List of home video game consoles

This is a list of home video game consoles in chronological order, which includes all known home video game consoles after the first generation, from the first console, Magnavox Odyssey, to the first ever ROM cartridge-based console Fairchild Channel F, ranging from the major video game companies such as Magnavox, Atari, Fairchild, Intellivision Entertainment, Coleco, Nintendo, Sega, NEC, 3DO, SNK, Sony, and Microsoft to modern market consoles.

Part of a series on the
History of video games

This list is divided into eras 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 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, 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.

Map key

There are a total of 95 video game platforms released since the second generation, and 10 canceled platforms.

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 aren't 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.

   Background shading indicates the best-selling console of each respective generation.
   Background shading indicates canceled systems that either stopped being developed at any stage or were canceled.
  # Hash-tags indicate console series/platforms that have different hardware revisions.

First generation (1972–1984)

There are 888 home video game consoles known to have been released in the first generation of video game consoles. They can be found in the list of first generation home video game consoles.

Second generation (1976–1992)

There were a total of 20 home video game consoles released in the second generation, and 1 cancelled platform;

NameRelease dateManufacturerUnits sold
Fairchild Channel F # November 1976 Fairchild ca. 250,000
RCA Studio II January 1977 RCA ?
Bally Astrocade 1977 Midway ?
Atari 2600 # September 11, 1977 Atari Inc. ca. 30 million[1]
APF-MP1000 January 1, 1978 APF ?
Champion 2711 1978 Unisonic ?
Interton VC 4000 1978 Interton ?
1292 Advanced Programmable Video System 1978 Audiosonic ?
Magnavox Odyssey² December 1978 Magnavox / Philips ?
APF Imagination Machine 1979 APF ?
Bandai Super Vision 8000 1979 Bandai ?
Intellivision # 1980 Mattel 3+ Million
VTech CreatiVision 1981 VTech ?
Epoch Cassette Vision # July 30, 1981 Epoch ?
Arcadia 2001/Leisure Vision 1982 Emerson Radio ?
ColecoVision August 1982 Coleco ca. 2 million
Atari 5200 November 1982 Atari Inc. ca. 1 million
Vectrex November 1982 GCE/Milton Bradley Company ?
Compact Vision TV Boy October 1983 Gakken ?
Video Arcade System cancelled (supposed to be released in 1983) Ultravision 0

Third generation (1983–2003)

There were a total of 23 home video game consoles released in the third generation, and 3 cancelled platforms;

NameRelease dateManufacturerUnits sold CPU"Bits"
Videopac+ G7400 1983 Philips ? Intel 8048 @ 5.91MHz 8-bit
My Vision 1983 Nichibutsu ? 8-bit
Pyuuta Jr. April 1983 Tomy ? 8-bit
Sega SG-1000 # July 15, 1983 Sega ca. 2 million Zilog Z80 @ 3.58 MHz 8-bit
NES/Family Computer (Famicom) # July 15, 1983 Nintendo ca. 61.91 million Ricoh 2A03 processor (MOS Technology 6502 core) 8-bit
PV-1000 October 1983 Casio ? Z80A clocked at 3.579 MHz 8-bit
Epoch Super Cassette Vision July 17, 1984 Epoch 400,000 NEC PD7801G 8-bit
Bridge Companion 1985 BBC/Heber ? Zilog Z80 8-bit
Video Art 1985 LJN ?
Zemmix # 1985 Daewoo Electronics ? Zilog Z80 8-bit
Sega Mark III/Sega Master System # October 20, 1985 Sega , Tec Toy ca. 13 million Zilog Z80 @ 4 MHz 8-bit
Family Computer Disk System[2] February 21, 1986 Nintendo ca. 4.44 million Ricoh 2A03 processor (MOS Technology 6502 core) 8-bit
Videosmarts 1986 Connor Electronics (1986–1988), VTech (1989–1990) ? ? ?
Atari 7800 May 1986 Atari Corporation ? ? 8-bit
Atari XEGS 1987 Atari Corporation ca. 2 million MOS Technology 6502C 8-bit
Video Challenger 1987 Tomy/Bandai ? ? ?
Action Max 1987 Worlds of Wonder ? HD401010 8-bit
View-Master Interactive Vision 1988 View-Master Ideal Group, Inc. ? ? 8-bit
Terebikko 1988 Bandai ? ? ?
VTech Socrates 1988 VTech ? ? 8-bit
Video Driver October 1988[3] Sega ? ? ?
Amstrad GX4000 September 1990 Amstrad ca. 15,000 Zilog Z80 @ 4 MHz 8-bit
Commodore 64 Games System December 1990 Commodore ? MOS Technology 8500 @ 0.985 MHz 8-bit
RDI Halcyon cancelled (supposed to be released in January 1985) RDI Video Systems <12 Zilog Z80 ?
Control-Vision Cancelled (supposed to be released in 1989) Digital Pictures & Hasbro 0 ? ?
Кроха[4] cancelled (supposed to be released in 1990) SKB Kontur (СКБ Контур) ~200 K580VM80A 2 MHz ?
  • 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.
  • 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.
  • The Кроха (Read as "Krokha", meaning "Baby") was a Soviet console that was ready to launch, but production halted, only one game was made, and the approximately 200 consoles were given out to employees of the factory that manufactured it.

