Home video game console

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A collection of home video game consoles, arranged in chronological order from bottom to top, at The Finnish Museum of Games, Tampere Suomen Pelimuseo 2.jpg
A collection of home video game consoles, arranged in chronological order from bottom to top, at The Finnish Museum of Games, Tampere

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.

Contents

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.

Home video game console
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. [a] 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 F November 1976 Fairchild (U.S.)ca. 250,000 Fairchild F8 8-bit (CPU)
RCA Studio II January 1977 RCA (U.S.)ca. 60,000 RCA 1802 8-bit (CPU)
Bally Astrocade April 1978 Midway (U.S.)? Zilog Z80 8-bit (CPU)
Atari 2600 September 11, 1977 Atari Inc. (U.S.)ca. 30 million [2] MOS Technology 6507 8-bit (CPU)
APF-MP1000 January 1, 1978 APF (U.S.)> 50,000 Motorola 6800 8-bit (CPU)
Champion 2711 1978 Unisonic (U.S.)? General Instrument CP1610 16-bit (CPU)
Interton VC 4000 Interton (Germany)? Signetics 2650A 8-bit (CPU)
Palladium Tele-Cassetten Game Palladium (Germany)?
1292 Advanced Programmable Video System Audiosonic ? Signetics 2650AI 8-bit (CPU)
Magnavox Odyssey 2 December 1978 Magnavox (U.S.) / Philips (Netherlands)? Intel 8048 8-bit (CPU)
APF Imagination Machine 1979 APF (U.S.)? Motorola 6800 8-bit (CPU)
Bandai Super Vision 8000 Bandai (Japan)? NEC D780C 8-bit (CPU)
Intellivision 1980 Mattel Electronics (U.S.)ca. 3 million General Instrument CP1610 16-bit (CPU)
VTech CreatiVision 1981 VTech (Hong Kong)? Rockwell 6502 8-bit (CPU)
Epoch Cassette Vision July 30, 1981 Epoch (Japan)ca. 400,000NEC uPD77xx?
Arcadia 2001 and its variants and clones 1982 (Arcadia 2001) Emerson Radio (U.S.)? Signetics 2650 8-bit (CPU)
SHG Black Point 1982 Süddeutsche Elektro-Hausgeräte GmbH & Co. KG (Germany)???
ColecoVision August 1982 Coleco (U.S.)ca. 2 million Zilog Z80 8-bit (CPU)
Atari 5200 November 1982 Atari Inc. (U.S.)ca. 1 million MOS 6502C @ 1.79 MHz8-bit (CPU)
Vectrex November 1982GCE/Milton Bradley Company (U.S.)? Motorola MC68A09 8-bit/16-bit (CPU)
Compact Vision TV Boy October 1983 Gakken (Japan) Motorola MC6801 8-bit (CPU)
Videopac+ G7400 [b] 1983 Philips (Netherlands)? Intel 8048 @ 5.91 MHz8-bit
My Vision Nichibutsu (Japan)??
Pyuuta Jr. April 1983 Tomy (Japan) TMS9995 16-bit
