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Home video game console

From Wikipedia, the free encyclopedia
(Redirected fromHome console)
Stationary video game console

A collection of home video game consoles, arranged in chronological order from bottom to top, atThe Finnish Museum of Games,Tampere
Part of a series on the
History of video games

Ahome video game console is avideo game console that is designed to be connected to a display device, such as atelevision, and an external power source as to playvideo 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 throughgame cartridges,optical discs, or throughdigital distribution to internal storage.

There have been numerous home video game consoles since the first commercial unit, theMagnavox Odyssey in 1972. Historically these consoles have been grouped intogenerations lasting each about six years based on common technical specifications. As of 2025[update], there have been nine console generations, with the current leading manufacturers beingSony,Microsoft, andNintendo, colloquially known as the "Big 3".

Overview

[edit]
Main article:Video game console

A home video game console is a pre-designed 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 morevideo game controllers. This differs from ahandheld 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 withpersonal 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 asgame cartridges (or ROM cartridges), on optical media like CD-ROM or DVD, or obtained bydigital 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 aslight guns forrail shooters andguitar controllers formusic 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

[edit]
Main articles:History of video game consoles andHome video game console generations

The first commercial video game console was theMagnavox Odyssey, developed by a team led byRalph H. Baer and released commercially in 1972. It was shortly followed by the release of thehome version ofPong byAtari Inc. in 1975 based on the arcade game. A number ofclones 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.

TheFairchild Channel F, released in 1976, was the first console to usegame cartridges, which was then used by theAtari 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 toWarner Communications, and several programmers left the company and foundedActivision, 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 thevideo game crash of 1983 in the U.S. market.Nintendo, which had released itsFamily 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 itsSega Genesis against theSuper 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 ofoptical discs with larger storage capacity in the mid-1995 led many console manufactures to move away from cartridges toCD-ROMs and later toDVDs and other formats, with Sony'sPlayStation line introducing even more features that gave it an advantage in the market; thePlayStation 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 itsXbox line in 2001. Internet connectivity had become commonplace by the mid-2000s, and nearly all home consoles supporteddigital 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 ablue ocean strategy by offering more original console concepts such as motion sensing in theWii and the hybrid design of theNintendo 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.

Overview of the console generations, including generation overlaps. Major consoles of each generation are given for each.

List of home video game consoles

[edit]

There are more than 1000 home video game consoles known to exist, the vast majority of which were released during the first generation: only 105 home video game consoles were released between the second and current generation, and 15 were canceled.[a] This list is divided intoconsole 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 ofvideo game consoles such ashandheld game consoles, which are usually of lower computational power thanhome consoles due to their smaller size;microconsoles, which are usually low-cost Android-based devices that rely on downloading;retro style consoles; ordedicated 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 thefirst generation of video game consoles, those that were generally game consoles for a single dedicated game, such as homePong consoles. Documented consoles of this generation can be found atlist of first generation home video game consoles.

