Shopping on line can be easy, simple and save you lots of money. It can also take a lot of your time, frustrate you, and result in unwanted purchases. Now the same can be said for regular high street shopping, but with the vast opportunity presented by the Internet it will pay you to spend a few minutes reading this and understanding how to better optimize your Video Game Console shopping experience:
1. Compare - without doubt the biggest advantage that the Video Game Console offers shoppers today is the ability to compare thousands of Video Game Console at a time. This is a great thing, but not necessarily all the time! Too much can be daunting at times so take advantage of the great comparison sites and where possible let them do the hard work for you.
2. Research - if it has been said it will be on the internet. Ignorance is no longer a justifiable reason for buying the wrong thing. Take the time to research in detail everything that you could possible want to know about
3. Testimonials - don't know anybody that has bought a Video Game Console? Wrong! If the Video Game Console is good the internet will let you know. Use the Internet as a friend and get testimonials before you buy.
4. Questions - Got a question about Video Game Console then search the Forums, FAQ's, Blogs etc. Don't be afraid to ask .....
5. Reputation - Never heard of the company selling Video Game Console? Don't worry, no reason why you should know every company in the world, but you know someone that does! Use the internet to find out what people are saying about Video Game Console and build up a picture of their reputation for sales, returns, customer service, delivery etc.
6. Returns - still worried that even after all of the above your Video Game Console wont be what you want? Check out the returns policy. There is so much competition now that someone, somewhere is bound to offer the terms that you are comfortable with.
7. Feedback - happy with your Video Game Console then let people know, after all you are depending on others people input in your buying decision, so why not give a little back.
8. Security - check for the yellow padlock on the Video Game Console site before you buy, and the s after http:/ /i.e. https:// = a secure site
9. Contact - got a question about Video Game Console, or want to leave a comment then check out the sites contact page. Reputable companies have them and respond.
10. Payment - ready to pay for your Video Game Console, then use your credit card or PayPal! Be aware of companies that don't accept them, there may be genuine reasons but given the huge amount of choice you have when buying online there is no reason at all not to buy via credit card or PayPal.
A
video game console is an game development that manipulates the
video signal of a display device (a television, monitor, etc.) to display a game. The term
video game console is used to distinguish a machine designed for consumers to buy and use solely for playing video games from a
personal computer, which has many other functions, or arcade games, which are designed for businesses that buy and then charge others to play.
Use of the term
The "video" in "video game console" traditionally refers to a raster display device. However, with the popular use of the term "
video game" the term now implies all display types and formats. The term "console" is used in the user manuals of several early video game systems. Its use, however, is not synonymous with "video game system" or the same as its modern usage. It refers to a specific part of the video game system. The Atari 2600, NES, and other consoles from those decades were called "video game systems" at the time. "Atari 2600 Game Catalog Scans Atari 2600 Manuals Scans
The first company to use the term "console" to officially refer to its video game system was Fairchild with the
Fairchild Channel F in 1976. Channel F manual Since then, definition has widened to include entire systems, as well as to describe alternate platforms such as handheld game consoles,
TV games, and multimedia devices.
Elements of a video game console
Video game controller Video controllers allow the user to input information and interact with onscreen objects.
Computer power supply: a power supply converts 100-240 volt AC utility power into direct current (DC) at the voltages needed by the electronics.
Console/Core Unit: The core unit in a video game console is the hub where the television, video game controllers, and game program connect. It usually contains a
CPU, RAM, and an audiovisual
coprocessor.
Video game console#Media: Most video game consoles have their programs stored on external media.
History
First generation
Although the first computer games appeared in the 50s, they used Vector graphics, not video. It was not until 1972 that
Magnavox released the first home video game console, the Magnavox Odyssey, invented by
Ralph H. Baer. The Odyssey was initially only moderately successful, and it was not until Atari's arcade game
Pong popularized video games, that the public began to take more notice of the emerging industry. By the autumn of
1975 Magnavox, bowing to the popularity of
Pong, cancelled the Odyssey and released a scaled down console that only played
Pong and hockey, the
Odyssey 100. A second "higher end" console, the
Odyssey 200, was released with the 100 and added onscreen scoring, up to 4 players, and a third game -
Smash. Almost simultaneously released with Atari's own home Pong console through
Sears, Roebuck and Company, these consoles jump-started the consumer market. As with the arcade market, the home market was soon flooded by dedicated consoles that played simple pong and pong-derived games.
