List of best-selling game consoles
A video game console is a standardized computing device tailored for video gaming that requires a monitor or television set as an output.[2] Handheld controllers are commonly used as input devices. Video game consoles may use one or more storage media like hard disk drives, optical discs, and memory cards for content. They weigh between 2 and 9 pounds on average,[3] most are boxlike in shape,[2] and their compact size allows them to be easily used in a variety of locations with an electrical outlet.[3] Each are usually developed by a single business organization.[2] Dedicated consoles can only play built-in games.[4] Gaming consoles in general are also described as "dedicated" in distinction from the more versatile personal computer and other consumer electronics.[5][6][7] Sanders Associates engineer Ralph H. Baer along with company employees Bill Harrison and Bill Rusch licensed their television gaming technology to contemporary major TV manufacturer Magnavox. This resulted in Magnavox Odyssey's 1972 release—the first commercially available video game console.[8]
A handheld game console is a lightweight device with a built-in screen, games controls, speakers,[9] and has greater portability than a standard video game console.[3] It is capable of playing multiple games unlike tabletop and handheld electronic game devices. Tabletop and handheld electronic game devices of the 1970s and 1980s are the precursors of handheld game consoles.[10] Mattel introduced the first handheld electronic game with the 1977 release of Auto Race.[11] Later, several companies—including Coleco and Milton Bradley—made their own single-game, lightweight tabletop or handheld electronic game devices.[12] The oldest handheld game console with interchangeable cartridges is the Milton Bradley Microvision in 1979.[13] Nintendo is credited with popularizing the handheld console concept with the Game Boy's release in 1989[10] and continues to dominate the handheld console market.[14][15]
Best-selling game consoles
The following tables contain video game consoles and handheld game consoles that have sold at least 1 million units worldwide either through to consumers or inside retail channels. Each console include sales from every iteration unless otherwise noted. The years correspond to when the home or handheld game console was first released—excluding test markets. Each year links to the corresponding "year in video gaming".
Background shading indicates current generation consoles on the market. Dagger glyph indicates dedicated consoles. Double-dagger glyph indicates hybrid video game consoles.
Hardware firms labelled Atari , Microsoft , Nintendo , Sega or Sony have more than two consoles listed; those with a white background do not.
All game consoles
Home game consoles
Handheld game consoles
Platform | Firm | Released[2] | Units sold | Ref. |
---|---|---|---|---|
Nintendo DS | Nintendo | 2004 | 154.02 million | [16] |
Game Boy/Game Boy Color | Nintendo | 1989/1998 | 118.69 million | [note 2] |
PlayStation Portable | Sony | 2004 | 82 million | [note 1] |
Game Boy Advance | Nintendo | 2001 | 81.51 million | [16] |
Nintendo 3DS | Nintendo | 2011 | 67.08 million | [37] |
Sega Game Gear | Sega | 1990 | 10.62 million | [48] |
PlayStation Vita | Sony | 2011 | >4 million (as of 2013) |
[note 1] |
WonderSwan | Bandai | 1999 | 3.5 million | [note 8] |
N-Gage | Nokia | 2003 | 3 million | [66] |
Atari Lynx | Atari | 1989 | >1 million | [note 10] |
Best-selling game consoles by firm
Total amount of every console with at least 1 million units sold.
