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=== Fifth generation (1993–2005) ===
=== Fifth generation (1993–1999) ===
{{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

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)

Name Release date Manufacturer
Magnavox Odyssey September 1972 Magnavox United States
Ping-O-Tronic 1974 Zanussi Italy
Atari PONG 1975 Atari United States
PC-50X Family 1975 General Instrument United States
Tele-Spiel 1975 Philips Netherlands
Video 2000 1975 Interton Germany
Fairchild Channel F 1976 Fairchild United States
Coleco Telstar Arcade 1977 Coleco United States
Color TV-Game 1977 Nintendo Japan
  • 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)

Name Release date Manufacturer
APF-MP1000 1978 APF United States
RCA Studio II 1977 RCA United States
Atari 2600 September 11, 1977 Atari Inc. United States
Bally Astrocade 1977 Midway United States
VC 4000 1978 Interton Germany
Magnavox Odyssey² 1978 Magnavox/Philips United States
Channel F II 1979 Fairchild United States
APF Imagination Machine 1979 APF United States
Bandai Super Vision 8000 1979 Bandai Japan
Intellivision 1980 Mattel United States
PlayCable 1981 Mattel United States
VTech CreatiVision 1981 VTech Hong Kong
Epoch Cassette Vision 1981 Epoch Japan
Arcadia 2001/Leisure Vision 1982 Emerson Radio United States
Atari 5200 November 1982 Atari Inc. United States
ColecoVision 1982 Coleco United States
Entex Adventure Vision 1982 Entex United States
Vectrex 1982 GCE/Milton Bradley Company United States

Third generation (1983–1985)

Name Release date Manufacturer Units sold CPU
PV-1000 1983 Casio Japan Z80A clocked at 3.579 MHz
Videopac G7400 1983 Philips
Commodore 64 Games System 1990 Commodore Canada
Amstrad GX4000 1990 Amstrad United Kingdom 15,000 Zilog Z80 @ 4 MHz
Atari 7800 May 1986 Atari Corporation United States 8 million Atari SALLY 6502 ("6502C") clocked at 1.19-1.79 MHz,
Atari XEGS 1987 Atari Corporation United States 2 million MOS Technology 6502C
Sega SG-1000 July 15, 1983 Sega Japan 2 million Zilog Z80 @ 3.58 MHz
Sega Master System October 20, 1985 Sega Japan, Tec Toy Brazil 13 million Zilog Z80 @ 4 MHz
NES/Family Computer (Famicom) July 15, 1983 Nintendo Japan 61.91 million Ricoh 2A03 8-bit processor (MOS Technology 6502 core)
Family Computer Disk System[2] 1986 Nintendo Japan 4.44 million Ricoh 2A03 8-bit processor (MOS Technology 6502 core)
My Vision 1983 Nichibutsu Japan
Super Cassette Vision 1984 Epoch Japan
Zemmix 1985 Daewoo Electronics South Korea
Bridge Companion 1985 BBC/Heber United Kingdom

Fourth generation (1987–1995)

Name Release date Manufacturer Units sold CPU
PC Engine/TurboGrafx-16 1987 NEC Japan 10 million Hudson Soft HuC6280
PC Engine2/SuperGrafx 1989 NEC Japan Hudson Soft HuC6280
Sega Genesis/Mega Drive October 29, 1988 Sega Japan 30.75 million Motorola 68000 @ 7.6 MHz

Zilog Z80 @ 3.58 MHz

Sega CD/Mega CD 1992 (North America) Sega Japan 2.24 million Motorola 68000 @ 12.5 MHz
Sega 32X 1994 Sega Japan 665,000 2 × SH-2 32-bit RISC @ 23 MHz
Konix Multisystem Cancelled Konix United Kingdom N/A
Neo-Geo April 26, 1990 SNK Japan >750,000 Motorola 68000 @ 12 MHz, Zilog Z80A @ 4 MHz
Super NES/Super Famicom November 21, 1990 Nintendo Japan 49.10 million Ricoh 5A22 @ 3.58 MHz
SNES-CD Cancelled Nintendo Japan N/A
Satellaview 1993 Nintendo Japan
Atari Panther Cancelled Atari Corporation United States N/A
Commodore CDTV March, 1991 Commodore Canada Motorola 68000 @ 7 MHz
Turbo Duo/PC Engine Duo September 21, 1991 NEC Japan >500,000 Hudson Soft HuC6280
CD-i December 3, 1991 Philips Netherlands >1.5 million Philips SCC68070 @ 15.5 MHz
Memorex VIS 1992 Memorex/Tandy Corp United States <15,000
Sega Pico 1994 Sega/Majesco Entertainment Japan
Super A'Can 1995 Funtech Taiwan

Fifth generation (1993–1999)