Sega SG-1000 July 15, 1983 Sega (Japan)ca. 2 million Zilog Z80 @ 3.58 MHz8-bit
NES/Family Computer (Famicom) July 15, 1983 Nintendo (Japan)61.91 million Ricoh 2A03 processor (MOS Technology 6502 core) @1.79 MHz8-bit
PV-1000 October 1983 Casio (Japan)? Z80A clocked at 3.579 MHz8-bit
Epoch Super Cassette Vision July 17, 1984 Epoch (Japan)300,000NEC PD7801G8-bit (CPU)
Bridge Companion 1985 BBC/Heber (UK)? Zilog Z80 8-bit
Video Art LJN (U.S.)Thompson EF6805 (Motorola 6800-based)?
Zemmix Daewoo Electronics (South Korea) Zilog Z80 8-bit
Sega Mark III/Master System October 20, 1985 Sega (Japan), Tec Toy (Brazil)ca. 13 million Zilog Z80 @ 4 MHz8-bit
Family Computer Disk System [c] February 21, 1986 Nintendo (Japan)4.44 million Ricoh 2A03 processor (MOS Technology 6502 core) @1.79 MHz8-bit
Videosmarts [3] 1986 Connor Electronics (U.S.) (1986–1988), VTech (Hong Kong) (1989–1990)???
Atari 7800 May 1986 Atari Corporation (U.S.) Atari SALLY 8-bit
Atari XEGS 1987 Atari Corporation (U.S.)ca. 2 million MOS Technology 6502C
Video Challenger Tomy/Bandai (Japan)??
Action Max Worlds of Wonder (U.S.)HD4010108-bit
View-Master Interactive Vision 1988 View-Master Ideal Group, Inc. (U.S.)?
Terebikko Bandai (Japan)?
VTech Socrates VTech (Hong Kong) Zilog Z80A 8-bit (CPU)
Video Driver October 1988 [4] Sega (Japan)?
Amstrad GX4000 September 1990 Amstrad (UK)ca. 14,000 Zilog Z80 @ 4 MHz8-bit
Commodore 64 Games System December 1990 Commodore (Canada)ca. 20,000 MOS Technology 8500 @ 0.985 MHz
PC Engine/TurboGrafx-16 October 30, 1987 NEC/Hudson Soft (Japan)ca. 10 million Hudson Soft HuC6280 16-bit (8-bit CPU, 16-bit graphics)
Sega Genesis/Mega Drive October 29, 1988 Sega (Japan)35.25 million Motorola 68000 @ 7.6 MHz, Zilog Z80 @ 3.58 MHz16-bit (16/32 bit processor, 16 bit graphics)
TurboGrafx-CD/CD-ROM² December 4, 1988 NEC (Japan)1.92 million?16-bit (8-bit processor, 16-bit graphics)
PC Engine2/SuperGrafx December 8, 1989 NEC (Japan)ca. 75,000 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 MHz24-bit (16/32 bit processor, 24 bit graphics)
Super NES/Super Famicom November 21, 1990 Nintendo (Japan)49.1 million Ricoh 5A22 @ 3.58 MHz16-bit
Commodore CDTV March 1991 Commodore (Canada)ca. 54,800 Motorola 68000 @ 7 MHz16-bit
CD-i December 3, 1991Variousca. 1.5 million Philips SCC68070 @ 15.5 MHz16-bit (could be upgraded to 32-bit)