Manufacturer | Home console sales |
Handheld console sales |
Total sales |
---|---|---|---|
Nintendo | 283.67 million | 415.79 million | 699.46 million |
Sony | >388.69 million | >86 million | >474.69 million |
Microsoft | 118 million | – | 118 million |
Sega | 59.14–62.14 million | >14.02 million | >76.16 million |
Atari | 31 million | >1 million | >32 million |
Hudson Soft/NEC | 10 million | – | 10 million |
Bandai | – | 3.5 million | 3.5 million |
Coleco | >3 million | – | >3 million |
Magnavox/Philips | >3 million | – | >3 million |
Mattel | 3 million | – | 3 million |
Nokia | – | 3 million | 3 million |
Notes
- 1 2 3 4 5 6 7 8 Sony stopped divulging individual platform sales starting with 2012 fiscal reports,[17][18] and continues to sporadically.[19] PlayStation 2: 138.8 million units sold as of Sony's first fiscal quarter ending June 2009 (Q1 FY2009).[20] Sony sold 16.2 million units from Q2 FY2009 until March 31, 2012.[21] It was discontinued worldwide on January 4, 2013.[22] PlayStation 3: A Sony press release reported 80 million sold as of November 2, 2013.[23] 3.4 million were shipped in 2014 and 0.4 million in the first quarter of 2015.[24] PlayStation Portable: 52.9 million units sold as of Q1 FY2009.[20] Sony sold 23.4 million units from Q2 FY2009 until March 31, 2012.[25] On June 3, 2014, IGN reported a sales figure of 80 million,[26] but the Associated Press noted "More than 76 million PSP machines were sold, as of two years ago, the last time a tally was taken."[27] Shipments to North America ended in January 2014, and to Japan in June 2014. Shipments to Europe ended during the latter part of 2014.[27] IGN reported in mid-November that 82 million PSP were manufactured and shipped at end of production.[28] PlayStation Vita: 4 million reported by The Guardian on January 4, 2013.[22]
- 1 2 Nintendo only provided a combined sales total.[29] Before Game Boy Color's release in late-1998,[2] previous models sold 64.42 million units combined worldwide.[16]
- 1 2 3 4 Starting with Microsoft's fiscal quarter ending June 2014 (Q4), the company stopped divulging individual platform sales in their fiscal reports.[31][32] Microsoft stated it will shift focus to the amount of active users on Xbox Live starting in late 2015.[33] Xbox 360: Sold 84 million as of June 2014.[34] Xbox One: Microsoft CEO Satya Nadella unveiled at a December 3, 2014 shareholder presentation that 10 million units were sold.[35] Third-party estimates suggest sales reached approximately 25-30 million worldwide by late 2016.[36]
- 1 2 30.75 million sold by Sega worldwide as of March 1996,[48][51] not including third-party sales. In addition, Tec Toy sold 3 million in Brazil,[79][80] and Majesco Entertainment projected it would sell 1.5 million in the United States.[81]
- 1 2 10–13 million, not including recent Brazil sales figures.[42][43] Screen Digest wrote in a 1995 publication that the Master System's active installed user base in Western Europe peaked at 6.25 million in 1993. Those countries that peaked are France at 1.6 million, the United Kingdom at 1.35 million, Germany at 700 thousand, Spain at 550 thousand, the Netherlands at 200 thousand, and other Western European countries at 1.4 million. However, Belgium peaked in 1991 with 600 thousand, and Italy in 1992 with 400 thousand. Thus it is estimated approximately 6.8 million units were purchased in this part of Europe.[44] 1 million were sold in Japan as of 1986.[45] 2 million were sold in the United States.[46] 8 million were sold by Tectoy in Brazil as of 2016.[47]
- 1 2 Designed by Hudson and manufactured and marketed by NEC.[49]
- 1 2 Sega sold this amount as of April 2005.[55] Its successor launched on August 6, 2005.[56] Majesco re-manufactured and distributed the Pico in the United States starting at the end of 1999.[57]
- 1 2 Bandai released three WonderSwan iterations.[58] A March 2003 Famitsu article reported the original (March 1999)[59] and color (December 2000)[59] versions sold approximately 3 million units combined,[60] while the SwanCrystal (July 2002)[58] sold over 200 thousand units.[60] Bandai announced the transition from hardware to third-party development in February 2003 due to declining sales and will supply software to the competitor's Game Boy Advance by March 2004.[61] Average weekly Famitsu sales during the transition were only a couple hundred units,[1] and the SwanCrystal went build to order starting in autumn 2003.[60] WonderSwan hardware designer Koto claimed over 3.5 million were sold.[62]
- 1 2 The ColecoVision reached 2 million units sold by the spring of 1984. Console quarterly sales dramatically decreased at this time, but it continued to sell modestly[67][68] with most inventory gone by October 1985.[69]
- 1 2 The Wall Street Journal reported in November 1992 approximately 1 million were sold.[71] Around June 1994, Atari shifted its focus from the Lynx to its Jaguar console.[72]
- 1 2 This Philips-reported figure was in The New York Times on September 15, 1994.[73] The CD-i was discontinued in 1998.[74]
- 1 2 Coleco launched Telstar in 1976 and sold a million. Production and delivery issues, and dedicated consoles being replaced by electronic handheld games dramatically reduced sales in 1977. Over a million Telstars were scrapped in 1978, and it cost Coleco $22.3 million that year[68]—almost bankrupting the company.[76]
References
- ↑ GameCentral staff (June 27, 2013). "Xbox 360 beats Wii as the UK’s best-selling console". Metro. Retrieved October 31, 2013.