Name Release date Manufacturer Units sold CPU
Pioneer LaserActive 1993 Pioneer Corporation Japan
FM Towns Marty 1993 Fujitsu Japan AMD 386SX at 16 MHz
Apple Bandai Pippin 1995 Bandai Japan/Apple Inc. United States 42,000 PowerPC 603 RISC (66 MHz)
PC-FX 1994 NEC Japan >400,000 NEC V810
Neo-Geo CD 1994 SNK
Atari Jaguar November 23, 1993 Atari Corporation United States <1 million
Atari Jaguar CD 1995 Atari Corporation United States
PlayStation December 3, 1994 Sony Japan 102.49 million R3000 @ 33.8688 MHz
Sega Saturn November 22, 1994 Sega Japan 9.26 million 2× Hitachi SH-2 @ 28.6 MHz
3DO Interactive Multiplayer 1993 Panasonic/Sanyo Japan/GoldStar South Korea 2 million 32-bit RISC CPU ARM60 based on ARM architecture @ 12.5 MHz
Amiga CD32 1993 Commodore Canada >100,000 Motorola 68EC020@ 14.18 MHz (PAL)14.32 MHz (NTSC)
Casio Loopy 1995 Casio Japan 32-bit RISC SH-1 (SH7021)
Playdia 1994 Bandai Japan
CPS Changer 1994 Capcom Japan Motorola 68000 (@ 10 MHz)
Nintendo 64 June 23, 1996 Nintendo Japan 32.93 million 64-bit NEC VR4300 @ 93.75 MHz
Nintendo 64DD 1999 Nintendo Japan

Sixth generation (1998–2013)

Name Release date Manufacturer Units sold CPU
Dreamcast 1998 Sega Japan 9.13 million Hitachi SH-4 32-bit RISC clocked at 200 MHz
Nuon 2000 VM Labs United States >25 thousand
PlayStation 2 2000 Sony Japan 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 Japan 21.74 million IBM PowerPC Gekko @ 486 MHz
iQue Player 2003 Nintendo Japan >0.1 million R-4300 64Bit CPU, 93.75 MHz
Panasonic M2 Cancelled Panasonic Japan N/A
Xbox 2001 Microsoft United States 24 million Custom 733 MHz Intel Pentium III "Coppermine-based" processor

Seventh generation (2005–2017)

Name Release date Manufacturer Units sold CPU
Phantom Cancelled Phantom United States N/A
Game Wave 2005 ZAPiT Canada 70 thousand (as of 2008)[3]
Xbox 360 2005 Microsoft United States 83.7 million (as of March 31, 2014)[4][5][6][7] 3.2 GHz PowerPC Tri-Core Xenon
HyperScan 2006 Mattel United States
Wii 2006 Nintendo Japan 101.63 million (as of December 31, 2016)[8] IBM PowerPC "Broadway"
PlayStation 3 2006 Sony Japan 80 million[9] 3.2 GHz Cell Broadband Engine with 1 PPE & 7 SPEs

Eighth generation (2012–present)

Name Release date Manufacturer Units sold CPU
Wii U 2012 Nintendo Japan 13.56 million (as of December 31, 2016)[10] 1.24 GHz Tri-Core IBM PowerPC "Espresso"
PlayStation 4 2013 Sony Japan 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 United States >10 million (as of December 31, 2013)[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

  1. ^ Bub, Andrew (June 7, 2005). "The Original GamerDad: Ralph Baer". gamerdad.com. Archived from the original on December 7, 2008. Retrieved February 23, 2010.
  2. ^ Add-on to Famicom - Japan only.
  3. ^ "VP Final - MP4". December 20, 2008. Retrieved August 14, 2012.
  4. ^ "Earnings Release FY13 Q4". Microsoft. Retrieved May 7, 2014.
  5. ^ "Earnings Release FY14 Q1". Microsoft. Retrieved May 7, 2014.
  6. ^ "Earnings Release FY14 Q2". Microsoft. Retrieved May 7, 2014.
  7. ^ "Earnings Release FY14 Q3". Microsoft. Retrieved May 7, 2014.
  8. ^ "IR Information: Sales Data - Hardware and Software Sales Units". Nintendo Co., Ltd. December 31, 2016. Retrieved January 31, 2017.
  9. ^ "PlayStation 3 Sales Reach 80 Million Units Worldwide". Sony Computer Entertainment. Retrieved November 6, 2013.
  10. ^ "IR Information: Sales Data - Hardware and Software Sales Units". Nintendo Co., Ltd. Retrieved February 10, 2017.
  11. ^ "PS4 sales top 70 million units worldwide". Polygon. Retrieved December 19, 2017.
  12. ^ "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.
  13. ^ "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.
  14. ^ Futter, Mike (October 22, 2015). "[Update] Microsoft Will Focus Primarily On Xbox Live Usership, Not Console Shipments". Game Informer. Retrieved October 22, 2015.
  15. ^ "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.
  16. ^ Souppouris, Aaron (December 7, 2016). "Sony has sold 50 million PlayStation 4s". Engadget. Retrieved December 9, 2016.
  1. ^ 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]