Sega CD/Mega CD December 12, 1991 Sega (Japan)2.24 million Motorola 68000 @ 12.5 MHz16-bit (16/32 bit processor, 16 bit graphics)
Memorex VIS June 1992 Memorex/Tandy Corp (U.S.)ca. 11,000 Intel 80286 @ 12 MHz16-bit
Sega Pico June 26, 1993 Sega/Majesco Entertainment (Japan)ca. 3.8 million Motorola 68000 @ 7.6 MHz, Zilog Z80 @ 3.58 MHz16-bit
Picno 1992 [5] Konami(Japan)???
Pioneer LaserActive August 20, 1993 Pioneer Corporation (Japan)ca 10,000?
Neo-Geo CD [d] September 9, 1994 SNK (Japan)570,000 Motorola 68000 @ 12 MHz, Zilog Z80 @ 4 MHz16-bit
Satellaview April 23, 1995 Nintendo (Japan)At least 100,000?16-bit
Super A'Can October 25, 1995 Funtech (Taiwan)? Motorola 68000 @ 10.738635 MHz
FM Towns Marty February 20, 1993 Fujitsu (Japan)ca. 45,000 AMD 386SX at 16 MHz32-bit
Amiga CD32 September 17, 1993 Commodore (Canada)ca. 100,000 Motorola 68EC020@ 14.18 MHz (PAL) 14.32 MHz (NTSC)
3DO Interactive Multiplayer October 4, 1993 Panasonic/Sanyo (Japan) GoldStar (South Korea) The 3DO Company (United States)ca. 2 millionRISC CPU ARM60 based on ARM architecture @ 12.5 MHz
Atari Jaguar November 23, 1993 Atari 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 Changer 1994 Capcom (Japan)? Motorola 68000 @ 10 MHz16-bit
Playdia September 23, 1994 Bandai (Japan)Toshiba TMP87C800F8-bit
Sega 32X November 21, 1994 Sega (Japan)ca. 800,0002 × SH-2 32-bit RISC @ 23 MHz32-bit
Sega Saturn November 22, 1994 Sega (Japan)9.26 million2× Hitachi SH-2 @ 28.6 MHz 32-bit
Sony PlayStation December 3, 1994 Sony (Japan)102.49 million R3000 @ 33.8688 MHz32-bit
PC-FX December 23, 1994 NEC (Japan)ca. 400,000NEC V81032-bit
Apple Bandai Pippin March 28, 1995 Bandai (Japan)/Apple Inc. (U.S.)ca. 42,000 PowerPC 603 RISC (66 MHz)
Atari Jaguar CD September 21, 1995 Atari Corporation (U.S.)??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
Dreamcast November 27, 1998 Sega (Japan)9.13 millionHitachi SH-4 32-bit RISC @ 200 MHz128-bit (32-bit processor, 128-bit graphics)
Nintendo 64DD December 1, 1999 Nintendo (Japan)ca. 15,000?32-bit co-processor (uses 64-bit N64 processor as main processor)
Nuon 2000 VM Labs (U.S.) Motorola/RCA (United States) Samsung (South Korea) Toshiba (Japan)ca. 25,000Nuon MPE hybrid stack processor128-bit (SIMD)
PlayStation 2 March 4, 2000 Sony (Japan)155 million Emotion Engine @ 294.912 MHz (launch), 299 MHz (newer models)128-bit (SIMD)
GameCube September 14, 2001 Nintendo (Japan)21.74 million IBM PowerPC Gekko @ 486 MHz 32-bit (CPU)