- 1 2 3 Lee, Robin (August 23, 2012). Peitz, Martin; Waldfogel, Joel, eds. The Oxford Handbook of the Digital Economy. Oxford University Press. p. 84. ISBN 9780195397840. Retrieved December 29, 2013.
- 1 2 3 Shelly, Gary; Misty, Vermaat (February 25, 2010). Discovering Computers 2011: Living in a Digital World, Complete. Shelly Cashman. Contributing authors: Quasney, Jeffrey; Sebok, Susan; Freund, Steven. Cengage Learning. p. 24. ISBN 9781439079263.
- ↑ Retro Rogue. "2004 Holiday Gift Guide Review - Atari Flashback Console (Atari)". GameSpy. Archived from the original on October 29, 2012. Retrieved December 30, 2013.
- ↑ Chen, Brian (August 29, 2013). "New Device At Nintendo Is Cheaper, For Youths". The New York Times. p. B1. Retrieved December 30, 2013.
- ↑ Kuchera, Ben (February 28, 2011). "It’s unofficial: dedicated gaming devices may be losing out to phones". Ars Technica. Retrieved December 30, 2013.
- ↑ Newman, Jared (November 11, 2013). "PC Game Streaming Is Going to Be Huge". Time. Retrieved December 30, 2013.
- ↑ Edwards, Benj (May 15, 2007). "Videogames Turn 40 Years Old". 1UP.com. p. 4. Archived from the original on January 16, 2013. Retrieved January 15, 2014.
- ↑ University of Maribor (April 24, 2007). "D 4.1 - Standards and technology monitoring report (revised version)" (PDF) (1.7 ed.). Sixth Framework Programme (European Community): 20. Archived from the original (PDF) on June 30, 2013. Retrieved December 29, 2013.
- 1 2 Steinbock, Dan (June 1, 2005). The Mobile Revolution. Kogan Page. p. 150. ISBN 9780749442965.
- ↑ Loguidice, Bill; Barton, Matt (May 8, 2008). "A History of Gaming Platforms: Mattel Intellivision". Gamasutra. p. 1. Retrieved December 29, 2013.
- ↑ Demaria, Rusel; Wilson, Johnny (December 18, 2003). High Score! The Illustrated History of Video games (2nd ed.). McGraw-Hill/Osborne Media. pp. 31–32. ISBN 9780072231724.
- ↑ East, Tom (November 11, 2009). "History Of Nintendo: Game Boy". Official Nintendo Magazine. Archived from the original on November 10, 2014. Retrieved December 29, 2013.
- 1 2 Patsuris, Penelope (June 7, 2004). "Sony PSP Vs. Nintendo DS". Forbes. Retrieved November 4, 2013.
- ↑ Hutsko, Joe (March 25, 2000). "88 Million and Counting; Nintendo Remains King of the Handheld Game Players". The New York Times. p. C1. Retrieved January 12, 2009.
- 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 "Historical Data: Consolidated Sales Transition by Region" (xlsx). Nintendo. April 27, 2017. Retrieved April 27, 2017.
- ↑ "Business Development: Hardware". Sony Computer Entertainment. Archived from the original on June 30, 2013. Retrieved October 28, 2013.
- ↑ "Business Development: Unit Sales of Hardware(FY2013-)". Sony Computer Entertainment. Retrieved April 30, 2015.
- ↑ Makuch, Eddie (February 6, 2014). "PS4 helps Sony's game division rise, but PS3 sales see "significant decrease"". GameSpot. Retrieved December 13, 2015.
