- 3DO (1993)
The second true 32-bit machine after the FM Towns Marty, the 3DO was
available via a unique business model: the 3DO Company (formed by
Electronic Arts founder Trip Hawkins) licensed its technical
specifications to third-party manufacturers such as Sanyo and Panasonic,
which then built their own versions. Unfortunately, this approach made
the hardware hugely expensive ($699 at launch – equivalent to $1,267 or
£990 today) compared with rival consoles that could be sold at a loss by
their manufacturers. There were some excellent titles, including the
original Need for Speed and the strategy-shooter Return Fire, but the
PlayStation killed it stone dead.
- Atari Jaguar (1993)
The veteran company’s final console boasted a powerful yet jumbled
architecture based around two silicon chipsets (named Tom and Jerry) and
a Motorola 68000 processor. Some say it was difficult to code for, it
lacked a broad games catalogue and at $249, it was also very expensive.
Now best known for the trio of excellent shooters Tempest 2000, Doom and
Alien vs Predator, it remains an intriguing technical oddity.
- Sega Master System (1985)
Throughout the early 1980s Sega made several attempts to transfer its
arcade expertise to the home console market – the Master System was the
most successful. More powerful and with a fuller colour palette than
the mighty Nintendo Entertainment System (NES), the eight-bit machine
boasted decent arcade conversions, but is best remembered for its
scrolling platformers, including Alex Kidd in Miracle World, Wonder Boy,
Psycho Fox and an expertly reduced version of Sonic the Hedgehog.
Nintendo’s Switch Lite
- Intellivision (1979)
With its brown and gold chassis, wood effect lining and
retro-futuristic controllers, Mattel’s Intellivision screamed “It’s the
1970s!” from every angle. But, developed a year after the release of the
Atari VCS, it was a much more sophisticated machine thanks to a 16-bit
central processor and generous 16-colour palette. Famous for its
pioneering use of licensed sports titles and its convincing arcade ports
(Burger Time, Donkey Kong Jr, Bump N Jump …) there were also intriguing
original titles such as the weird operating-theatre sim Microsurgeon
and B-17 Bomber, which came with a voice synthesiser for, ahem,
“realistic” speech effects.
- PC Engine (1987)
In the 1980s most consoles resembled toys – the PC Engine, with its
futuristic white chassis and cool mini-cartridges (or HuCards), looked
like something out of Akira. Designed by electronics giant NEC and game
developer Hudson Soft, the console contained twin 16-bit graphics chips
that brought a singular aesthetic quality to arcade conversions such as
R-Type, Splatterhouse and Ninja Spirit. Released later in the US as the
Turbografx-16, it’s a genuine cult classic.
- Sega Saturn (1994)
Hitting Japanese shelves a fortnight before PlayStation, Sega’s
32-bit machine would be forever defined by its failed rivalry with Sony.
Its fragmented internal architecture was built around Sega’s
cutting-edge arcade machine technology, but developers needed expert
knowledge of assembly language to wrestle anything out of it. Still,
Sega’s studios triumphed with Virtua Fighter, Nights into Dreams and
Sega Rally, while its plethora of stunning 2D shooters and fighting
games thrilled hardcore gamers.
- Colecovision (1982)
With a Z80 processor three times more powerful than the Atari VCS and
a huge 16KB of video ram, the Colecovision was a significant
technological leap forward, allowing smooth animation and colourful
visuals. Among its 125 games there were interesting original titles such
as scrolling adventure Tarzan and Fortune Builder, an early SimCity
predecessor. Later expansion modules let owners play Atari game carts
and use a steering wheel controller. The machine is best known for
excellent arcade conversions including Gorf, Zaxxon and Donkey Kong.
Nintendo was so impressed that its head of R&D, Masayuki Uemura,
used the Colecovision as inspiration for the NES.
The late Ralph Baer and his prototype of the first games console in 2009.
The late Ralph Baer in an image from 2009, with his 1960s prototype of the first games console. Photograph: Jens Wolf/dpa/AP
- Magnavox Odyssey (1972)
The first ever games console was developed by engineer Ralph Baer
while working for defence contractor Sanders Associates under the
attractive code name Brown Box. It consisted of a white and, yes, brown
box containing just 40 transistors and 40 diodes, with wires connecting
to the TV and two blocky controllers. The games, basically variants of
Pong, had no sound and colour was achieved by placing plastic overlays
on the screen – but the profound concept of interacting with graphics on
your TV began here.
- SNK Neo Geo (1990)
Like Sega, SNK was a 1980s arcade giant with a desire to infiltrate
the home console market, but its approach was much more ambitious. It
set out to build a machine using exactly the same technology as its
coin-op hits. This resulted in astonishing home versions of Fatal Fury,
Art of Fighting and The King of Fighters; the only catch was the Neo Geo
cost three times as much as its competitors and the 330-megabit game
carts cost up to $200 each. No wonder it’s known as the Rolls-Royce of
game consoles.
