CPU)
Intellivision1980Mattel Electronics (U.S.)ca. 3 millionGeneral Instrument CP161016-bit (CPU)
VTech CreatiVision1981VTech (Hong Kong)?Rockwell 65028-bit (CPU)
Epoch Cassette VisionJuly 30, 1981Epoch (Japan)ca. 400,000NEC uPD77xx?
Arcadia 2001 and its variants and clones1982 (Arcadia 2001)Emerson Radio (U.S.)?Signetics 26508-bit (CPU)
SHG Black Point1982Süddeutsche Elektro-Hausgeräte GmbH & Co. KG (Germany)???
ColecoVisionAugust 1982Coleco (U.S.)ca. 2 millionZilog Z808-bit (CPU)
Atari 5200November 1982Atari Inc. (U.S.)ca. 1 millionMOS 6502C @ 1.79 MHz8-bit (CPU)
VectrexNovember 1982GCE/Milton Bradley Company (U.S.)?Motorola MC68A098-bit/16-bit (CPU)
Compact Vision TV BoyOctober 1983Gakken (Japan)Motorola MC68018-bit (CPU)
Videopac+ G7400[a]1983Philips (Netherlands)?Intel 8048 @ 5.91 MHz8-bit
My VisionNichibutsu (Japan)??
Pyuuta Jr.April 1983Tomy (Japan)TMS999516-bit
Sega SG-1000July 15, 1983Sega (Japan)ca. 2 millionZilog Z80 @ 3.58 MHz8-bit
NES/Family Computer (Famicom)July 15, 1983Nintendo (Japan)61.91 millionRicoh 2A03 processor (MOS Technology 6502 core)8-bit
PV-1000October 1983Casio (Japan)?Z80A clocked at 3.579 MHz8-bit
Epoch Super Cassette VisionJuly 17, 1984Epoch (Japan)300,000NEC PD7801G8-bit (CPU)
Bridge Companion1985BBC/Heber (UK)?Zilog Z808-bit
Video ArtLJN (U.S.)??
ZemmixDaewoo Electronics (South Korea)Zilog Z808-bit
Sega Mark III/Master SystemOctober 20, 1985Sega (Japan), Tec Toy (Brazil)ca. 13 millionZilog Z80 @ 4 MHz8-bit
Family Computer Disk System[b]February 21, 1986Nintendo (Japan)4.44 millionRicoh 2A03 processor (MOS Technology 6502 core)8-bit
Videosmarts[3]1986Connor Electronics (U.S.) (1986–1988), VTech (Hong Kong) (1989–1990)???
Atari 7800May 1986Atari Corporation (U.S.)Atari SALLY8-bit
Atari XEGS1987Atari Corporation (U.S.)ca. 2 millionMOS Technology 6502C
Video ChallengerTomy/Bandai (Japan)??
Action MaxWorlds of Wonder (U.S.)HD4010108-bit
View-Master Interactive Vision1988View-Master Ideal Group, Inc. (U.S.)?
TerebikkoBandai (Japan)?
VTech SocratesVTech (Hong Kong)Zilog Z80A8-bit (CPU)
Video DriverOctober 1988[4]Sega (Japan)?
Amstrad GX4000September 1990Amstrad (UK)ca. 14,000Zilog Z80 @ 4 MHz8-bit
Commodore 64 Games SystemDecember 1990Commodore (Canada)ca. 20,000MOS Technology 8500 @ 0.985 MHz
PC Engine/TurboGrafx-16October 30, 1987NEC/Hudson Soft (Japan)ca. 10 millionHudson Soft HuC628016-bit (8-bit CPU, 16-bit graphics)
Sega Genesis/Mega DriveOctober 29, 1988Sega (Japan)35.25 millionMotorola 68000 @ 7.6 MHz, Zilog Z80 @ 3.58 MHz16-bit (16/32 bit processor, 16 bit graphics)
TurboGrafx-CD/CD-ROM²December 4, 1988NEC (Japan)1.92 million?16-bit (8-bit processor, 16-bit graphics)
PC Engine2/SuperGrafxDecember 8, 1989NEC (Japan)ca. 75,000Hudson Soft HuC628016-bit (8-bit CPU, 16-bit graphics)
Neo-Geo AESApril 26, 1990SNK (Japan)ca. 750,000Motorola 68000 @ 12 MHz, Zilog Z80A @ 4 MHz24-bit (16/32 bit processor, 24 bit graphics)