Released systems

[edit]
NameRelease dateManufacturerUnits soldCPU"Bits"
Fairchild Channel FNovember 1976Fairchild (U.S.)ca. 250,000Fairchild F88-bit (CPU)
RCA Studio IIJanuary 1977RCA (U.S.)ca. 60,000RCA 18028-bit (CPU)
Bally AstrocadeApril 1978Midway (U.S.)?Zilog Z808-bit (CPU)
Atari 2600September 11, 1977Atari Inc. (U.S.)ca. 30 million[2]MOS Technology 65078-bit (CPU)
APF-MP1000January 1, 1978APF (U.S.)> 50,000Motorola 68008-bit (CPU)
Champion 27111978Unisonic (U.S.)?General Instrument CP161016-bit (CPU)
Interton VC 4000Interton (Germany)?Signetics 2650A8-bit (CPU)
Palladium Tele-Cassetten GamePalladium (Germany)?
1292 Advanced Programmable Video SystemAudiosonic?Signetics 2650AI8-bit (CPU)
Magnavox Odyssey 2December 1978Magnavox (U.S.) /Philips (Netherlands)2 millionIntel 80488-bit (CPU)
APF Imagination Machine1979APF (U.S.)?Motorola 68008-bit (CPU)
Bandai Super Vision 8000Bandai (Japan)?NEC D780C8-bit (CPU)
Intellivision1980Mattel Electronics (U.S.)ca. 3 millionGeneral Instrument CP161016-bit (CPU)
VTech CreatiVision1981VTech (Hong Kong)?Rockwell 65028-bit (CPU)
Epoch Cassette VisionJuly 30, 1981Epoch (Japan)ca. 400,000NEC uPD77xx?
Arcadia 2001 andits variants and clones1982 (Arcadia 2001)Emerson Radio (U.S.)?Signetics 26508-bit (CPU)
SHG Black Point1982Süddeutsche Elektro-Hausgeräte GmbH & Co. KG (Germany)???
ColecoVisionAugust 1982Coleco (U.S.)ca. 2 millionZilog Z808-bit (CPU)
Atari 5200November 1982Atari Inc. (U.S.)ca. 1 millionMOS 6502C @ 1.79 MHz8-bit (CPU)
VectrexNovember 1982GCE/Milton Bradley Company (U.S.)?Motorola MC68A098-bit/16-bit (CPU)
Compact Vision TV BoyOctober 1983Gakken (Japan)Motorola MC68018-bit (CPU)
Videopac+ G7400[b]1983Philips (Netherlands)?Intel 8048 @ 5.91 MHz8-bit
My VisionNichibutsu (Japan)??
Pyuuta Jr.April 1983Tomy (Japan)TMS999516-bit
Sega SG-1000July 15, 1983Sega (Japan)ca. 2 millionZilog Z80 @ 3.58 MHz8-bit
NES/Family Computer (Famicom)Nintendo (Japan)61.91 millionRicoh2A03 processor (MOS Technology 6502 core) @1.79 MHz8-bit
PV-1000October 1983Casio (Japan)?Z80A clocked at 3.579 MHz8-bit
Epoch Super Cassette VisionJuly 17, 1984Epoch (Japan)300,000NEC PD7801G8-bit (CPU)
Bridge Companion1985BBC/Heber (UK)?Zilog Z808-bit
Video ArtLJN (U.S.)Thompson EF6805 (Motorola 6800-based)?
ZemmixDaewoo Electronics (South Korea)Zilog Z808-bit
Sega Mark III/Master SystemOctober 20, 1985Sega (Japan),Tec Toy (Brazil)ca. 13 millionZilog Z80 @ 4 MHz8-bit
Family Computer Disk System[c]February 21, 1986Nintendo (Japan)4.44 millionRicoh2A03 processor (MOS Technology 6502 core) @1.79 MHz8-bit
Videosmarts[3]1986Connor Electronics (U.S.) (1986–1988),VTech (Hong Kong) (1989–1990)???
Atari 7800May 1986Atari Corporation (U.S.)Atari SALLY8-bit
Atari XEGS1987Atari Corporation (U.S.)ca. 2 millionMOS Technology 6502C
Video ChallengerTomy/Bandai (Japan)??
Action MaxWorlds of Wonder (U.S.)HD4010108-bit
View-Master Interactive Vision1988View-Master Ideal Group, Inc. (U.S.)?
TerebikkoBandai (Japan)?
VTech SocratesVTech (Hong Kong)Zilog Z80A8-bit (CPU)
Video DriverOctober 1988[4]Sega (Japan)?
Amstrad GX4000September 1990Amstrad (UK)ca. 14,000Zilog Z80 @ 4 MHz8-bit
Commodore 64 Games SystemDecember 1990Commodore (Canada)ca. 20,000MOS Technology 8500 @ 0.985 MHz
PC Engine/TurboGrafx-16October 30, 1987NEC/Hudson Soft (Japan)ca. 10 millionHudson Soft HuC628016-bit (8-bit CPU, 16-bit graphics)