- 1 2 "Slimmer, Lighter PlayStation 3, new PlayStation Network services, plenty of content and a great value price" (PDF) (Press release). Sony Computer Entertainment. August 18, 2009. p. 2. Archived from the original (PDF) on April 20, 2013. Retrieved February 24, 2013.
- ↑ "PlayStation 2 Worldwide Hardware Unit Sales". Sony Computer Entertainment. Archived from the original on November 1, 2013. Retrieved February 23, 2013.
- 1 2 Stuart, Keith (January 4, 2013). "PlayStation 2 manufacture ends after 12 years". The Guardian. Retrieved November 22, 2013.
- ↑ "PlayStation 3 Sales Reach 80 Million Units Worldwide" (Press release). PR Newswire. November 6, 2013. Retrieved November 6, 2013.
- ↑ "Q4 FY2014 Consolidated Financial Results Forecast (Three months ended March 31, 2015)" (PDF). Sony. April 30, 2015. p. 25. Retrieved April 30, 2015.
Computer Entertainment System: 2.8. PS4 (included): 2.4
- ↑ "PSP (PlayStation Portable) Worldwide Hardware Unit Sales". Sony Computer Entertainment. Retrieved February 24, 2013.
- ↑ Campbell, Evan (June 3, 2014). "Sony Discontinuing PSP". IGN. Retrieved July 10, 2014.
- 1 2 Associated Press (June 3, 2014). "Sony to Stop Selling PlayStation Portable". Associated Press. Retrieved July 10, 2014.
- ↑ Moriarty, Colin (November 17, 2014). "Vita Sales Are Picking Up Thanks to PS4 Remote Play". IGN. Retrieved November 18, 2014.
- ↑ Edwards, Benj (April 21, 2009). "Happy 20th b-day, Game Boy: here are 6 reasons why you’re #1". Ars Technica. Retrieved January 30, 2014.
- 1 2 "PlayStation Cumulative Production Shipments of Hardware". Sony Computer Entertainment. Archived from the original on May 24, 2011. Retrieved October 31, 2013.
- ↑ "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.
- ↑ "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.
- ↑ Futter, Mike (October 22, 2015). "[Update] Microsoft Will Focus Primarily On Xbox Live Usership, Not Console Shipments". Game Informer. Retrieved October 22, 2015.
- ↑ Makuch, Eddie (June 9, 2014). "E3 2014: $399 Xbox One Out Now, Xbox 360 Sales Rise to 84 million". GameSpot. Archived from the original on October 13, 2014. Retrieved August 12, 2014.
- ↑ "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.
- ↑ Souppouris, Aaron (December 7, 2016). "Sony has sold 50 million PlayStation 4s". Engadget. Retrieved December 9, 2016.
- 1 2 3 "Consolidated Financial Highlights" (PDF). Nintendo. July 26, 2017. p. 8. Retrieved July 26, 2017.
- 1 2 "Sony Consolidated Historical Data 2012-2014 (Unaudited)" (xlsx). Sony. August 1, 2017. p. 6. Retrieved August 1, 2017.
- 1 2 "Sony Consolidated Historical Data 2015-2017 (Unaudited)" (xlsx). Sony. August 1, 2017. p. 6. Retrieved August 1, 2017.
- 1 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. Retrieved April 11, 2014.
- 1 2 "Gamers Catch Their Breath as Xbox 360 and Xbox Live Reinvent Next-Generation Gaming". Xbox.com. May 10, 2006. Archived from the original on July 9, 2007. Retrieved September 5, 2007.
- ↑ Buchanan, Levi (March 20, 2009). "Genesis vs. SNES: By the Numbers". IGN. Retrieved October 31, 2013.
Nintendo moved 49.1 million Super NES consoles over the course of the generation and beyond, far surpassing the Genesis, which sold a still impressive 29 million units. [...] The Master System sold an anemic 13 million to the NES count of 62 million.
- ↑ Forster, Winnie (2005). The Encyclopedia of Game.Machines: Consoles, Handhelds, and Home Computers 1972–2005. Magdalena Gniatczynska. p. 139. ISBN 3-00-015359-4.