Second generation
Fairchild released the Fairchild Channel F (VES) in 1976. While there had been previous game consoles that used cartridges, either the cartridges had no information and served the same function as flipping switches (the Odyssey) or the console itself was empty and the cartridge contained all of the game components. The VES, however, contained a programmable microprocessor so its cartridges only needed a single ROM chip to store microprocessor instructions.
RCA and Atari soon released their own cartridge-based consoles.
Video game crash of 1977
In 1977, manufacturers of older obsolete consoles sold their systems at a loss to clear stock, creating a glut in the market and causing Fairchild and RCA to abandon their game consoles. Only Atari and Magnavox stayed in the home console market.
Rebirth of the home console market
The VCS continued to be sold at a profit after the 1977 crash, and both Bally (with their
Bally Astrocade in 1977) and Magnavox (with the Odyssey 2 in 1978) brought their own programmable cartridge-based consoles to the market. However it wasn't until Atari released a conversion of the arcade hit
Space Invaders in 1980 that the home console industry was completely revived. Many consumers bought an Atari just for Space Invaders. Space Invaders' unprecedented success started the trend of console manufacturers trying to get exclusive rights to arcade titles, and the trend of advertisements for game consoles claiming to bring the arcade experience home.
Throughout the early 1980s, other companies released video game consoles of their own. Many of the video game systems were technically superior to the Atari 2600, and marketed as improvements over the Atari 2600. However, Atari dominated the console market throughout the early 1980s.
Video game crash of 1983
In 1983, the video game business suffered a much more severe crash. A flood of consoles, glut of low quality video games by smaller companies (especially for the 2600), industry leader Atari hyping games such as
E.T. (Atari 2600) that were poorly received, and a growing number of home computer users caused consumers and retailers to lose faith and interest in video game consoles. Most video game companies filed for bankruptcy, or moved into other industries, abandoning their game consoles. Mattel Electronics sold the rights for their Intellivision system to the INTV Corporation, who continued to produce Intellivision consoles and develop new games for the Intellivision until 1991. All other North American game consoles were discontinued by 1984.
Third generation
In 1983, Nintendo released the Famicom in Japan. It supported high-resolution, full color, tiled backgrounds, and high-resolution sprites. This allowed Famicom games to be longer and have more detailed graphics. Nintendo brought their Famicom over to the US in the form of the Nintendo Entertainment System (NES) in 1985. In the US, video games were seen as a fad that had already passed. To distinguish its product from older video game consoles, Nintendo used a front-loading cartridge port similar to a VCR on the NES, packaged the NES with a Super Mario Brothers game and a
light gun (the Zapper), and originally advertised it as a toy. The plastic "R.O.B." (R.O.B.)was also sold as an individual purchase item and in some cases packaged with the NES system.
Nintendo also built a lockout chip into the NES. This kept third parties from producing their own cartridges and forced all developers to go through Nintendo to get NES games published. This allowed Nintendo to do things like prevent developers from releasing low-quality games and limit developers to five titles a year.
Like Space Invaders for the 2600, Nintendo found its breakout hit game in
Super Mario Bros. Nintendo's success revived the video game industry and new consoles were soon introduced in the following years to compete with the NES.
Sega's Sega Master System was intended to compete with the NES, but never gained any significant market share in the US and was barely profitable. It fared notably better in PAL territories, especially Brazil.
Fourth generation
Sega regained market share by releasing their next-generation console, the Sega Mega Drive, which was released in Japan on October 29, 1988, in the US in August 1989 (renamed as the Sega Genesis) and in Europe in 1990, two years before Nintendo could release the Super Nintendo Entertainment System (SNES).