Sega Genesis/Mega DriveOctober 29, 1988Sega (Japan)35.25 millionMotorola 68000 @ 7.6 MHz,Zilog Z80 @ 3.58 MHz16-bit (16/32 bit processor, 16 bit graphics)
TurboGrafx-CD/CD-ROM²December 4, 1988NEC (Japan)1.92 million?16-bit (8-bit processor, 16-bit graphics)
PC Engine2/SuperGrafxDecember 8, 1989NEC (Japan)ca. 75,000Hudson Soft HuC628016-bit (8-bit CPU, 16-bit graphics)
Neo-Geo AESApril 26, 1990SNK (Japan)ca. 750,000Motorola 68000 @ 12 MHz,Zilog Z80A @ 4 MHz24-bit (16/32 bit processor, 24 bit graphics)
Super NES/Super FamicomNovember 21, 1990Nintendo (Japan)49.1 millionRicoh 5A22 @ 3.58 MHz16-bit
Commodore CDTVMarch 1991Commodore (Canada)ca. 54,800Motorola 68000 @ 7 MHz16-bit
CD-iDecember 3, 1991Variousca. 1.5 millionPhilips SCC68070 @ 15.5 MHz16-bit (could be upgraded to 32-bit)
Sega CD/Mega CDDecember 12, 1991Sega (Japan)2.24 millionMotorola 68000 @ 12.5 MHz16-bit (16/32 bit processor, 16 bit graphics)
Memorex VISJune 1992Memorex/Tandy Corp (U.S.)ca. 11,000Intel 80286 @ 12 MHz16-bit
Sega PicoJune 26, 1993Sega/Majesco Entertainment (Japan)ca. 3.8 millionMotorola 68000 @ 7.6 MHz,Zilog Z80 @ 3.58 MHz16-bit
Picno1992[5]Konami(Japan)???
Pioneer LaserActiveAugust 20, 1993Pioneer Corporation (Japan)ca 10,000?
Neo-Geo CD[d]September 9, 1994SNK (Japan)570,000Motorola 68000 @ 12 MHz,Zilog Z80 @ 4 MHz16-bit
SatellaviewApril 23, 1995Nintendo (Japan)At least 100,000?16-bit
Super A'CanOctober 25, 1995Funtech (Taiwan)?Motorola 68000 @ 10.738635 MHz
FM Towns MartyFebruary 20, 1993Fujitsu (Japan)ca. 45,000AMD 386SX at 16 MHz32-bit
Amiga CD32September 17, 1993Commodore (Canada)ca. 100,000Motorola 68EC020@ 14.18 MHz (PAL) 14.32 MHz (NTSC)
3DO Interactive MultiplayerOctober 4, 1993Panasonic/Sanyo (Japan)GoldStar (South Korea)The 3DO Company (United States)ca. 2 millionRISC CPU ARM60 based onARM architecture @ 12.5 MHz
Atari JaguarNovember 23, 1993Atari 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 Changer1994Capcom (Japan)?Motorola 68000 @ 10 MHz16-bit
PlaydiaSeptember 23, 1994Bandai (Japan)Toshiba TMP87C800F8-bit
Sega 32XNovember 21, 1994Sega (Japan)ca. 800,0002 ×SH-232-bitRISC @ 23 MHz32-bit
Sega SaturnNovember 22, 1994Sega (Japan)9.26 million2× HitachiSH-2 @ 28.6MHz32-bit
Sony PlayStationDecember 3, 1994Sony (Japan)102.49 millionR3000 @ 33.8688 MHz32-bit
PC-FXDecember 23, 1994NEC (Japan)ca. 400,000NEC V81032-bit
Apple Bandai PippinMarch 28, 1995Bandai (Japan)/Apple Inc. (U.S.)ca. 42,000PowerPC 603RISC (66 MHz)
Atari Jaguar CDSeptember 21, 1995Atari Corporation (U.S.)??64-bit (uses Jaguar processors)
Casio LoopyOctober 19, 1995Casio (Japan)RISCSH-1 (SH7021)32-bit
Nintendo 64June 23, 1996Nintendo (Japan)32.93 millionNECVR4300 @ 93.75MHz64-bit
DreamcastNovember 27, 1998Sega (Japan)9.13 millionHitachi SH-4 32-bit RISC @ 200 MHz128-bit (32-bit processor, 128-bit graphics)
Nintendo 64DDDecember 1, 1999Nintendo (Japan)ca. 15,000?32-bit co-processor (uses 64-bit N64 processor as main processor)
Nuon2000VM Labs (U.S.)Motorola/RCA (United States)Samsung (South Korea)Toshiba (Japan)ca. 25,000Nuon MPE hybrid stack processor128-bit (SIMD)
PlayStation 2March 4, 2000Sony (Japan)155 millionEmotion Engine @ 294.912 MHz (launch), 299 MHz (newer models)128-bit (SIMD)
GameCubeSeptember 14, 2001Nintendo (Japan)21.74 millionIBMPowerPCGekko @ 486MHz32-bit (CPU)

