Home video game console: Difference between revisions
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{{Main article|History of video game consoles (fifth generation)}} |
{{Main article|History of video game consoles (fifth generation)}} |
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Revision as of 21:49, 23 December 2017
Part of a series on the |
History of video games |
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This is a list of home video game consoles in chronological order, which includes the very first home video game consoles ever created, such as first generation Pong consoles, from the first ever cartridge console Odyssey, ranging from the major video game companies such as Magnavox, Atari, Nintendo, Sega, NEC, 3DO, SNK, Sony, Microsoft to secondary market consoles.
The 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.[citation needed]
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 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.
List of release date in order
First generation (1972–1977)
-
Magnavox Odyssey, released in 1972, was the first home video game console.
-
Ping-O-Tronic (1974)
-
Fairchild Channel F (1976)
-
Color TV-Game (1977)
Name | Release date | Manufacturer |
---|---|---|
Magnavox Odyssey | September 1972 | Magnavox |
Ping-O-Tronic | 1974 | Zanussi |
Atari PONG | 1975 | Atari |
PC-50X Family | 1975 | General Instrument |
Tele-Spiel | 1975 | Philips |
Video 2000 | 1975 | Interton |
Fairchild Channel F | 1976 | Fairchild |
Coleco Telstar Arcade | 1977 | Coleco |
Color TV-Game | 1977 | Nintendo |
- Consoles of the early 1970s, such as the Pong consoles and the Magnavox Odyssey, were often inaccurately called "analog", but were actually discrete logic circuits.[1]
Second generation (1977–1982)
-
Fairchild Channel F II (1979)
-
RCA Studio II (1977)
-
Atari 2600 (1977)
-
Bally Astrocade (1977)
-
VC 4000 (1978)
-
Magnavox Odyssey 2 (1978)
-
Intellivision (1980)
-
VTech CreatiVision (1981)
-
Epoch Cassette Vision (1981)
-
Arcadia 2001 (1982)
-
Atari 5200 (1982)
-
ColecoVision (1982)
-
Vectrex (1982)
Name | Release date | Manufacturer |
---|---|---|
APF-MP1000 | 1978 | APF |
RCA Studio II | 1977 | RCA |
Atari 2600 | September 11, 1977 | Atari Inc. |
Bally Astrocade | 1977 | Midway |
VC 4000 | 1978 | Interton |
Magnavox Odyssey² | 1978 | Magnavox/Philips |
Channel F II | 1979 | Fairchild |
APF Imagination Machine | 1979 | APF |
Bandai Super Vision 8000 | 1979 | Bandai |
Intellivision | 1980 | Mattel |
PlayCable | 1981 | Mattel |
VTech CreatiVision | 1981 | VTech |
Epoch Cassette Vision | 1981 | Epoch |
Arcadia 2001/Leisure Vision | 1982 | Emerson Radio |
Atari 5200 | November 1982 | Atari Inc. |
ColecoVision | 1982 | Coleco |
Entex Adventure Vision | 1982 | Entex |
Vectrex | 1982 | GCE/Milton Bradley Company |
Third generation (1983–1985)
-
Sega Master System (1985)
-
Atari 7800 (1984)
-
Super Cassette Vision (1984)
-
PV-1000 (1983)
-
Action Max (1987)
Name | Release date | Manufacturer | Units sold | CPU |
---|---|---|---|---|
PV-1000 | 1983 | Casio | Z80A clocked at 3.579 MHz | |
Videopac G7400 | 1983 | Philips | ||
Commodore 64 Games System | 1990 | Commodore | ||
Amstrad GX4000 | 1990 | Amstrad | 15,000 | Zilog Z80 @ 4 MHz |