Sega extended the Mega Drive with the
Sega Mega CD, to provide increased storage space for multimedia-based games that were then in vogue amongst the development community. Later, Sega released the Sega Mega Drive 32X, which added some of the polygon-processing functionality common in fifth-generation machines. However, the peripheral was a commercial failure due to lack of software support, with developers more keen to concentrate on more powerful machines, with a wider user base, such as the Saturn that followed shortly after.
Other consoles included in the fourth generation are NEC's TurboGrafx-16 and SNK Playmore's Neo Geo (console).
Fifth generation
(Atari Jaguar),
Gex (video game series) (3DO), Star Fox (video game) (SNES),
Donkey Kong Country 3: Dixie Kong's Double Trouble! (SNES),
Virtua Racing (Genesis),
Vectorman (Genesis).
The first fifth generation consoles were the
Atari Jaguar and the 3DO Interactive Multiplayer. Both of these systems were much more powerful than the SNES or Genesis (known as Mega Drive outside North America); they were better at rendering polygons, could display more onscreen colors, and the 3DO used
Compact Discs that contained far more information than cartridges and were cheaper to produce. Neither of these consoles were serious threats to
Sega or Nintendo, though. The 3DO cost more than the SNES and Genesis combined, and the Jaguar was extremely difficult to program for, leading to a lack of games that used its extra power. Both consoles would be discontinued in 1996.
Nintendo released games like
Donkey Kong Country that could display a wide range of tones (something common in fifth generation games) by limiting the number of hues onscreen, and games like Star Fox (video game) that used an extra chip inside of the cartridge to display polygon graphics. Sega followed suit, releasing
Vectorman and
Virtua Racing (the latter of which used the Sega Virtua Processor.)
It was not until Sony's PlayStation, Sega's
Sega Saturn, and the Nintendo 64 were released that fifth generation consoles started to become popular. The Saturn and PlayStation used CDs to store games, while the N64 still used cartridges. All three cost far less than the 3DO, and were easier to program than the Jaguar. The Saturn also had 2D Sprite (computer graphics) handling power on par with the
Neo-Geo.
- Atari's Atari Jaguar was released to combat the dominance that Nintendo and Sega were fighting for. Atari's hope was that by designing a more powerful console, they would be able to leapfrog all of the released systems of the day and give gamers a technologically superior system. The Jaguar eventually faded away due to a number of reasons. For example, it was difficult to program for the Jaguar, thus making it too problematic to have good third party support. Another of the Jaguar's pitfalls was the dominance of the previously popular systems. In 1995, the releases of the Sony PlayStation and the Sega Saturn brought the end for the Jaguar. The failure of the Jaguar put Atari into a poor financial situation and forced it to reverse merge with JT Storage, a short-lived maker of hard disk drives, to form JTS Corporation. The merger effectively ended the company, which existed as a small department for minor support of the Jaguar and the selling off of Atari's intellectual properties.
- The 3DO was released in North America in October 1993. Although released to much fanfare, like the Jaguar, it faded out of the market with little popularity. The system was technically superior to all the consoles released at the time, but due to the oversaturated market and the hefty USD699.95 price tag, the system did not adopt well into the market. One unique aspect of the 3DO is that the rights to manufacturing the console itself were licensed to different manufacturers by the 3DO company, which only produced the specifications. These companies, in turn, released their own different styles of the same console.
- Sony's PlayStation was released in Japan on December 3, 1994. The PlayStation was the eventual result of a breakdown of a business partnership plan between Sony and Nintendo to create a CD add-on for the Super Nintendo Entertainment System. Nintendo changed the deal and went to Philips; however, with the project nearing completion, Sony took what they had and marketed it off as a Sony-branded console. The PlayStation spawned a whole lineup of consoles from generation to generation and has earned Sony great respect as a video game company, becoming the first video game system to sell over 100 million consoles. Sony released a redesigned, smaller version of the PlayStation entitled the 'PSone' released July 7, 2000.