- ↑ "Sega Consoles: Active installed base estimates". Screen Digest. March 1995: 60. (cf. here , here , and here )
- ↑ Nihon Kōgyō Shinbunsha (1986). "Amusement". Business Japan. Nihon Kogyo Shimbun. 31 (7-12): 89. Retrieved January 24, 2012.
- ↑ Sheff & Eddy 1999, p. 349: "Atari sold a handful of its 5200s and 7800s, and Sega sold a total of 2 million Master Systems."
- ↑ Azevedo, Théo (May 12, 2016). "Console em produção há mais tempo, Master System já vendeu 8 mi no Brasil" (in Portuguese). Universo Online. Retrieved May 13, 2016.
Comercializado no Brasil desde setembro de 1989, o saudoso Master System já vendeu mais de 8 milhões de unidades no país, segundo a Tectoy.
- 1 2 3 "Yearly market report". Famitsu Weekly (in Japanese) (392): 8. June 21, 1996.
- ↑ Nutt, Christian. "Stalled engine: The TurboGrafx-16 turns 25". Gamasutra. Archived from the original on January 1, 2016. Retrieved August 13, 2016.
- 1 2 Phillips, Tom (April 11, 2012). "SNES celebrates 20th birthday in UK". Eurogamer. Archived from the original on April 13, 2012. Retrieved April 2, 2014.
- 1 2 3 4 5 Ernkvist, Mirko (August 21, 2012). Zackariasson, Peter; Wilson, Timothy, eds. The Video Game Industry: Formation, Present State, and Future. Routledge. p. 158. ISBN 9781136258244. Retrieved December 5, 2015.
- 1 2 "Sega Corporation Annual Report 2001" (PDF). Sega Corporation. August 1, 2001. p. 14. Retrieved November 2, 2015.
A total of 3.39 million hardware units and 23.87 million software units were sold worldwide during fiscal 2001, for respective totals of 8.20 million units and 51.63 million units since Dreamcast was first brought to market.
- 1 2 "Revisions to Annual Results Forecasts" (PDF). Sega Corporation. October 23, 2001. p. 4. Retrieved November 2, 2015.
Regarding sales of Dreamcast hardware from inventory resulting from the withdrawal from Dreamcast production [...] the Company exceeded initial targets with domestic sales of 130,000 units and U.S. sales of 530,000 units for the first half. Consequently, at the end of the half, Dreamcast inventories totaled 40,000 units domestically and 230,000 units for the United States, and we anticipate being able to sell all remaining units by the holiday season as initially planned.
- 1 2 "Sega Corporation Annual Report 2002" (PDF). Sega Corporation. July 1, 2002. p. 6. Retrieved November 2, 2015.
The year ended March 31, 2002 was a turning point for Sega. We exited the hardware business, ceasing production of Dreamcast and selling through the remaining inventory.
- ↑ "Business Strategy: Interactive Education Business". Sega Toys. Archived from the original on February 21, 2009. Retrieved January 6, 2015.
- ↑ "食育、安全などの"五育"を取り入れ、エデュテイメント事業を推進「遊びながら学ぶ」が進化する『Advanced PICO Beena』(アドバンスピコ ビーナ)8月発売" (PDF) (Press release) (in Japanese). Sega Toys. April 5, 2005. Archived (PDF) from the original on September 28, 2007. Retrieved January 6, 2015.
- ↑ "Majesco Signs Licensing Deal to Distribute Sega Pico Educational Systems: Systems Will Be Available In All Major Toy Retailers By Holiday Season" (Press release). Business Wire. August 5, 1999. Archived from the original on August 2, 2014. Retrieved January 6, 2015.
- 1 2 Ricciardi, John (October 1, 2002). "Hands-On With Bandai's SwanCrystal ; Move over, Game Boy Advance - there's a new bird in town". Electronic Gaming Monthly. EGM Media Group (159): 58. ISSN 1058-918X.
On July 12, toy giant Bandai unleashed a third iteration (in stylish red and blue models) of their handheld WonderSwan system, the new-and- improved SwanCrystal, in Japan.