128-bit (SIMD)

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

128-bit (SIMD)

DVD Kids20023-Plus (Iceland) [8] ???
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)?Sunplus SPG2xx16-bit
Advanced Pico Beena 2005 Sega (Japan)ca. 4.1 millionARM7TDMI clocked at 81 MHz32-bit (CPU)
V.Smile Baby Infant Development System 2006 VTech (Hong Kong)??128-bit
Game Wave Family Entertainment System October 2005 ZAPiT (Canada)ca. 70,000 [9] Mediamatics 8611
Xbox 360 November 22, 2005 Microsoft (U.S.)ca. 85.8 million [10] [11] [12] [13] Big-endian architecture 3.2 GHz PowerPC Tri-Core Xenon 64-bit CPU

128-bit extensions

V.Flash September 2006 VTech (Hong Kong)?ARM-932-bit
HyperScan October 23, 2006 Mattel (U.S.)ca. 10,000Sunplus SPG29032-bit
PlayStation 3 November 11, 2006 Sony (Japan)86.9 million [14] 3.2 GHz Cell Broadband Engine with 1 PPE & 7 SPEs64-bit CPU with set of 128-bit registers
Wii November 19, 2006 Nintendo (Japan)101.63 million(as of December 31, 2016) [15] PowerPC 750-based IBM PowerPC "Broadway" @ 729 MHz; 2.9 GFLOPS 32-bit (CPU)
EVO Smart Console November 20, 2008Envizions (U..S.)At least 10AMD 64x2 @ 2.9 GHz64-bit (CPU)
Zeebo May 25, 2009 Zeebo Inc. (U.S.) / TecToy (Brazil)? ARM11 / QDSP-5 in Qualcomm MSM SoC running at 528 MHz [16] 32-bit (CPU)
CT510 April 29, 2012eedoo?Unknown dual core at 1.8 GHz
Wii U November 18, 2012 Nintendo (Japan)13.56 million [17] PowerPC 750-based 1.24 GHz Tri-Core IBM PowerPC "Espresso"32-bit (CPU)
PlayStation 4 November 15, 2013 Sony (Japan)115.9 million [18] Semi-custom 8-core AMD x86-64 Jaguar 1.6 GHz CPU (integrated into APU)64-bit (CPU)
Xbox One November 22, 2013 Microsoft (U.S.)ca. 41 million [19] [e] Custom 1.75 GHz AMD 8-core APU (2 quad-core Jaguar modules)64-bit (CPU)
Nintendo Switch [f] March 3, 2017 Nintendo (Japan)129.53 million [24] Octa-core (4×ARM Cortex-A57 & 4×ARM Cortex-A53) @ 1.020 GHz64-bit (CPU)
Xbox Series X/S November 10, 2020 Microsoft (U.S.)ca. 21 million [25] [e]
  • 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 5 November 12, 2020 Sony (Japan)40 million [28] Custom 8-core AMD Zen 2, variable frequency, up to 3.5 GHz [29] 64-bit (CPU)
Atari VCS June 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)
Polymega September 12, 2021Playmaji, Inc (U.S.)?Unknown Intel Coffee Lake64-bit (CPU)
Evercade VS December, 2021Blaze Entertainment (UK)?Unknown ARM Cortex-A7 4-core at 1.5 GHz32-bit (CPU)

Unreleased systems

NameRelease dateManufacturerCPU"Bits"
Intellivision Amico TBA Intellivision Entertainment Octa-core Snapdragon 624 @ 1.8 GHz [31] [32] [33] x86 (64/32-bit)
KFConsole TBA Cooler Master/KFC U.K./Ireland Asus RTX 2070 Intel Nuc 9 Extreme Compute Element 2 Seagate Barracuda 1TB SSDs [34] x86 (64/32-bit)

Canceled systems

NameRelease dateManufacturerCPU"Bits"
Atari Game Brain cancelled (supposed to be released in June 1978) Atari (U.S.)??
Atari 2700 cancelled (supposed to be released in 1981) Atari, Inc. (U.S.) MOS Technology 6507 8-bit (CPU)
Video Arcade System cancelled (supposed to be released in 1983)Ultravision (U.S.)??
RDI Halcyon [g] cancelled (supposed to be released in January 1985) RDI Video Systems (U.S.) Zilog Z80 8-bit (CPU)
Control-Vision cancelled (supposed to be released in 1989) Digital Pictures & Hasbro (U.S.)??
Krokha [35] [h] cancelled SKB Kontor  [ ru ](Russia)K580VM80A 2 MHz?
Konix Multisystem cancelled (supposed to be released in August 1989) Konix (UK) Intel 8086 based processor16-bit (CPU)
Atari Panther cancelled (supposed to be released in 1991) Atari Corporation (U.S.) Motorola 68000 32-bit
WOWOW [36] cancelled (supposed to be released in 1992) Taito (Japan) Motorola 68000 16-bit / 32-bit (CPU)
SNES-CD cancelled (development stopped in 1993) Nintendo (Japan)?16-bit
Sega Neptune cancelled (supposed to be released in Fall 1995) Sega (Japan)?32-bit
L600 cancelled (development stopped in April 2001) Indrema (U.S.) x86 @ 600 MHz32-bit
Panasonic M2 cancelled (supposed to be released in 1997) Panasonic (Japan)Dual PowerPC 602 Processors @ 66 MHz64-bit (dual 32-bit)
Phantom cancelled (supposed to be released in September 2005) Phantom (U.S.)??
Chameleon cancelled (supposed to be released in 2016)Coleco Holdings Retro??