- The Sega Saturn was the first independent Sega system to use a CD-ROM based media standard and used a special dual chip processor. The difficulty to program for the two chips in parallel was a factor in the console's demise. The Saturn was a mild success, but was overshadowed by Sony's dominance of the market. The Saturn was discontinued in 1998 with the release of Sega's last console, the Sega Dreamcast.
- The Nintendo 64 was Nintendo's answer to the growing dominance of the PlayStation. It was a 64-bit console, the only one generally recognized in that class despite the 64 bit Atari Jaguar, which had actually been released earlier. Unlike the other companies' consoles of the generation, the N64 had continued to use ROM cartridges, which many saw as a hindrance to gameplay, as cartridges have much less memory space and are also more expensive than optical media; however, Nintendo's answer to this was that unlike CDs, cartridges cannot be damaged by a simple scratch to the surface, nor are load times much of an issue. Nevertheless, it is also possible that Nintendo did this for fear of then growing software piracy issues facing other consoles, such as the PlayStation.
Sixth generation
This generation saw a move towards PC-like architectures in gaming consoles, as well as a shift towards using
DVDs for game media. This brought games that were both longer and more visually appealing. Furthermore, this generation also saw experimentation with online console gaming and implementing both flash and hard drive storage for game data.
- Sega's Dreamcast was Sega's last video game console, and was the first of the generation's consoles to be discontinued. Sega implemented a special type of optical media called the GD-ROM. These discs were created in order to prevent Copyright infringement of software such as what had been more easily done with consoles of the previous generation; however, this format was soon cracked as well. The Dreamcast has been seen as far ahead of its time in technology and features, however it was discontinued in 2001, and Sega transitioned to software development only.
- Sony's PlayStation 2 was the follow-up to their highly successful PlayStation, and was also the first home game console to be able to play DVDs. As was done with the original PlayStation in 2000, Sony redesigned the console in 2004 into a smaller version. To date, the PlayStation 2 has sold over 115 million consoles.
- The Nintendo GameCube was Nintendo's fourth home video game console and the first console by the company to use optical media instead of cartridges. The Nintendo GameCube did not play standard 12 cm DVDs, instead employing smaller 8 cm optical discs.
- Microsoft's Xbox was the company's first video game console. The first console to employ a hard drive right out of the box to save games, the Xbox blurred the line between PC and console gaming, as it had similar hardware specifications to a low-end desktop computer at the time of its release. Though criticized for its bulky size, which was easily twice that of the competition, as well as for the awkwardness of the original controller that shipped with it, it eventually gained popularity due in part to the success of the Halo (series) franchise.
Seventh generation
The features introduced in this generation include using newer high-definition discs, like
Blu-Ray, utilized by the Playstation 3, and HD-DVD, which has been embraced by Xbox 360 and Microsoft. Another new technology is to use the motion of the controller as input (as demonstrated by the Wii and, to a limited extent, the PS3), and understanding where the controller is pointing on the screen (as implemented on the Wii). Backwards compatibility has also become more popular with the seventh generation of home consoles, with all of the consoles employing some physical backwards compatibility, along with virtual backwards compatibility.
- Microsoft's Xbox 360 was released on November 22, 2005. An HD-DVD drive is available as an accessory. The Xbox 360 was the first console with the ability to use wireless controllers out of the box. The Xbox Live service is the hallmark of the system, and the console can connect to the service via the Internet through a built-in ethernet port or a wireless accessory. The Xbox 360 is available in four versions, a "Core" version for $249, a "Premium" Version for $349, an 'Elite' edition for $449, and a Halo 3 limited edition, $399. The biggest difference between these versions was the addition of a 20GB hard drive in the "Premium" edition, along with a standard wireless controller, a 120GB hard drive and HDMI in the 'Elite' edition, and the use of HDMI with a 20GB Hard Drive. The Xbox 360 is capable of out putting full 1080p with its HDMI port.
