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Home video game console

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This is an old revision of this page, as edited by 47.16.172.103 (talk) at 01:14, 25 July 2020 (Undid revision 969373390 by Sergecross73 (talk) The article was factually wrong by listing the 5200 and ColecoVision in the same generation as the 2600. The history of the industry corroborates this.). The present address (URL) is a permanent link to this revision, which may differ significantly from the current revision.

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.

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" (seventh 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 91 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 995 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 16 home video game consoles released in the second generation;

Name Release date Manufacturer Units sold
Fairchild Channel F # November 1976 Fairchild United States ca. 250,000
RCA Studio II January 1977 RCA United States ?
Bally Astrocade 1977 Midway United States ?
Atari 2600 # September 11, 1977 Atari Inc. United States ca. 30 million[1]
APF-MP1000 January 1, 1978 APF United States ?
Champion 2711 1978 Unisonic United States ?
Interton VC 4000 1978 Interton Germany ?
1292 Advanced Programmable Video System 1978 Audiosonic ?
Magnavox Odyssey 2 December 1978 Magnavox United States / Philips Netherlands ?
APF Imagination Machine 1979 APF United States ?
Bandai Super Vision 8000 1979 Bandai Japan ?
Intellivision # 1980 Mattel United States 3+ Million
VTech CreatiVision 1981 VTech Hong Kong ?
Epoch Cassette Vision # July 30, 1981 Epoch Japan ?
Arcadia 2001/Leisure Vision 1982 Emerson Radio United States ?
SHG Black Point 1982 Süddeutsche Elektro-Hausgeräte GmbH & Co. KG Germany ?

Third generation (1982–1985)

There were a total of 4 home video game consoles released in the third generation, and 1 cancelled platform;

Name Release date Manufacturer Units sold
ColecoVision August 1982 Coleco United States ca. 2 million
Atari 5200 November 1982 Atari Inc. United States ca. 1 million
Vectrex November 1982 GCE/Milton Bradley Company United States ?
Compact Vision TV Boy October 1983 Gakken Japan ?
Video Arcade System cancelled (supposed to be released in 1983) Ultravision United States 0

Fourth generation (1983–2003)

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

Name Release date Manufacturer Units sold CPU "Bits"
Videopac+ G7400 1983 Philips Netherlands ? Intel 8048 @ 5.91MHz 8-bit
My Vision 1983 Nichibutsu Japan ? 8-bit
Pyuuta Jr. April 1983 Tomy Japan ? 8-bit
Sega SG-1000 # July 15, 1983 Sega Japan ca. 2 million Zilog Z80 @ 3.58 MHz 8-bit
NES/Family Computer (Famicom) # July 15, 1983 Nintendo Japan ca. 61.91 million Ricoh 2A03 processor (MOS Technology 6502 core) 8-bit
PV-1000 October 1983 Casio Japan ? Z80A clocked at 3.579 MHz 8-bit
Epoch Super Cassette Vision July 17, 1984 Epoch Japan 400,000 NEC PD7801G 8-bit
Bridge Companion 1985 BBC/Heber United Kingdom ? Zilog Z80 8-bit
Video Art 1985 LJN United States ?
Zemmix # 1985 Daewoo Electronics South Korea ? Zilog Z80 8-bit
Sega Mark III/Sega Master System # October 20, 1985 Sega Japan, Tec Toy Brazil ca. 13 million Zilog Z80 @ 4 MHz 8-bit
Family Computer Disk System[2] February 21, 1986 Nintendo Japan ca. 4.44 million Ricoh 2A03 processor (MOS Technology 6502 core) 8-bit
Videosmarts 1986 Connor Electronics United States (1986–1988), VTech Hong Kong (1989–1990) ? ? ?
Atari 7800 May 1986 Atari Corporation United States ? ? 8-bit
Atari XEGS 1987 Atari Corporation United States ca. 2 million MOS Technology 6502C 8-bit
Video Challenger 1987 Tomy/Bandai Japan ? ? ?
Action Max 1987 Worlds of Wonder United States ? HD401010 8-bit
View-Master Interactive Vision 1988 View-Master Ideal Group, Inc. United States ? ? 8-bit
Terebikko 1988 Bandai Japan ? ? ?
VTech Socrates 1988 VTech Hong Kong ? ? 8-bit
Video Driver October 1988[3] Sega Japan ? ? ?
Amstrad GX4000 September 1990 Amstrad United Kingdom ca. 15,000 Zilog Z80 @ 4 MHz 8-bit
Commodore 64 Games System December 1990 Commodore Canada ? MOS Technology 8500 @ 0.985 MHz 8-bit
RDI Halcyon cancelled (supposed to be released in January 1985) RDI Video Systems United States <12 Zilog Z80 ?
Control-Vision Cancelled (supposed to be released in 1989) Digital Pictures & Hasbro United States 0 ? ?
Кроха[4] cancelled (supposed to be released in 1990) SKB Kontur (СКБ Контур) Soviet Union ~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.