See also

Notes

  1. This number is always up to date by this script.
  2. 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.
  3. Add-on to Famicom - Japan only.
  4. 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.
  5. 1 2 Starting with Microsoft's fiscal quarter ending June 2014 (Q4), the company stopped divulging individual platform sales in their fiscal reports and subsequent Xbox sales are based on industry estimates. [20] [21] [22] [23]
  6. 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.
  7. 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.[ citation needed ]
  8. The Krokha (Russian: Кроха, lit. 'Baby') was a Soviet console that was ready to launch in 1990, but production halted, only one game was made, and the approximately 200 consoles were given out to employees of the factory that manufactured it. [35]

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    In the history of video games, the second-generation era refers to computer and video games, video game consoles, and handheld video game consoles available from 1976 to 1992. Notable platforms of the second generation include the Fairchild Channel F, Atari 2600, Intellivision, Odyssey 2, and ColecoVision. The generation began in November 1976 with the release of the Fairchild Channel F. This was followed by the Atari 2600 in 1977, Magnavox Odyssey² in 1978, Intellivision in 1980 and then the Emerson Arcadia 2001, ColecoVision, Atari 5200, and Vectrex, all in 1982. By the end of the era, there were over 15 different consoles. It coincided with, and was partly fuelled by, the golden age of arcade video games. This peak era of popularity and innovation for the medium resulted in many games for second generation home consoles being ports of arcade games. Space Invaders, the first "killer app" arcade game to be ported, was released in 1980 for the Atari 2600, though earlier Atari-published arcade games were ported to the 2600 previously. Coleco packaged Nintendo's Donkey Kong with the ColecoVision when it was released in August 1982.

    <span class="mw-page-title-main">ROM cartridge</span> Replaceable device used for the distribution and storage of video games

    A ROM cartridge, usually referred to in context simply as a cartridge, cart, or card, is a replaceable part designed to be connected to a consumer electronics device such as a home computer, video game console or, to a lesser extent, electronic musical instruments.

    <span class="mw-page-title-main">Nintendo video game consoles</span>

    The Japanese multinational consumer electronics company Nintendo has developed seven home video game consoles and multiple portable consoles for use with external media, as well as dedicated consoles and other hardware for their consoles. As of September 30, 2021, in addition to Nintendo Switch, Nintendo has sold over 863.07 million hardware units.

    <span class="mw-page-title-main">Nintendo Entertainment System</span> Home video game console

    The Nintendo Entertainment System (NES) is an 8-bit home video game console produced by Nintendo. It was first released in Japan on July 15, 1983, as the Family Computer (Famicom). It was released in US test markets as the redesigned NES in October 1985, and fully launched in the US the following year. The NES was distributed in Europe, Australia, and parts of Asia throughout the 1980s under various names. As a third-generation console, it mainly competed with Sega's Master System.

    The 1980s was the second decade in the industry's history. It was a decade of highs and lows for video games. The decade began amidst a boom in the arcade video game business with the golden age of arcade video games, the Atari 2600's dominance of the home console market during the second generation of video game consoles, and the rising influence of home computers. However, an oversatuation of low quality games led to an implosion of the video game market that nearly destroyed the industry in North America. Most investors believed video games to be a fad that had since passed, up until Nintendo's success with its Nintendo Entertainment System revived interest in game consoles and led to a recovery of the home video game industry. In the remaining years of the decade, Sega ignites a console war with Nintendo, developers that had been affected by the crash experimented with PC games, and Nintendo released the Game Boy, which would become the best-selling handheld gaming device for the next two decades. Other consoles released in the decade included the Intellivision, ColecoVision, TurboGrafx-16 and Sega Genesis.

    The eighth generation of video game consoles began in 2012, and consists of four home video game consoles: the Wii U released in 2012, the PlayStation 4 family in 2013, the Xbox One family in 2013, and the Nintendo Switch family in 2017.

    The ninth generation of video game consoles began in November 2020 with the releases of Microsoft's Xbox Series X and Series S console family and Sony's PlayStation 5.

    In the video game industry, a console war describes the competition between two or more video game console manufacturers in trying to achieve better consumer sales through more advanced console technology, an improved selection of video games, and general marketing around their consoles. While console manufacturers are generally always trying to out-perform other manufacturers in sales, these console wars engage in more direct tactics to compare their offerings directly against their competitors or to disparage the competition in contrast to their own, and thus the marketing efforts have tended to escalate in back-and-forth pushes.

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