- Atari VCS/2600 (1977)
For a while, in the late 1970s, Atari was video games. After the
success of its home Pong console in 1975, the company’s designers spent a
year constructing a microprocessor-based system that could play games
based on rom cartridges. During Christmas 1977, 400,000 machines hit US
shelves and sold out almost instantly. The look of the machine, with its
black fascia and wood panelling, and its simple eight-directional
joystick, set the design ethos of the industry, while its games, with
their beautifully illustrated boxes, were design classics in both form
and function. Infiltrating pop culture via movies as diverse as
Airplane! and Bladerunner, the Atari was more than a console – and even
its failures, especially the botched film tie-in ET, became the stuff of
legend.
- Nintendo GameCube (2001)
Beside the muscular design and technical potency of the PS2 and Xbox,
with their internet connectivity and DVD support (the Xbox via an
add-on), the GameCube looked like a giant Lego brick with a handle and
its IBM PowerPC processor was underpowered compared to Microsoft’s
machine. But Nintendo wanted a fun, characterful console that was cheap
and easy to develop for – that’s what we got. Plus, Metroid Prime,
Legend of Zelda: Wind Waker, Resident Evil 4 and Super Mario Sunshine
competed with anything on those other machines.
- PlayStation 3 (2006)
Beset by difficulties and delays regarding its ambitious Cell
processor and the inclusion of a Blu-ray drive, the PS3 was an
intimidating project from the start. Its online multiplayer service was
generously subscription-free yet inferior to the Xbox 360 offering and
developers found it tough to work with the array of multiple synergistic
processing units (SPUs). And yet this is where a new form of lush
cinematic gaming experience flourished: Uncharted 2, God of War III,
Demon’s Souls, Heavy Rain and Journey all pointed to a future of
imaginative, challenging storytelling within rich immersive worlds.
Their lessons are still being taught and learned.
- Nintendo 64 (1996)
Developed in conjunction with supercomputer specialist Silicon
Graphics Inc and originally given the not-at-all hubristic codename
Project Reality, the N64 was a contradictory beast – backwardly sticking
with carts instead of embracing CD-roms but innovative in its use of an
analogue joystick to allow accurate 3D movement. This, of course, led
to Super Mario 64, the defining game of the era, but the console saw
many other classics, including GoldenEye, Banjo-Kazooie, Wave Race 64
and Legend of Zelda: Ocarina of Time.
- Xbox One (2013)
Built more as a nicely boxed PC than a traditional console, the Xbox
One boasts multicore AMD processors, HDR (and 4K video) compatibility,
cloud storage, game streaming and a host of multimedia options. And just
as the machine was beginning to age, its S and X iterations came along
and boosted the specs. Alongside beautiful versions of multiplatform
hits Witcher 3, Assassin’s Creed Origins and Fallout 4, it has also
brought us Forza Horizon 4, Sea of Thieves, Halo 5 and Ori and the Blind
Forest. State of the art, in many ways.
- Xbox (2001)
Teased by Bill Gates himself at the 2000 Game Developers’ Conference,
Xbox was conceived by the team behind Direct X (Microsoft’s middleware
for PC game developers) as a technological Trojan horse to get the
company’s products into the living room. From those slightly Orwellian
foundations came a robust, powerful and exciting machine, its back
catalogue of more than 600 games boasting one of the greatest console
first-person shooters ever in Halo, as well as gritty brawler Ninja
Gaiden, surreal adventure Psychonauts and Star Wars epic Knights of the
Old Republic. From the beginning, Xbox understood the rising importance
of online play, with its integrated ethernet port and robust Xbox Live
infrastructure. The most significant US-designed console since the Atari
VCS.
- Nintendo Wii (2006)
Plenty of games industry pundits saw the tech specs for the Wii in
2005 and wrote it off as “two Game Cubes taped together”. What they
hadn’t figured on was the unique joypad, which used motion controls
providing barrier-free access to simple, perfectly designed games such
as Wii Sports, Wii Play and Wii Fit. Suddenly, whole families could
compete together, from the youngest to the oldest – and Nintendo sold
more than 100m units as a result. A victory for utilitarian design over
technological obsession.
- Sega Dreamcast (1998)
With its built-in modem and hugely innovative controllers (complete
with removable memory cards doubling as handheld games machines), the
Dreamcast was a visionary piece of hardware, backed up by Sega’s
astonishingly creative first-party development teams. The machine saw an
array of idiosyncratic titles – Jet Set Radio, Shenmue, Seaman, Rez,
Phantasy Star Online – that either invented new genres or utterly
revolutionised old ones. But the lack of support from western developers
and the sheer might of the PS2 ensured that its life was as brief as it
was beautiful.
Nintendo employees and the GameCube in 2001.
Nintendo employees and the GameCube in 2001. Photograph: Yoshikazu Tsuno/EPA
- Nintendo Switch (2017)
The follow-up to the interesting but flawed Wii U replicated that
console’s two-screen approach, but made its built-in HD display truly
portable, adding two motion-sensitive controllers into the mix. The
Switch is a brilliantly flexible home console, seamlessly switching
local multiplayer between the living room and the world at large,
somehow combining the genius of the Wii and the Game Boy. Its best games
– Legend of Zelda: Breath of the Wild, Animal Crossing: New Horizons,
Super Mario Odyssey, Mario Kart 8 Deluxe, Super Mario Maker – exploit
the delightful peculiarities of this machine perfectly.