- Nintendo's Wii was released in North America on November 19, 2006, and in Japan on December 2, 2006, Australia on December 7, 2006, and in Europe on December 8, 2006. It is bundled with Wii Sports in all regions except for Japan. The Wii retails for approximately $250. Unlike the other systems of this generation, the Wii does not have an internal hard drive, but instead uses 512 MB of internal Flash memory and includes support for removable SD card storage. It also has a maximum graphics output of 480p, making it the only seventh generation console not utilizing High Definition. Along with its low price point, the Wii is renowned for the following aspects:
- Features a completely redesigned Wii Remote which resembles a TV remote. The system utilizes a "sensor bar" that detects where on the television screen the controller is pointing, and the controller also detects motion and orientation.
- The Wii is the first Nintendo console to be backwards compatible with previous Nintendo consoles. It can play all GameCube games and supports up to four GameCube controllers and two memory cards, and the Virtual Console allows players to play games from older systems, including those of former competitors.
- Sony's PlayStation 3 was released, in Japan on November 11, 2006, in North America on November 17, 2006 and in Europe on March 23, 2007. All PlayStation 3s come with a hard drive and are ready to play Blu-ray video discs and games out of the box. The Playstation 3 was the first videogame console to support HDMI out of the box, utilizing full 1080p. Controllers connect to the console through Bluetooth (up to 7) and have tilt-sensing capabilities. Three versions of the PS3 currently exist.; a 20GB HDD version for $499USD (discontinued in NA) a 60GB HDD version for $499USD (formerly $599) (Discontinued in NA) and a new 80GB HDD version which retails for $599.
The Wii surpassed the Xbox 360 in number of lifetime sales on
August 23 2007 despite the Xbox 360's one year head start andbecame the world's fastest selling console, breaking the record held by the PlayStation 2.{{cite web | title = Press Release: Nintendo Wii is market leader in home console business
| date = August 22 2007
| url = http://vgchartz.com/news/news.php?id=508
| format = .html
| accessdate = September 18, 2007 -->
Bits
Each new generation of console hardware made use of the rapid development of processing technology. Newer machines could output a greater range of colors, more
Sprite (computer graphics), and introduced graphical technologies such as scaling, and
vector graphics. One way this increase in processing power was conveyed to consumers was through the measurement of "bits". The
TurboGrafx 16, Sega Genesis, and SNES were among the first consoles to advertise the fact that they contained 16-bit processors. This fourth generation of console hardware was often referred to as the 16-bit era, and the previous generation as the 8-bit.
The
bit-value of a console referred to the
word length of a console's processor (although the value was sometimes misused, for example the TurboGrafx 16 had only an 8-bit CPU, and the Genesis/Mega Drive had a 32-bit CPU, but both had a 16-bit dedicated graphics processor). As the graphical performance of console hardware is dependent on many factors, using bits was a crude way to gauge a console's overall ability, but served better to distinguish between generations.
Timeline
==Media==
Cartridges
,
Sega Genesis, and Atari 2600.
Game cartridges consist of a printed circuit board housed inside of a plastic casing, with a connector allowing the device to interface with the console. The circuit board can contain a wide variety of components. All cartridge games contain at the minimum,
read only memory with the software written on it. Many cartridges also carry components that increase the original console's power, such as extra RAM or a coprocessor. Components can also be added to extend the original hardware's functionality{{cite web | last = Dauer
| first = James
| title = Sonic: A History - From South Island to Cosmic Eternity
| date = March 20 2006
| url = http://www.gamingtarget.com/article.php?artid=5102
| format = .html
| accessdate = June 9, 2007 --> (such as [WarioWare: Twisted!, [Kirby Tilt 'n' Tumble, [Boktai, etc.); this is more common on handheld consoles where the user does not interact with the game through a separate video game controller.{{cite paper
| author = Kevin Horton
| title = Cart Information
| version = 6.00
| date = April 18 1997
| url = http://www.tripoint.org/kevtris/files/sizes.txt
| format = .txt
| accessdate = June 9, 2007-->
Cartridges were the first external media to be used with home consoles and remained the most common until 1995 due to continued improvements in capacity.{{cite web | last =Polsson
| first =Ken
| title = Chronology of Video Game Systems
| date = May 9 2007
| url = http://www.islandnet.com/~kpolsson/vidgame/vid1995.htm
| format = .html
| accessdate = June 9, 2007 --> Nevertheless, the relatively high manufacturing costs saw them completely replaced by optical media for home consoles by the early 21st century. Although, they are still in use in some handheld video game consoles.