Atari 7800 | May 1986 | Atari Corporation | 8 million | Atari SALLY 6502 ("6502C") clocked at 1.19-1.79 MHz, |
Atari XEGS | 1987 | Atari Corporation | 2 million | MOS Technology 6502C |
Sega SG-1000 | July 15, 1983 | Sega | 2 million | Zilog Z80 @ 3.58 MHz |
Sega Master System | October 20, 1985 | Sega , Tec Toy | 13 million | Zilog Z80 @ 4 MHz |
NES/Family Computer (Famicom) | July 15, 1983 | Nintendo | 61.91 million | Ricoh 2A03 8-bit processor (MOS Technology 6502 core) |
Family Computer Disk System[2] | 1986 | Nintendo | 4.44 million | Ricoh 2A03 8-bit processor (MOS Technology 6502 core) |
My Vision | 1983 | Nichibutsu | ||
Super Cassette Vision | 1984 | Epoch | ||
Zemmix | 1985 | Daewoo Electronics | ||
Bridge Companion | 1985 | BBC/Heber |
Fourth generation (1987–1995)
-
TurboGrafx-16 (1987)
-
Sega Genesis (1988)
-
Neo-Geo (1990)
-
Turbo Duo (1991)
-
CD-i (1991)
-
Sega 32X (1994)
Fifth generation (1993–1999)
-
Pioneer LaserActive (1993)
-
FM Towns Marty (1993)
-
Atari Jaguar (1993)
-
Neo-Geo CD (1994)
-
PlayStation (1994)
-
Sega Saturn (1994)
-
3DO Interactive Multiplayer (1993)
-
Nintendo 64 (1996)
-
Amiga CD32 (1993)
-
PC-FX (1994)
-
Apple Bandai Pippin (1995)
Name | Release date | Manufacturer | Units sold | CPU |
---|---|---|---|---|
Pioneer LaserActive | 1993 | Pioneer Corporation | ||
FM Towns Marty | 1993 | Fujitsu | AMD 386SX at 16 MHz | |
Apple Bandai Pippin | 1995 | Bandai /Apple Inc. | 42,000 | PowerPC 603 RISC (66 MHz) |
PC-FX | 1994 | NEC | >400,000 | NEC V810 |
Neo-Geo CD | 1994 | SNK | ||
Atari Jaguar | November 23, 1993 | Atari Corporation | <1 million | |
Atari Jaguar CD | 1995 | Atari Corporation | ||
PlayStation | December 3, 1994 | Sony | 102.49 million | R3000 @ 33.8688 MHz |
Sega Saturn | November 22, 1994 | Sega | 9.26 million | 2× Hitachi SH-2 @ 28.6 MHz |
3DO Interactive Multiplayer | 1993 | Panasonic/Sanyo /GoldStar | 2 million | 32-bit RISC CPU ARM60 based on ARM architecture @ 12.5 MHz |
Amiga CD32 | 1993 | Commodore | >100,000 | Motorola 68EC020@ 14.18 MHz (PAL)14.32 MHz (NTSC) |
Casio Loopy | 1995 | Casio | 32-bit RISC SH-1 (SH7021) | |
Playdia | 1994 | Bandai | ||
CPS Changer | 1994 | Capcom | Motorola 68000 (@ 10 MHz) | |
Nintendo 64 | June 23, 1996 | Nintendo | 32.93 million | 64-bit NEC VR4300 @ 93.75 MHz |
Nintendo 64DD | 1999 | Nintendo |
Sixth generation (1998–2013)
-
Dreamcast (1998 in Japan, 1999 in other areas)
-
PlayStation 2 (2000)
-
GameCube (2001)
-
Xbox (2001)
Name | Release date | Manufacturer | Units sold | CPU |
---|---|---|---|---|
Dreamcast | 1998 | Sega | 9.13 million | Hitachi SH-4 32-bit RISC clocked at 200 MHz |
Nuon | 2000 | VM Labs | >25 thousand | |
PlayStation 2 | 2000 | Sony | 155 million | Emotion Engine clocked at 294.912 MHz (launch), 299 MHz (newer models), with 128-bit SIMD capabilities |
L600 | Cancelled | Indrema | N/A | |
GameCube | 2001 | Nintendo | 21.74 million | IBM PowerPC Gekko @ 486 MHz |
iQue Player | 2003 | Nintendo | >0.1 million | R-4300 64Bit CPU, 93.75 MHz |
Panasonic M2 | Cancelled | Panasonic | N/A | |
Xbox | 2001 | Microsoft | 24 million | Custom 733 MHz Intel Pentium III "Coppermine-based" processor |
Seventh generation (2005–2017)
-
Xbox 360 (2005)
-
PlayStation 3 (2006)
-
Wii (2006)