128-bit (SIMD)

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

128-bit (SIMD)

DVD Kids20023-Plus (Iceland)[8]???
Xavix PORT2004SSD COMPANY LIMITED (Japan)8-bit,16-bit and 32-bit (depending on game cartridge)
V.SmileAugust 4, 2004VTech (Hong Kong)?Sunplus SPG2xx16-bit
Advanced Pico Beena2005Sega (Japan)ca. 4.1 millionARM7TDMI clocked at 81 MHz32-bit (CPU)
V.Smile Baby Infant Development System2006VTech (Hong Kong)??128-bit
Game Wave Family Entertainment SystemOctober 2005ZAPiT (Canada)ca. 70,000[9]Mediamatics 8611
Xbox 360November 22, 2005Microsoft (U.S.)ca. 85.8 million[10][11][12][13]Big-endian architecture 3.2GHzPowerPC Tri-CoreXenon64-bit CPU

128-bit extensions

V.FlashSeptember 2006VTech (Hong Kong)?ARM-932-bit
HyperScanOctober 23, 2006Mattel (U.S.)ca. 10,000Sunplus SPG29032-bit
PlayStation 3November 11, 2006Sony (Japan)86.9 million[14]3.2 GHz Cell Broadband Engine with 1 PPE & 7 SPEs64-bit CPU with set of 128-bit registers
WiiNovember 19, 2006Nintendo (Japan)101.63 million(as of December 31, 2016)[15]PowerPC 750-basedIBMPowerPC "Broadway" @ 729MHz; 2.9GFLOPS32-bit (CPU)
Sport Vii2007JungleTac (China)>300,000Sunplus SPG24316-bit (CPU)
EVO Smart ConsoleNovember 20, 2008Envizions (USA)At least 10AMD 64x2 @ 2.9 GHz64-bit (CPU)
ZeeboMay 25, 2009Zeebo Inc. (U.S.) /TecToy (Brazil)?ARM11 /QDSP-5 in Qualcomm MSM SoC running at 528MHz[16]32-bit (CPU)
CT510April 29, 2012eedoo?Unknown dual core at 1.8 GHz
Wii UNovember 18, 2012Nintendo (Japan)13.56 million[17]PowerPC 750-based 1.24 GHz Tri-CoreIBMPowerPC "Espresso"32-bit (CPU)
PlayStation 4November 15, 2013Sony (Japan)115.9 million[18]Semi-custom 8-core AMD x86-64 Jaguar 1.6 GHz CPU (integrated into APU)64-bit (CPU)
Xbox OneNovember 22, 2013Microsoft (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, 2017Nintendo (Japan)154 million[24]Octa-core (4×ARM Cortex-A57 & 4×ARM Cortex-A53) @ 1.020 GHz64-bit (CPU)
Xbox Series X/SNovember 10, 2020Microsoft (U.S.)ca. 21 million[25][e]
  • Custom 8-coreAMDZen 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 5November 12, 2020Sony (Japan)65.6 million[28]Custom 8-core AMD Zen 2, variable frequency, up to 3.5 GHz[29]64-bit (CPU)
Atari VCSJune 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)
PolymegaSeptember 12, 2021Playmaji, Inc (U.S.)?Unknown Intel Coffee Lake64-bit (CPU)
Evercade VSDecember, 2021Blaze Entertainment (UK)?Unknown ARM Cortex-A7 4-core at 1.5 GHz32-bit (CPU)
Nintendo Switch 2June 5, 2025Nintendo (Japan)5.82 million?64-bit (CPU)