Super NES/Super FamicomNovember 21, 1990Nintendo (Japan)49.1 millionRicoh 5A22 @ 3.58 MHz16-bit
Commodore CDTVMarch 1991Commodore (Canada)ca. 54,800Motorola 68000 @ 7 MHz16-bit
CD-iDecember 3, 1991Variousca. 1.5 millionPhilips SCC68070 @ 15.5 MHz16-bit (could be upgraded to 32-bit)
Sega CD/Mega CDDecember 12, 1991Sega (Japan)2.24 millionMotorola 68000 @ 12.5 MHz16-bit (16/32 bit processor, 16 bit graphics)
Memorex VISJune 1992Memorex/Tandy Corp (U.S.)ca. 11,000Intel 80286 @ 12 MHz16-bit
Sega PicoJune 26, 1993Sega/Majesco Entertainment (Japan)ca. 3.8 millionMotorola 68000 @ 7.6 MHz, Zilog Z80 @ 3.58 MHz16-bit
Picno1992[5]Konami(Japan)???
Pioneer LaserActiveAugust 20, 1993Pioneer Corporation (Japan)ca 10,000?
Neo-Geo CD[c]September 9, 1994SNK (Japan)570,000Motorola 68000 @ 12 MHz, Zilog Z80 @ 4 MHz16-bit
SatellaviewApril 23, 1995Nintendo (Japan)At least 100,000?16-bit
Super A'CanOctober 25, 1995Funtech (Taiwan)?Motorola 68000 @ 10.738635 MHz
FM Towns MartyFebruary 20, 1993Fujitsu (Japan)ca. 45,000AMD 386SX at 16 MHz32-bit
Amiga CD32September 17, 1993Commodore (Canada)ca. 100,000Motorola 68EC020@ 14.18 MHz (PAL) 14.32 MHz (NTSC)
3DO Interactive MultiplayerOctober 4, 1993Panasonic/Sanyo (Japan) GoldStar (South Korea) The 3DO Company (United States)ca. 2 millionRISC CPU ARM60 based on ARM architecture @ 12.5 MHz
Atari JaguarNovember 23, 1993Atari Corporation (U.S.)ca. 250,000[6][7]Motorola 68000 @ 13.295 MHz, Custom 32-bit graphics RISC "Tom" @ 26.59 MHz, Custom 32-bit sound RISC "Jerry" @ 26.59 MHz64-bit (64-bit graphics, 32-bit processor)
CPS Changer1994Capcom (Japan)?Motorola 68000 @ 10 MHz16-bit
PlaydiaSeptember 23, 1994Bandai (Japan)Toshiba TMP87C800F8-bit
Sega 32XNovember 21, 1994Sega (Japan)ca. 800,0002 × SH-2 32-bit RISC @ 23 MHz32-bit
Sega SaturnNovember 22, 1994Sega (Japan)9.26 million2× Hitachi SH-2 @ 28.6 MHz32-bit
Sony PlayStationDecember 3, 1994Sony (Japan)102.49 millionR3000 @ 33.8688 MHz32-bit
PC-FXDecember 23, 1994NEC (Japan)ca. 400,000NEC V81032-bit
Apple Bandai PippinMarch 28, 1995Bandai (Japan)/Apple Inc. (U.S.)ca. 42,000PowerPC 603 RISC (66 MHz)
Atari Jaguar CDSeptember 21, 1995Atari Corporation (U.S.)??64-bit (uses Jaguar processors)
Casio LoopyOctober 19, 1995Casio (Japan)RISC SH-1 (SH7021)32-bit
Nintendo 64June 23, 1996Nintendo (Japan)32.93 millionNEC VR4300 @ 93.75 MHz64-bit
DreamcastNovember 27, 1998Sega (Japan)9.13 millionHitachi SH-4 32-bit RISC @ 200 MHz128-bit (32-bit processor, 128-bit graphics)
Nintendo 64DDDecember 1, 1999Nintendo (Japan)ca. 15,000?32-bit co-processor (uses 64-bit N64 processor as main processor)
Nuon2000VM Labs (U.S.) Motorola/RCA (United States) Samsung (South Korea) Toshiba (Japan)ca. 25,000Nuon MPE hybrid stack processor128-bit (SIMD)
PlayStation 2March 4, 2000Sony (Japan)155 millionEmotion Engine @ 294.912 MHz (launch), 299 MHz (newer models)128-bit (SIMD)
GameCubeSeptember 14, 2001Nintendo (Japan)21.74 millionIBM PowerPC Gekko @ 486 MHz32-bit (CPU)