Name | Release date | Manufacturer | Units sold | CPU |
---|---|---|---|---|
Phantom | Cancelled | Phantom | N/A | |
Game Wave | 2005 | ZAPiT | 70 thousand (as of 2008)[3] | |
Xbox 360 | 2005 | Microsoft | 83.7 million (as of March 31, 2014)[4][5][6][7] | 3.2 GHz PowerPC Tri-Core Xenon |
HyperScan | 2006 | Mattel | ||
Wii | 2006 | Nintendo | 101.63 million (as of December 31, 2016)[8] | IBM PowerPC "Broadway" |
PlayStation 3 | 2006 | Sony | 80 million[9] | 3.2 GHz Cell Broadband Engine with 1 PPE & 7 SPEs |
Eighth generation (2012–present)
-
Wii U (2012)
-
PlayStation 4 (2013)
-
Xbox One (2013)
Name | Release date | Manufacturer | Units sold | CPU |
---|---|---|---|---|
Wii U | 2012 | Nintendo | 13.56 million (as of December 31, 2016)[10] | 1.24 GHz Tri-Core IBM PowerPC "Espresso" |
PlayStation 4 | 2013 | Sony | 70.6 million (as of December 7, 2017)[11] | Semi-custom 8-core AMD x86-64 Jaguar 1.6 GHz CPU (integrated into APU) |
Xbox One | 2013 | Microsoft | >10 million (as of December 31, 2013[update])[a] | Custom 1.75 GHz AMD 8-core APU (2 quad-core Jaguar modules) |
The Nintendo Switch (code name NX) was released during this period, on March 3, 2017, but has been referred to as a hybrid video game console combining features of home and handheld systems.
See also
References
- ^ Bub, Andrew (June 7, 2005). "The Original GamerDad: Ralph Baer". gamerdad.com. Archived from the original on December 7, 2008. Retrieved February 23, 2010.
- ^ Add-on to Famicom - Japan only.
- ^ "VP Final - MP4". December 20, 2008. Retrieved August 14, 2012.
- ^ "Earnings Release FY13 Q4". Microsoft. Retrieved May 7, 2014.
- ^ "Earnings Release FY14 Q1". Microsoft. Retrieved May 7, 2014.
- ^ "Earnings Release FY14 Q2". Microsoft. Retrieved May 7, 2014.
- ^ "Earnings Release FY14 Q3". Microsoft. Retrieved May 7, 2014.
- ^ "IR Information: Sales Data - Hardware and Software Sales Units". Nintendo Co., Ltd. December 31, 2016. Retrieved January 31, 2017.
- ^ "PlayStation 3 Sales Reach 80 Million Units Worldwide". Sony Computer Entertainment. Retrieved November 6, 2013.
- ^ "IR Information: Sales Data - Hardware and Software Sales Units". Nintendo Co., Ltd. Retrieved February 10, 2017.
- ^ "PS4 sales top 70 million units worldwide". Polygon. Retrieved December 19, 2017.
- ^ "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.
- ^ "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.
- ^ Futter, Mike (October 22, 2015). "[Update] Microsoft Will Focus Primarily On Xbox Live Usership, Not Console Shipments". Game Informer. Retrieved October 22, 2015.
- ^ "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.
- ^ Souppouris, Aaron (December 7, 2016). "Sony has sold 50 million PlayStation 4s". Engadget. Retrieved December 9, 2016.
- ^ Starting with Microsoft's fiscal quarter ending June 2014 (Q4), the company stopped divulging individual platform sales in their fiscal reports.[12][13] Microsoft stated it will shift focus to the amount of active users on Xbox Live starting in late 2015.[14] Microsoft CEO Satya Nadella unveiled at a December 3, 2014 shareholder presentation that 10 million units were sold.[15] Third-party estimates suggest sales reached approximately 25-30 million worldwide by late 2016.[16]