Fourth generation (1987–2004)

There were a total of 17 home video game consoles released in the fourth generation, and 4 cancelled platforms;

NameRelease dateManufacturerUnits soldCPU"Bits"
PC Engine/TurboGrafx-16 # October 30, 1987 NEC ca. 10 million Hudson Soft HuC6280 16-bit (8-bit CPU, 16-bit graphics)
Sega Genesis/Mega Drive # October 29, 1988 Sega ca. 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 # December 4, 1988 NEC ? ? 16-bit (8-bit processor, 16-bit graphics)
PC Engine2/SuperGrafx December 8, 1989 NEC ? Hudson Soft HuC6280 16-bit (8-bit CPU, 16-bit graphics)
Neo-Geo AES April 26, 1990 SNK ca. 750,000 Motorola 68000 @ 12 MHz, Zilog Z80A @ 4 MHz 24-bit (16/32 bit processor, 24 bit graphics)
Super NES/Super Famicom # November 21, 1990 Nintendo ca. 49.1 million Ricoh 5A22 @ 3.58 MHz 16-bit
Commodore CDTV March 1991 Commodore ? Motorola 68000 @ 7 MHz 16-bit
CD-i # December 3, 1991 Various ca. 1.5 million Philips SCC68070 @ 15.5 MHz 16-bit (could be upgraded to 32-bit)
Sega CD/Mega CD # December 12, 1991 Sega ca. 2.24 million Motorola 68000 @ 12.5 MHz 16-bit (16/32 bit processor, 16 bit graphics)
Memorex VIS June 1992 Memorex/Tandy Corp ca. 15,000 Intel 80286 @ 12 MHz 16-bit
Sega Pico June 26, 1993 Sega/Majesco Entertainment ? Motorola 68000 @ 7.6 MHz, Zilog Z80 @ 3.58 MHz 16-bit
Picno 1993 Konami ? ? 16-bit
Pioneer LaserActive August 20, 1993 Pioneer Corporation ? ? 16-bit
Neo-Geo CD # September 9, 1994 SNK ? Motorola 68000 @ 12 MHz, Zilog Z80 @ 4 MHz 16-bit
Sega 32X November 21, 1994 Sega 800,000 2 × SH-2 32-bit RISC @ 23 MHz 32-bit
Satellaview April 23, 1995 Nintendo ? ? 16-bit
Super A'Can October 25, 1995 Funtech ? Motorola 68000 @ 10.738635 MHz 16-bit
Konix Multisystem cancelled (supposed to be released in August 1989) Konix 0 ? 16-bit
Atari Panther cancelled (supposed to be released in 1991) Atari Corporation 0 Motorola 68000 32-bit
WOWOW cancelled (supposed to be released in 1992) Taito ? ? ?
SNES-CD cancelled (development stopped in 1993) Nintendo 0 ( 16-bit
  • 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.

Fifth generation (1993–2005)

There were a total of 14 home video game consoles released in the fifth generation;