128-bit (SIMD)

XboxNovember 15, 2001Microsoft (U.S.)ca. 24 millionCustom 733 MHz Intel Pentium III "Coppermine-based" processor32-bit (CPU)

128-bit (SIMD)

DVD Kids20023-Plus (Iceland)[8]???
Xavix PORT2004SSD COMPANY LIMITED (Japan)8-bit,16-bit and 32-bit (depending on game cartridge)
V.SmileAugust 4, 2004VTech (Hong Kong)?Sunplus SPG2xx16-bit
Advanced Pico Beena2005Sega (Japan)ca. 4.1 millionARM7TDMI clocked at 81 MHz32-bit (CPU)
V.Smile Baby Infant Development System2006VTech (Hong Kong)??128-bit
Game Wave Family Entertainment SystemOctober 2005ZAPiT (Canada)ca. 70,000[9]Mediamatics 8611
Xbox 360November 22, 2005Microsoft (U.S.)ca. 85.8 million[10][11][12][13]Big-endian architecture 3.2 GHz PowerPC Tri-Core Xenon64-bit CPU

128-bit extensions

V.FlashSeptember 2006VTech (Hong Kong)?ARM-932-bit
HyperScanOctober 23, 2006Mattel (U.S.)ca. 10,000Sunplus SPG29032-bit
PlayStation 3November 11, 2006Sony (Japan)86.9 million[14]3.2 GHz Cell Broadband Engine with 1 PPE & 7 SPEs64-bit CPU with set of 128-bit registers
WiiNovember 19, 2006Nintendo (Japan)101.63 million(as of December 31, 2016)[15]PowerPC 750-based IBM PowerPC "Broadway" @ 729 MHz; 2.9 GFLOPS32-bit (CPU)
EVO Smart ConsoleNovember 20, 2008Envizions (U..S.)At least 10AMD 64x2 @ 2.9 GHz64-bit (CPU)
ZeeboMay 25, 2009Zeebo Inc. (U.S.) / TecToy (Brazil)?ARM11 / QDSP-5 in Qualcomm MSM SoC running at 528 MHz[16]32-bit (CPU)
CT510April 29, 2012eedoo?Unknown dual core at 1.8 GHz
Wii UNovember 18, 2012Nintendo (Japan)13.56 million[17]PowerPC 750-based 1.24 GHz Tri-Core IBM PowerPC "Espresso"32-bit (CPU)
PlayStation 4November 15, 2013Sony (Japan)115.9 million[18]Semi-custom 8-core AMD x86-64 Jaguar 1.6 GHz CPU (integrated into APU)64-bit (CPU)
Xbox OneNovember 22, 2013Microsoft (U.S.)ca. 41 million[19][d]Custom 1.75 GHz AMD 8-core APU (2 quad-core Jaguar modules)64-bit (CPU)
Nintendo Switch[e]March 3, 2017Nintendo (Japan)129.53 million[24]Octa-core (4×ARM Cortex-A57 & 4×ARM Cortex-A53) @ 1.020 GHz64-bit (CPU)
Xbox Series X/SNovember 10, 2020Microsoft (U.S.)ca. 21 million[25][d]
  • Custom 8-core AMD Zen 2;
  • Series X: 3.8 GHz, 3.6 GHz with SMT[26]
  • Series S: 3.6 GHz, 3.4 GHz with SMT[27]
64-bit (CPU)
PlayStation 5November 12, 2020Sony (Japan)40 million[28]Custom 8-core AMD Zen 2, variable frequency, up to 3.5 GHz[29]64-bit (CPU)
Atari VCSJune 10, 2021[30]Atari, Inc. (U.S.)ca. 10,00014 nm AMD R1606G Zen processor with 2 cores and 4 threads @ 2.6 GHz (up to 3.5 GHz)64-bit (CPU)
PolymegaSeptember 12, 2021Playmaji, Inc (U.S.)?Unknown Intel Coffee Lake64-bit (CPU)
Evercade VSDecember, 2021Blaze Entertainment (UK)?Unknown ARM Cortex-A7 4-core at 1.5 GHz32-bit (CPU)

Unreleased systems

NameRelease dateManufacturerCPU"Bits"
Intellivision AmicoTBAIntellivision EntertainmentOcta-core Snapdragon 624 @ 1.8 GHz[31][32][33]x86 (64/32-bit)

Canceled systems

NameRelease dateManufacturerCPU"Bits"
Atari Game Braincancelled (supposed to be released in June 1978)Atari (U.S.)??
Atari 2700cancelled (supposed to be released in 1981)Atari, Inc. (U.S.)MOS Technology 65078-bit (CPU)
Video Arcade Systemcancelled (supposed to be released in 1983)Ultravision (U.S.)??
RDI Halcyon[f]cancelled (supposed to be released in January 1985)RDI Video Systems (U.S.)Zilog Z808-bit (CPU)
Control-Visioncancelled (supposed to be released in 1989)Digital Pictures & Hasbro (U.S.)??
Krokha[34][g]cancelledSKB Kontor [ru](Russia)K580VM80A 2 MHz?
Konix Multisystemcancelled (supposed to be released in August 1989)Konix (UK)Intel 8086 based processor16-bit (CPU)
Atari Panthercancelled (supposed to be released in 1991)Atari Corporation (U.S.)Motorola 6800032-bit
WOWOW[35]cancelled (supposed to be released in 1992)Taito (Japan)Motorola 6800016-bit / 32-bit (CPU)
SNES-CDcancelled (development stopped in 1993)Nintendo (Japan)?16-bit
Sega Neptunecancelled (supposed to be released in Fall 1995)Sega (Japan)?32-bit
L600cancelled (development stopped in April 2001)Indrema (U.S.)x86 @ 600 MHz32-bit
Panasonic M2cancelled (supposed to be released in 1997)Panasonic (Japan)Dual PowerPC 602 Processors @ 66 MHz64-bit (dual 32-bit)
Phantomcancelled (supposed to be released in September 2005)Phantom (U.S.)??
Chameleoncancelled (supposed to be released in 2016)Coleco Holdings Retro??

See also

Notes

References