Unreleased systems

[edit]
NameRelease dateManufacturerCPU"Bits"
Intellivision AmicoTBAIntellivision EntertainmentOcta-core Snapdragon 624 @ 1.8 GHz[31][32][33]x86 (64/32-bit)
KFConsoleTBACooler Master/KFC U.K./IrelandAsus RTX 2070Intel Nuc 9 Extreme Compute Element 2Seagate Barracuda 1TBSSDs[34]x86 (64/32-bit)

Canceled systems

[edit]
NameRelease dateManufacturerCPU"Bits"
Atari Game Braincancelled (supposed to be released in June 1978)Atari (U.S.)??
Atari 2700cancelled (supposed to be released in 1981)Atari, Inc. (U.S.)MOS Technology 65078-bit (CPU)
Video Arcade Systemcancelled (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 Z808-bit (CPU)
Control-Visioncancelled (supposed to be released in 1989)Digital Pictures &Hasbro (U.S.)??
Krokha[35][h]cancelledSKB Kontor [ru](Russia)K580VM80A 2 MHz?
Konix Multisystemcancelled (supposed to be released in August 1989)Konix (UK)Intel 8086 based processor16-bit (CPU)
Atari Panthercancelled (supposed to be released in 1991)Atari Corporation (U.S.)Motorola 6800032-bit
WOWOW[36]cancelled (supposed to be released in 1992)Taito (Japan)Motorola 6800016-bit / 32-bit (CPU)
SNES-CDcancelled (development stopped in 1993)Nintendo (Japan)?16-bit
Sega Neptunecancelled (supposed to be released in Fall 1995)Sega (Japan)?32-bit
L600cancelled (development stopped in April 2001)Indrema (U.S.)x86 @ 600 MHz32-bit
Panasonic M2cancelled (supposed to be released in 1997)Panasonic (Japan)DualPowerPC 602 Processors @ 66 MHz64-bit (dual 32-bit)
Phantomcancelled (supposed to be released in September 2005)Phantom (U.S.)??
Chameleoncancelled (supposed to be released in 2016)Coleco Holdings Retro??

See also

[edit]

Notes

[edit]
  1. ^This number is always up to date bythis 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. ^abStarting 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 thelist of home video game consoles and thelist 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]