NameRelease dateManufacturerUnits soldCPU"Bits"
FM Towns Marty # February 20, 1993 Fujitsu AMD 386SX at 16 MHz 32-bit
Amiga CD32 September 17, 1993 Commodore >100,000 Motorola 68EC020@ 14.18 MHz (PAL) 14.32 MHz (NTSC) 32-bit
3DO Interactive Multiplayer # October 4, 1993 Panasonic/Sanyo /GoldStar 2 million RISC CPU ARM60 based on ARM architecture @ 12.5 MHz 32-bit
Atari Jaguar November 23, 1993 Atari Corporation <250,000[5][6] 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 Motorola 68000 @ 10 MHz 16-bit
Playdia September 23, 1994 Bandai Toshiba TMP87C800F 8-bit
Sega Saturn # November 22, 1994 Sega 9.26 million 2× Hitachi SH-2 @ 28.6 MHz 32-bit
PlayStation # December 3, 1994 Sony 102.49 million R3000 @ 33.8688 MHz 32-bit
PC-FX December 23, 1994 NEC >400,000 NEC V810 32-bit
Apple Bandai Pippin March 28, 1995 Bandai /Apple Inc. 42,000 PowerPC 603 RISC (66 MHz) 32-bit
Atari Jaguar CD September 21, 1995 Atari Corporation N/A 64-bit (uses Jaguar processors)
Casio Loopy October 19, 1995 Casio RISC SH-1 (SH7021) 32-bit
Nintendo 64 June 23, 1996 Nintendo 32.93 million NEC VR4300 @ 93.75 MHz 64-bit
Nintendo 64DD December 1, 1999 Nintendo >15,000 N/A 64-bit (uses N64 processor)

Sixth generation (1998–2013)

There were a total of 10 home video game consoles released in the sixth generation, and 2 cancelled platforms;

NameRelease dateManufacturerUnits sold CPU"Bits"
Dreamcast November 27, 1998 Sega ca. 9.13 million Hitachi SH-4 32-bit RISC @ 200 MHz 128-bit (32-bit processor, 128-bit graphics)
Nuon # 2000 VM Labs >25,000 Nuon MPE hybrid stack processor 128-bit (SIMD)
PlayStation 2 # March 4, 2000 Sony ca

155 million

Emotion Engine @ 294.912 MHz (launch), 299 MHz (newer models) 128-bit (SIMD)
Nintendo GameCube # November 14, 2001 Nintendo ca. 21.74 million IBM PowerPC Gekko @ 486 MHz 128-bit (SIMD)
Xbox November 15, 2001 Microsoft ca. 24 million Custom 733 MHz Intel Pentium III "Coppermine-based" processor 128-bit (SIMD)
Interactive DVD KID's 2002 RTL ? ? ?
Xavix PORT 2004 SSD COMPANY LIMITED ? ? 8-bit,16-bit and 32-bit (depending on game cartridge)
V.Smile # August 4, 2004 VTech ? ? 128-bit
Advanced Pico Beena # 2005 Sega ca. 350,000 ARM7TDMI clocked at 81MHz ?
V.Smile Baby Infant Development System 2006 VTech ? ? 128-bit
L600 cancelled (development stopped in April 2001) Indrema 0 x86 @ 600 MHz 32-bit
Panasonic M2 cancelled (supposed to be released in 1997) Panasonic 0 Dual PowerPC 602 Processors @ 66 MHz 64-bit (dual 32-bit)

Seventh generation (2005–2017)

There were a total of 7 home video game consoles released in the seventh generation, and 1 cancelled platform;

Console / SeriesRelease date / Lifespan of the seriesManufacturer / CountryUnits sold CPU
Game Wave Family Entertainment System October 2005 ZAPiT ca. 70,000 (as of 2008)[7] ?
Xbox 360 # November 22, 2005 Microsoft ca. 83.7 million (as of March 31, 2014)[8][9][10][11] Big-endian architecture 3.2 GHz PowerPC Tri-Core Xenon
V.Flash September 2006 VTech ? ?
HyperScan October 23, 2006 Mattel ? ?
PlayStation 3 # November 11, 2006 Sony ca. 80 million[12] 3.2 GHz Cell Broadband Engine with 1 PPE & 7 SPEs
Wii # November 19, 2006 Nintendo ca. 101.63 million (as of December 31, 2016)[13] PowerPC 750-based IBM PowerPC "Broadway" @ 729 MHz; 2.9 GFLOPS
Zeebo May 25, 2009 Zeebo Inc. ? ?
Phantom cancelled (supposed to be released in September 2005) Phantom 0 ?