- 1 2 "Bandai to Launch WonderSwan Color in Dec.". Jiji Press English News Service. August 30, 2000.
A new colored version of Bandai Co.'s <7967> WonderSwan handheld game machine will hit Japanese stores in early December, the Japanese game maker said Wednesday. [...] The original WonderSwan, with its black-and-white displays, has sold 1.55 million units since its debut in March 1999.
- 1 2 3 "第21回 スワンクリスタル受注生産へ! ワンダースワンのこれまでとこれからを探る! 【見習い記者の取材日記】". Famitsu (in Japanese). March 8, 2003. Archived from the original on February 1, 2014. Retrieved February 8, 2014.
- ↑ "Bandai to Supply Software for Nintendo's Game Boy". Jiji Press English News Service. February 18, 2003.
The move reflects declining sales of Bandai's WonderSwan mobile game machine. The major Japanese toy maker is looking to supply two or three software titles for the rival company's popular game machine by March next year. Bandai will shift its focus from sales of hardware to software for "multiple platforms," including personal digital assistants, Takasu told a press conference.
- ↑ "Device solution". Koto. Retrieved February 12, 2014.
- 1 2 Parish, Jeremy (July 13, 2013). "The Famicom Legacy". USgamer. Archived from the original on September 22, 2013. Retrieved July 11, 2014.
- 1 2 Sheff & Eddy 1999, pp. 27–28: "[Color TV Game 6] was followed by a more powerful sequel, Color TV Game 15. A million units of each were sold. The engineering team also came up with systems that played a more complex game, called "Blockbuster," as well as a racing game. Half a million units of these were sold."
- 1 2 "Intellivision: Intelligent Television". GameSpy. Archived from the original on October 23, 2013. Retrieved October 31, 2013.
- 1 2 Androvich, Mark (February 19, 2008). "N-gage's Second Coming". Gamesindustry.biz. Archived from the original on May 5, 2008. Retrieved May 16, 2014.
We had 700,000 active users and we had 3 million N-Gage devices out there.
- ↑ "Coleco Industries sales report" (Press release). PR Newswire. April 17, 1984. Archived from the original on November 4, 2013. Retrieved November 3, 2013.
'First quarter sales of ColecoVision were substantial, although much less that [sic] those for the year ago quarter,' Greenberg said in a prepared statement. He said the company has sold 2 million ColecoVision games since its introduction in 1982.
- 1 2 Kleinfield, N. R. (July 21, 1985). "Coleco Moves Out Of The Cabbage Patch". The New York Times. p. F4. Retrieved January 13, 2014.
Coleco is now debating whether to withdraw from electronics altogether. Colecovision still sells, but it is a shadow of its former self.
- ↑ Associated Press (October 19, 1985). "Coleco's Net In Sharp Rise". The New York Times. p. 45. ISSN 0362-4331. Retrieved January 13, 2014.
Thursday, Coleco said the entire inventory of its troubled Adam personal computer has been sold, along with much of its Colecovision inventory. The company's chairman, Arnold Greenberg, said Coleco expects no more charges against earnings from the two discontinued products.
- ↑ Pereira, Joseph (November 16, 1992). "Technology (A Special Report): At Our Leisure --- (Not So) Great Expectations: Hand-held Video Games Will Get Better, But Big Improvements May Take a While". The Wall Street Journal. p. R10. ISSN 0099-9660.
Meanwhile, Nintendo, the first on the market with its black-and-white Game Boy, has sold approximately 7.5 million portable systems, analysts estimate. Sega has sold about 1.6 million units of its color Game Gear system, while Atari Inc. has sold about one million units of its $99 Lynx color portable system.
- ↑ Dvorak, John (September 1999). "The Riddle of the Lynx". Computer Shopper. SX2 Media Labs: 97. ISSN 0886-0556. Retrieved February 13, 2014. (Subscription required (help)).
The Jaguar looked to be a winner, with popular new games and hot sales. Around June of 1994 the company decided to stop supporting the Lynx and concentrate on the Jaguar.
- ↑ Elrich, David (September 15, 1994). "Video-Game Wars: Fighting It Out Off-Screen". The New York Times. p. C2. ISSN 0362-4331.