Due to the aforementioned capabilities of cartridges such as more memory and coprocessors, those factors make it harder to reverse engineer consoles to be used on emulators.
Cards
Several consoles such as the
Sega Master System and the TurboGrafx-16 have used different types of
smart cards as an external medium. These cards function similar to simple cartridges. Information is stored on a chip that is housed in plastic. Cards are more compact and simpler than cartridges, though. This makes them cheaper to produce and smaller, but limits what can be done with them. Cards cannot hold extra components, and common cartridge techniques like bank switching (a technique used create very large games) are impossible.{{cite paper | author = Richard Talbot-Watkins
| title = SEGA MASTER SYSTEM TECHNICAL INFORMATION
| date = June 10 1998
| url = http://www.smspower.org/dev/docs/richard.txt
| format = .txt
| accessdate = June 9, 2007 -->
{{cite paper | author = Jeff Bogumil
| title = SEGA MASTER SYSTEM Frequently Asked Questions
| version = 2.06
| date = September 27 1997
| url = http://www.severedbbs.u-net.com/fletcher/SMSFAQ.txt
| format = .txt
| accessdate = June 9, 2007 -->
Compact Discs reduced much of the need for cards. Optical Discs can hold more information than cards, and are cheaper to produce. Many modern systems use writable memory cards for storage, but the Nintendo DS is the only modern system to use cards for game distribution. Nintendo has long used cartridges with their Game Boy line of hand held consoles because of their durability, small size and low battery consumption. Nintendo switched to cards for the DS, because advances in memory technology made putting extra memory on the cartridge unnecessary.{{cite web | title = Nintendo DS Details Explosion - Screen, Battery, GBA Compatibility and More
| date = January 29 2004
| url = http://news.spong.com/article/6128?cb=28
| format = .html
| accessdate = June 9, 2007 -->
Magnetic media
and
Floppy disk#The 3.C2.BD-inch microfloppy diskette.Home computers have long used magnetic storage devices. Both tape drives and
floppy disk drives were common on early microcomputers. Their popularity is in large part because a tape drive or disk drive can write to any material it can read. However, magnetic media is volatile and can be more easily damaged than game cartridges or optical discs.{{cite web | last = Swearingen
| first = Kirsten
| authorlink = kirstens@sims.berkeley.edu
| coauthors = Peter Charles, Nathan Good, Laheem Lamar Jordan, Joyojeet Pal
| title = How Much Information? 2003
| url = http://www2.sims.berkeley.edu/research/projects/how-much-info-2003/magnetic.htm
| format = .html
| accessdate = June 20, 2007 -->
Among the first consoles to use magnetic media were the Bally Astrocade and APF-M1000, both of which could use cassette tapes through expansions. In Bally's case, this allowed the console to see new game development even after Bally dropped support for it. While magnetic media remained limited in use as a primary form of distribution, two popular subsequent consoles also had expansions available to allow them to use this format. The Starpath Supercharger can load Atari 2600 games from audio cassettes; Starpath used it to cheaply distribute their own games from 1982 to 1984 and today it is used by many programmers to test, distribute, and play homebrew software. The
Famicom Disk System was released by Nintendo in 1985 for the Japanese market. Nintendo sold the disks cheaply and sold vending machines where customers could have new games written to their disks up to 500 times.{{cite web | handle = |tsr
| authorlink = tsr@atarihq.com
| title = Family Computer Disk System
| date = January 20 2000
| url = http://www.atarihq.com/tsr/fds/fds.html
| format = .html
| accessdate = June 20, 2007 -->
Optical media
's and compact discs. Shown is a CD-ROM (left) and a game in
Nintendo's Nintendo optical discs.In the mid-1990s, various manufacturers shifted to optical media, specifically CD-ROM, for games. Although they were slower at loading game data than the cartridges available at that time, they were significantly cheaper to manufacture and had a larger capacity than the existing cartridge technology. By the early 21st century, all of the major home consoles used optical media, usually DVD-ROM or similar disks, which are widely replacing CD-ROM for data storage. The PlayStation 3 system uses even higher-capacity Blu-ray optical discs.