Eighth generation (2012 – present)

There are a total of 4 home video game consoles released in the current generation;

NameRelease dateManufacturerUnits sold CPU
Wii U November 18, 2012 Nintendo ca. 13.56 million (as of December 31, 2016)[14] PowerPC 750-based 1.24 GHz Tri-Core IBM PowerPC "Espresso"
PlayStation 4 # November 15, 2013 Sony >106 million (as of December 31, 2019)[15] Semi-custom 8-core AMD x86-64 Jaguar 1.6 GHz CPU (integrated into APU)
Xbox One # November 22, 2013 Microsoft >41 million (as of 2018)[lower-alpha 1] Custom 1.75 GHz AMD 8-core APU (2 quad-core Jaguar modules)
Nintendo Switch March 3, 2017 Nintendo ca. 55.77 million (as of March 31, 2020)[21] Octa-core (4×ARM Cortex-A57 & 4×ARM Cortex-A53) @ 1.020 GHz
  • 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.

Upcoming consoles

The following are announced home consoles for release in the near future:[22]

NameRelease dateManufacturerUnits sold CPU
PlayStation 5 Q4 2020 Sony 0 AMD Zen 2-based CPU with 8 cores at 3.5GHz (variable frequency)[23]
Xbox Series X Q4 2020 Microsoft 0 8x Zen 2 Cores at 3.8GHz (3.6GHz with SMT) 7nm[24]

See also

References

  1. "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 October 21, 2018.
  2. Add-on to Famicom - Japan only.
  3. http://videogamekraken.com/video-driver
  4. http://alemorf.ru/comps/kroha/index.html
  5. Blake Snow (May 4, 2007). "The 10 Worst-Selling Consoles of All Time". GamePro.com. Archived from the original on September 5, 2008. Retrieved October 20, 2018.
  6. ATARI CORP Annual Report (Regulation S-K, item 405) (10-K405) ITEM 7. MANAGEMENT'S DISCUSSION AND ANALYSIS OF FINANCIAL CONDITION AND RESULTS OF OPERATIONS
  7. "VP Final - MP4". December 20, 2008. Retrieved August 14, 2012.
  8. "Earnings Release FY13 Q4". Microsoft. Retrieved May 7, 2014.
  9. "Earnings Release FY14 Q1". Microsoft. Retrieved May 7, 2014.
  10. "Earnings Release FY14 Q2". Microsoft. Retrieved May 7, 2014.
  11. "Earnings Release FY14 Q3". Microsoft. Retrieved May 7, 2014.
  12. "PlayStation 3 Sales Reach 80 Million Units Worldwide". Sony Computer Entertainment. Retrieved November 6, 2013.
  13. "IR Information: Sales Data - Hardware and Software Sales Units". Nintendo Co., Ltd. December 31, 2016. Retrieved January 31, 2017.
  14. "IR Information: Sales Data - Hardware and Software Sales Units". Nintendo Co., Ltd. Retrieved February 10, 2017.
  15. "PLAYSTATION™NETWORK MONTHLY ACTIVE USERS REACHES 103 MILLION". www.sie.com. Retrieved February 12, 2020.
  16. "Earnings Release FY14 Q3". Microsoft. April 24, 2014. Retrieved April 24, 2014. Microsoft sold in 2.0 million Xbox console units, including 1.2 million Xbox One consoles.
  17. "Earnings Release FY14 Q4". Microsoft. July 22, 2014. Retrieved August 13, 2014. 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.
  18. Futter, Mike (October 22, 2015). "[Update] Microsoft Will Focus Primarily On Xbox Live Usership, Not Console Shipments". Game Informer. Retrieved October 22, 2015.
  19. "Microsoft Annual Meeting of Shareholders". Microsoft. December 3, 2014. Retrieved January 31, 2015. 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.
  20. https://comicbook.com/gaming/2019/01/27/xbox-one-ps4-sales/
  21. "Dedicated Video Game Sales Units". Nintendo. March 31, 2020. Retrieved May 24, 2020.
  22. https://www.cnet.com/features/xbox-ps5-and-the-climate-crisis-next-gen-video-games-could-be-worse-for-the-planet/
  23. https://www.techradar.com/news/ps5#section-ps5-specs
  24. https://www.techradar.com/news/xbox-series-x#section-xbox-series-x-specs
  1. Starting with Microsoft's fiscal quarter ending June 2014 (Q4), the company stopped divulging individual platform sales in their fiscal reports.[16][17] Microsoft stated it will shift focus to the amount of active users on Xbox Live starting in late 2015.[18] Microsoft CEO Satya Nadella unveiled at a December 3, 2014 shareholder presentation that 10 million units were sold.[19] Third-party estimates suggest sales reached approximately 41 million worldwide by late 2018.[20]
This article is issued from Wikipedia. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.