Fifth generation (1987–2004)

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

Name Release date Manufacturer Units sold CPU "Bits"
PC Engine/TurboGrafx-16 # October 30, 1987 NEC Japan ca. 10 million Hudson Soft HuC6280 16-bit (8-bit CPU, 16-bit graphics)
Sega Genesis/Mega Drive # October 29, 1988 Sega Japan 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 Japan ? ? 16-bit (8-bit processor, 16-bit graphics)
PC Engine2/SuperGrafx December 8, 1989 NEC Japan ? Hudson Soft HuC6280 16-bit (8-bit CPU, 16-bit graphics)
Neo-Geo AES April 26, 1990 SNK Japan 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 Japan ca. 49.1 million Ricoh 5A22 @ 3.58 MHz 16-bit
Commodore CDTV March 1991 Commodore Canada ? 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 Japan 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 United States ca. 15,000 Intel 80286 @ 12 MHz 16-bit
Sega Pico June 26, 1993 Sega/Majesco Entertainment Japan ? Motorola 68000 @ 7.6 MHz, Zilog Z80 @ 3.58 MHz 16-bit
Picno 1993 KonamiJapan ? ? 16-bit
Pioneer LaserActive August 20, 1993 Pioneer Corporation Japan ? ? 16-bit
Neo-Geo CD # September 9, 1994 SNK Japan ? Motorola 68000 @ 12 MHz, Zilog Z80 @ 4 MHz 16-bit
Sega 32X November 21, 1994 Sega Japan 800,000 2 × SH-2 32-bit RISC @ 23 MHz 32-bit
Satellaview April 23, 1995 Nintendo Japan ? ? 16-bit
Super A'Can October 25, 1995 Funtech Taiwan ? Motorola 68000 @ 10.738635 MHz 16-bit
Konix Multisystem cancelled (supposed to be released in August 1989) Konix United Kingdom 0 ? 16-bit
Atari Panther cancelled (supposed to be released in 1991) Atari Corporation United States 0 Motorola 68000 32-bit
WOWOW cancelled (supposed to be released in 1992) Taito Japan ? ? ?
SNES-CD cancelled (development stopped in 1993) Nintendo Japan 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 fifth generation.

Sixth generation (1993–2005)

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

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

Seventh generation (1998–2013)

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

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

155 million

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

Eighth generation (2005–2017)

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

Console / Series Release date / Lifespan of the series Manufacturer / Country Units sold CPU
Game Wave Family Entertainment System October 2005 ZAPiT Canada ca. 70,000 (as of 2008)[7] ?
Xbox 360 # November 22, 2005 Microsoft United States 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 Hong Kong ? ?
HyperScan October 23, 2006 Mattel United States ? ?
PlayStation 3 # November 11, 2006 Sony Japan ca. 80 million[12] 3.2 GHz Cell Broadband Engine with 1 PPE & 7 SPEs
Wii # November 19, 2006 Nintendo Japan 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. United States ? ?
Phantom cancelled (supposed to be released in September 2005) Phantom United States 0 ?

Ninth generation (2012 – present)

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

Name Release date Manufacturer Units sold CPU
Wii U November 18, 2012 Nintendo Japan 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 Japan >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 United States >41 million (as of 2018)[a] Custom 1.75 GHz AMD 8-core APU (2 quad-core Jaguar modules)
Nintendo Switch March 3, 2017 Nintendo Japan 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]

Name Release date Manufacturer Units sold CPU
PlayStation 5 Q4 2020 Sony Japan 0 AMD Zen 2-based CPU with 8 cores at 3.5GHz (variable frequency)[23]
Xbox Series X Q4 2020 Microsoft United States 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.{{cite news}}: CS1 maint: url-status (link)
  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]