Internet distribution
All three seventh generation of consoles (the PlayStation 3, Nintendo Wii, and Xbox 360) offer some kind of Internet games distribution service, allowing users to download games for a fee onto some form of non-volatile storage, typically a hard disk or flash memory.Recently the console manufacturers have been taking full advantage of internet distribution with arcade games, television shows and film trailers being available.
- Microsoft's Xbox Live service includes the Xbox Live Arcade & Xbox Live Marketplace, featuring digital distribution of classic and original titles. These include arcade classics, original titles, and games originally released on other consoles. The Xbox Live Marketplace also includes many different hit movies and trailers in high definition, and is accessible with a free Xbox Live Silver Membership.
- Nintendo 64, Sega Genesis/Mega Drive, NES/Famicom, TurboGrafx 16, and SNES/Super Famicom games are currently being emulated on the Nintendo Wii console through Nintendo's Virtual Console service. Nintendo also plans to have original content available for download in the future through their WiiWare service.
- Sony's online game distribution is known as the Playstation Network (PSN). It offers free online gaming, downloadable content such as classic PlayStation games, trailers (for movies and games), and original games such as flOw and Blast Factor. A networking service, dubbed PlayStation Home, is due for release in Spring 2008. They have also announced a video service for some time in the future.
References
See also
- List of video game consoles
- Console manufacturer
- History of computer and video games
- Handheld game consoles
- Dedicated console
- Unlockable games
Books
External links
- RF Generation, an Internet database of video games, includes a collection tool
- MobyGames, an Internet database of video games, including console games
- Video Game and Console Timeline, a Brief Video Game and Console Timeline
- Game-Machines.com Consoles a detailed history of video game consoles
- Console Database One of the first sites to include detailed history and specs for game consoles including the lesser-known ones
- The Old Computer Dot Com Archive of retro gaming advertisements
- DTConsoles.tk Information on games consoles.
- The Ultimate Console Database Information on games consoles and clones.
- The Dot Eaters, Video Game Console History 101
A
video game console is an game development that manipulates the video signal of a display device (a television, monitor, etc.) to display a game. The term
video game console is used to distinguish a machine designed for consumers to buy and use solely for playing video games from a
personal computer, which has many other functions, or arcade games, which are designed for businesses that buy and then charge others to play.
Use of the term
The "video" in "video game console" traditionally refers to a
raster display device. However, with the popular use of the term "video game" the term now implies all display types and formats. The term "console" is used in the user manuals of several early video game systems. Its use, however, is not synonymous with "video game system" or the same as its modern usage. It refers to a specific part of the video game system. The Atari 2600, NES, and other consoles from those decades were called "video game systems" at the time. "Atari 2600 Game Catalog Scans Atari 2600 Manuals Scans
The first company to use the term "console" to officially refer to its video game system was Fairchild with the Fairchild Channel F in 1976. Channel F manual Since then, definition has widened to include entire systems, as well as to describe alternate platforms such as
handheld game consoles,
TV games, and multimedia devices.
Elements of a video game console
Video game controller Video controllers allow the user to input information and interact with onscreen objects.
Computer power supply: a power supply converts 100-240 volt AC utility power into direct current (DC) at the voltages needed by the electronics.
Console/Core Unit: The core unit in a video game console is the hub where the television, video game controllers, and game program connect. It usually contains a CPU,
RAM, and an audiovisual
coprocessor.
Video game console#Media: Most video game consoles have their programs stored on external media.