According to Philips, there are 1 million CD-i owners worldwide.
- ↑ Townsend, Allie (November 4, 2010). "Top 10 Failed Gaming Consoles". Time. Retrieved July 23, 2014.
- 1 2 Dillon, Roberto (April 12, 2011). The Golden Age of Video Games: The Birth of a Multibillion Dollar Industry. Taylor & Francis. pp. 22–23. ISBN 9781439873236. Retrieved November 26, 2013.
- ↑ Mehegan, David (May 8, 1988). "Putting Coleco Industries Back Together". The Boston Globe. p. A1. ISSN 0743-1791. Retrieved April 23, 2014. (Subscription required (help)).
When the game [Telstar] crashed hard, earnings fell 50 percent in 1977 and the company lost $22 million in 1978, barely skirting bankruptcy after Handel -- then chief financial officer -- found new credit and mollified angry creditors after months of tough negotiation.
- 1 2 Schrage, Michael (May 22, 1984). "Atari Introduces Game In Attempt for Survival". The Washington Post: C3. ISSN 0190-8286. Retrieved July 29, 2009. (Subscription required (help)).
The company has stopped producing its 5200 SuperSystem games player, more than 1 million of which were sold.
- ↑ Reimer, Jeremy (October 10, 2005). "The evolution of gaming: computers, consoles, and arcade". Ars Technica. Retrieved May 10, 2014.
- ↑ Théo Azevedo (July 30, 2012). "Vinte anos depois, Master System e Mega Drive vendem 150 mil unidades por ano no Brasil" (in Portuguese). UOL. Retrieved October 18, 2012.
Base instalada: 5 milhões de Master System; 3 milhões de Mega Drive
- ↑ Sponsel, Sebastian (November 16, 2015). "Interview: Stefano Arnhold (Tectoy)". Sega-16. Retrieved November 21, 2015.
- ↑ "Sega farms out Genesis". Consumer Electronics. March 2, 1998. Archived from the original on July 9, 2012.
1 WonderSwan Famitsu sources
- "2003年5月5日~2003年5月11日". Famitsu (in Japanese). May 23, 2003. Archived from the original on February 25, 2014. Retrieved February 25, 2014.
- "2003年5月12日~2003年5月18日". Famitsu (in Japanese). May 30, 2003. Archived from the original on December 9, 2011. Retrieved February 25, 2014.
- "2003年6月9日~2003年6月15日". Famitsu (in Japanese). June 27, 2003. Archived from the original on February 25, 2014. Retrieved February 25, 2014.
- "2003年6月16日~2003年6月22日". Famitsu (in Japanese). July 4, 2003. Archived from the original on February 25, 2014. Retrieved February 25, 2014.
- "2003年7月21日~2003年7月27日". Famitsu (in Japanese). August 8, 2003. Archived from the original on February 25, 2014. Retrieved February 25, 2014.
- "2003年8月11日~2003年8月17日". Famitsu (in Japanese). August 29, 2003. Archived from the original on January 2, 2012. Retrieved February 25, 2014.
- "2003年9月15日~2003年9月21日". Famitsu (in Japanese). October 3, 2003. Archived from the original on February 22, 2014. Retrieved February 25, 2014.
- "2003年10月6日~2003年10月12日". Famitsu (in Japanese). October 24, 2003. Archived from the original on February 22, 2014. Retrieved February 25, 2014.
- "2003年10月13日~2003年10月19日". Famitsu (in Japanese). October 31, 2003. Archived from the original on February 22, 2014. Retrieved February 25, 2014.
- "2003年11月3日~2003年11月9日". Famitsu (in Japanese). November 21, 2003. Archived from the original on September 18, 2009. Retrieved February 25, 2014.
- "2003年11月10日~2003年11月16日". Famitsu (in Japanese). November 28, 2003. Archived from the original on February 20, 2014. Retrieved February 25, 2014.
- "2003年11月17日~2003年11月23日". Famitsu (in Japanese). December 5, 2003. Archived from the original on February 22, 2014. Retrieved February 25, 2014.