References

[edit]
  1. ^Edwards, Benj (August 26, 2016)."Son of PC: The History of x86 Game Consoles".PC Magazine. RetrievedJuly 31, 2020.
  2. ^"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. RetrievedApril 11, 2014.
  3. ^"Connor VideoSmarts, ComputerSmarts, and VideoPhone (partially lost VHS-based and cartridge-based edutainment games; 1986-1990) - The Lost Media Wiki".lostmediawiki.com. RetrievedAugust 1, 2020.
  4. ^"Family Driver by Sega – The Video Game Kraken". RetrievedAugust 3, 2020.
  5. ^"Picno by Konami – The Video Game Kraken". RetrievedAugust 1, 2020.
  6. ^Blake Snow (May 4, 2007)."The 10 Worst-Selling Consoles of All Time".GamePro.com. Archived fromthe original on September 5, 2008. RetrievedOctober 20, 2018.
  7. ^"EDGAR Pro".google.brand.edgar-online.com. Archived fromthe original on February 25, 2021. RetrievedJune 26, 2021.
  8. ^Numérique, Planète (January 27, 2021)."DVD Kids : une télécommandes et des jeux intéractifs pour jeunes enfant en DVD-Video signé Berchet !".Planète Numérique. RetrievedJanuary 27, 2021.
  9. ^"VP Final - MP4".YouTube. December 20, 2008. RetrievedAugust 14, 2012.
  10. ^"Earnings Release FY13 Q4". Microsoft. RetrievedMay 7, 2014.
  11. ^"Earnings Release FY14 Q1". Microsoft. RetrievedMay 7, 2014.
  12. ^"Earnings Release FY14 Q2". Microsoft. RetrievedMay 7, 2014.
  13. ^"Earnings Release FY14 Q3". Microsoft. RetrievedMay 7, 2014.
  14. ^"PlayStation 3 Sales Reach 80 Million Units Worldwide" (Press release).Sony Computer Entertainment. RetrievedNovember 6, 2013.
  15. ^"IR Information: Sales Data - Hardware and Software Sales Units". Nintendo Co., Ltd. December 31, 2016. RetrievedJanuary 31, 2017.
  16. ^Tectoy, Qualcomm Aim Emerging Video Game Markets with Zeebo. Zeebo Presents Gaming For The Next BillionArchived August 6, 2011, at theWayback Machine // XBit Labs, Anton Shilov, March 23, 2009
  17. ^"IR Information: Sales Data - Hardware and Software Sales Units".Nintendo Co., Ltd. RetrievedFebruary 10, 2017.
  18. ^Star, Gunz (March 31, 2021)."Cumulative Worldwide Hardware Unit Sales (Sell-in)".www.sie.com.
  19. ^"Xbox One Sales Reportedly Pass 41 Million as PS4 Nears 100 Million". January 27, 2019.
  20. ^"Earnings Release FY14 Q3".Microsoft. April 24, 2014. RetrievedApril 24, 2014.Microsoft sold in 2.0 million Xbox console units, including 1.2 million Xbox One consoles.
  21. ^"Earnings Release FY14 Q4".Microsoft. July 22, 2014. RetrievedAugust 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.
  22. ^Futter, Mike (October 22, 2015)."[Update] Microsoft Will Focus Primarily On Xbox Live Usership, Not Console Shipments".Game Informer.Archived from the original on October 24, 2015. RetrievedOctober 22, 2015.
  23. ^"Microsoft Annual Meeting of Shareholders".Microsoft. December 3, 2014. RetrievedJanuary 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.
  24. ^"Dedicated Video Game Sales Units". Nintendo.
  25. ^Makuch, Eddie (October 27, 2021)."Xbox Series X|S Sales Reach 8 Million, Game Pass Climbs Above 20 Million - Analyst".GameSpot. RetrievedOctober 27, 2021.
  26. ^Hood, Vic; Pino, Nick; June 2021, Adam Vjestica 01 (August 25, 2021)."Xbox Series X review".TechRadar.{{cite web}}: CS1 maint: numeric names: authors list (link)
  27. ^"Xbox Series S specs list". September 8, 2020.
  28. ^"Supplemental Information for the Consolidated Financial Results for the Second Quarter Ended September 30, 2024"(PDF).sony.com. November 27, 2024.
  29. ^"PS5 review". September 22, 2021.
  30. ^"Atari returns with the new Atari VCS on 10 June". RetrievedDecember 7, 2021.
  31. ^"Amico Tech Specs — Intellivision Entertainment". Intellivision Entertainment. RetrievedJanuary 7, 2020.
  32. ^"Meet Amico - Hardware Design". Intellivision Entertainment. October 10, 2020. RetrievedOctober 11, 2020.
  33. ^Machkovech, Sam (June 29, 2021)."What the heck's an Intellivision Amico? Console's leaky dev portal offers hints". Ars Technica. RetrievedJuly 6, 2021.
  34. ^Mlot, Stephanie (December 28, 2020)."Does Your PS5 Include a Built-In Chicken Warmer? The KFConsole Does".PC Mag. RetrievedJuly 3, 2024.
  35. ^ab"Archived copy".Archived from the original on February 20, 2020. RetrievedFebruary 20, 2020.{{cite web}}: CS1 maint: archived copy as title (link)
  36. ^"Wowow: The 1990s Taito Console That Never Was".Den of Geek. August 12, 2015. RetrievedAugust 1, 2020.
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