- PlayStation (1994)
By 1993, Sony had failed to enter the console industry through
collaborations with Sega and Nintendo, so the company’s hardware genius
Ken Kutaragi thought, screw it, let’s make our own machine. He designed
an architecture that was powerful yet easy to develop for and focused on
pushing 3D shapes around the screen as efficiently as possible. Sony
then solved its lack of development experience by purchasing UK studio
Psygnosis and inking an exclusive deal with Japanese arcade veteran
Namco. The resulting console ruled the 1990s, thrilling time-rich
twentysomethings with titles such as Tekken, Gran Turismo and Tony
Hawk’s Pro Skater. This machine changed everything.
- Famicom/Nintendo Entertainment System (1983)
It’s an oft-repeated fact, but always one worth remembering:
throughout the 1980s in North America, you didn’t play “video games”,
you played Nintendo. Like Hoover and Aspirin before it, the brand was so
synonymous with the activity that it became genericised. This was down
to the NES, a boxy, dated entry into the console market, which came with
funny flat little joypads (heavily inspired by Nintendo’s successful
Game & Watch handheld devices) and chunky carts. But the games, oh
the games. Super Mario Bros, Legend of Zelda, Contra, Mega Man, Final
Fantasy, Excitebike … This was where Nintendo’s (and specifically
Shigeru Miyamoto’s) design genius originally flourished and where we
learned the company’s maxim that old, well-used technology could be
reformulated to realise amazing things.
- PlayStation 4 (2013)
Based around similar tech as the Xbox One and launched almost
simultaneously, the PS4 saw Sony concentrating on games rather than
multimedia functionality, immediately winning the PR war against
Microsoft. With its excellent controller, vastly improved online
infrastructure and seamless sharing and streaming functions, it’s an
innovative system, but where it really wins is in its embarrassment of
first- and second-party gaming riches. Uncharted 4, Horizon Zero Dawn,
Marvel’s Spider-Man, God of War, Bloodborne, Death Stranding … all of
them push at the possibilities of video games as a visual narrative
medium.
- Sega Mega Drive/Genesis (1988)
By building an architecture capable of accurately converting arcade
hits such as Golden Axe, Strider and Altered Beast, and bullishly
marketing at teenagers, Sega made Nintendo look fusty and old-fashioned.
This punk attitude was amplified further in 1991 by the arrival of
Sonic the Hedgehog, a speed-obsessed, spiky-haired dude-bro perfectly in
tune with early-1990s MTV culture. The Mega Drive would go on to sell
35m units and host a wide range of experiences from romantic
role-playing adventures to real-time military sims. It wasn’t afraid to
be weird and loud and rude, and some of us related hard to that. In the
process, for better or worse, it invented the whole idea of console
gaming as a lifestyle – an identity.
- Xbox 360 (2005)
The first console of the broadband era, Xbox 360 put online
multiplayer functionality at the core of its offering from the very
start. Innovations such as Achievements and the Gamer Score turned the
global user base into one vast competitive community whether the
battleground was Call of Duty 4: Modern Warfare, Halo 3 or Forza
Horizon. Arguably, this was also the machine that saw the superior
versions of epic adventures such as Mass Effect 2, Elder Scrolls V,
Bioshock and Read Dead Redemption, ushering in our modern era of mature
narrative game design.
- PlayStation 2 (2000)
It’s tough to win the console wars two generations in a row.
PlayStation 2 didn’t just equal the success of PlayStation – it became
the best-selling console of all time, shifting 155m units. Its utter
dominance, its technical power and its familiar development environment
allowed studios around the world to be extraordinarily creative. This
was the golden era that saw mainstream blockbusters Grand Theft Auto,
Metal Gear Solid, Gran Turismo, Pro Evo Soccer, Burnout and Ratchet
& Clank come to fruition, but it also hosted idiosyncratic treasures
such as Katamari Damacy, Ico and Okami, and through the Guitar Hero and
Singstar titles it also became the post-pub entertainment platform of
choice for a whole generation. This was where TV, movie and music
creatives all woke up and realised, ah yes, games are the future, we’d
better get in on this. And then everybody did.
- Super Famicom/Super Nintendo Entertainment System (1990)
Whole days in front of Street Fighter 2, the living room crowded with
mates, coffee table loaded with snacks and Coke cans. All-nighters on
Legend of Zelda: a Link to the Past, Super Metroid and Secret of Mana.
Sharing Yoshi’s Island and Harvest Moon with your younger sister.
Blasting through the Super Star Wars series. Discovering Donkey Kong
Country. Millions of us have these memories. The SNES arrived in an
industry already changed by the Mega Drive, but Nintendo stuck with what
it knew – solid tech and astonishing, fecund creativity. The machine
produced beautiful, colourful visuals and lush sampled sounds, and it
had the flexibility to allow enhanced cartridges later in its lifecycle.
But really, the lasting influence was all down to the games – more than
1,700 of them – and the way they made us feel. That is, in the end,
what it’s all about.