- "2003年12月8日~2003年12月14日". Famitsu (in Japanese). December 27, 2003. Archived from the original on February 20, 2014. Retrieved February 25, 2014.
- "2003年12月15日~2003年12月21日". Famitsu (in Japanese). January 9, 2004. Archived from the original on March 10, 2005. Retrieved February 25, 2014.
- "2003年12月22日~2004年1月4日". Famitsu (in Japanese). January 16, 2004. Archived from the original on October 17, 2014. Retrieved February 25, 2014.
- "2004年1月5日~2004年1月11日". Famitsu (in Japanese). January 23, 2004. Archived from the original on October 17, 2014. Retrieved February 25, 2014.
2 Release year sources
- Atari consoles
- Forster 2011, p. 92: "The test release of the Atari 7800 went by practically unnoticed [...] And so the Atari 7800 collected dust for two years, until the international success of the Nintendo Entertainment System quickly changed the minds of Atari's new management. [...] Atari shipped the now slightly outdated 7800 across the world. [...] Only a few thousand 7800 consoles were shipped in the US during the first marketing attempt."
- Forster 2011, p. 240: Atari VCS 2600, Atari 5200, Atari Lynx.
- Microsoft consoles
- "Important Dates". Microsoft. Archived from the original on January 13, 2015. Retrieved January 27, 2015.
- Nintendo consoles
- Beuscher, Dave. "Overview: Game Boy Color". AllGame. Archived from the original on November 14, 2014. Retrieved January 26, 2015.
- "Company History". Nintendo. Archived from the original on July 30, 2014. Retrieved January 27, 2015.
- Sheff & Eddy 1999, p. 27: "Nintendo teamed with Mitsubishi to build the video-game system and, in 1977, Nintendo entered the home market in Japan with the dramatic unveiling of Color TV Game 6 [...]"
- Sega consoles
- "Business Strategy: Interactive Education Business". Sega Toys. Archived from the original on February 21, 2009. Retrieved January 6, 2015.
- "ゲームギア" (in Japanese). Sega. Archived from the original on July 16, 2014. Retrieved January 27, 2015.
- "メガドライブ" (in Japanese). Sega. Archived from the original on July 16, 2014. Retrieved January 27, 2015.
- Perry, Douglass. "The Rise And Fall Of The Dreamcast". Gamasutra. Archived from the original on March 18, 2014. Retrieved January 27, 2015.
- "セガサターン" (in Japanese). Sega. Archived from the original on July 16, 2014. Retrieved January 27, 2015.
- Sony consoles
- "History of Sony Computer Entertainment". Sony Computer Entertainment. Archived from the original on December 16, 2014. Retrieved January 27, 2015.
- Others
- Forster 2011, p. 240: Bandai Wonderswan and ColecoVision.
- Forster 2011, p. 242: Nokia N-Gage.
- "Intellivision: Intelligent Television". GameSpy. Archived from the original on October 23, 2013. Retrieved October 31, 2013.
After successful test marketing in 1979, Mattel Electronics released its Intellivision system nationwide in late 1980.
- Kleinfield, N. R. (July 21, 1985). "Coleco Moves Out Of The Cabbage Patch". The New York Times. p. F4. Retrieved January 13, 2014.
So, in 1976, Coleco introduced Telstar, a Pong clone, for $50, about half Atari's price.
- Sheff & Eddy 1999, p. 350: "To push its first video-game system, NEC formed a home-entertainment group and released PC Engine in Japan in October 1987."
- Sheff & Eddy 1999, p. 376: "Philips released CD-I years behind schedule, in October 1991, months after CDTV, because of technical problems."
- "Top 25 Video Game Consoles of All Time (Magnavox Odyssey 2)". IGN. Archived from the original on September 8, 2009. Retrieved October 31, 2013.
Bibliography
- Forster, Winnie (2011). Game Machines: The encyclopedia of consoles, handhelds & home computers 1972 - 2012 (2nd ed.). Enati Media. ISBN 9780987830500.
- Sheff, David; Eddy, Andy (April 15, 1999). Game Over: Press Start to Continue - The Maturing of Mario. Cyberactive Media Group/GamePress. ISBN 9780966961706.