History
First generation
Although the first computer games appeared in the 50s, they used Vector graphics, not video. It was not until 1972 that Magnavox released the first home video game console, the Magnavox Odyssey, invented by
Ralph H. Baer. The Odyssey was initially only moderately successful, and it was not until Atari's arcade game
Pong popularized video games, that the public began to take more notice of the emerging industry. By the autumn of
1975 Magnavox, bowing to the popularity of Pong, cancelled the Odyssey and released a scaled down console that only played
Pong and hockey, the
Odyssey 100. A second "higher end" console, the Odyssey 200, was released with the 100 and added onscreen scoring, up to 4 players, and a third game -
Smash. Almost simultaneously released with Atari's own home Pong console through Sears, Roebuck and Company, these consoles jump-started the consumer market. As with the arcade market, the home market was soon flooded by
dedicated consoles that played simple pong and pong-derived games.
Second generation
Fairchild released the
Fairchild Channel F (VES) in 1976. While there had been previous game consoles that used cartridges, either the cartridges had no information and served the same function as flipping switches (the Odyssey) or the console itself was empty and the cartridge contained all of the game components. The VES, however, contained a programmable microprocessor so its cartridges only needed a single ROM chip to store microprocessor instructions.
RCA and Atari soon released their own cartridge-based consoles.
Video game crash of 1977
In 1977, manufacturers of older obsolete consoles sold their systems at a loss to clear stock, creating a glut in the market and causing Fairchild and RCA to abandon their game consoles. Only Atari and Magnavox stayed in the home console market.
Rebirth of the home console market
The VCS continued to be sold at a profit after the 1977 crash, and both Bally (with their Bally Astrocade in 1977) and Magnavox (with the Odyssey 2 in 1978) brought their own programmable cartridge-based consoles to the market. However it wasn't until Atari released a conversion of the arcade hit
Space Invaders in 1980 that the home console industry was completely revived. Many consumers bought an Atari just for Space Invaders. Space Invaders' unprecedented success started the trend of console manufacturers trying to get exclusive rights to arcade titles, and the trend of advertisements for game consoles claiming to bring the arcade experience home.
Throughout the early 1980s, other companies released video game consoles of their own. Many of the video game systems were technically superior to the Atari 2600, and marketed as improvements over the Atari 2600. However, Atari dominated the console market throughout the early 1980s.
Video game crash of 1983
In 1983, the video game business suffered a much more severe crash. A flood of consoles, glut of low quality video games by smaller companies (especially for the 2600), industry leader Atari hyping games such as
E.T. (Atari 2600) that were poorly received, and a growing number of
home computer users caused consumers and retailers to lose faith and interest in video game consoles. Most video game companies filed for bankruptcy, or moved into other industries, abandoning their game consoles. Mattel Electronics sold the rights for their
Intellivision system to the INTV Corporation, who continued to produce Intellivision consoles and develop new games for the Intellivision until 1991. All other North American game consoles were discontinued by 1984.
Third generation
In 1983, Nintendo released the Famicom in Japan. It supported high-resolution, full color, tiled backgrounds, and high-resolution sprites. This allowed Famicom games to be longer and have more detailed graphics. Nintendo brought their Famicom over to the US in the form of the Nintendo Entertainment System (NES) in 1985. In the US, video games were seen as a fad that had already passed. To distinguish its product from older video game consoles, Nintendo used a front-loading cartridge port similar to a VCR on the NES, packaged the NES with a Super Mario Brothers game and a
light gun (the Zapper), and originally advertised it as a toy. The plastic "R.O.B." (R.O.B.)was also sold as an individual purchase item and in some cases packaged with the NES system.
Nintendo also built a lockout chip into the NES. This kept third parties from producing their own cartridges and forced all developers to go through Nintendo to get NES games published. This allowed Nintendo to do things like prevent developers from releasing low-quality games and limit developers to five titles a year.
Like Space Invaders for the 2600, Nintendo found its breakout hit game in
Super Mario Bros. Nintendo's success revived the video game industry and new consoles were soon introduced in the following years to compete with the NES.
Sega's Sega Master System was intended to compete with the NES, but never gained any significant market share in the US and was barely profitable. It fared notably better in PAL territories, especially Brazil.
Fourth generation
Sega regained market share by releasing their next-generation console, the Sega Mega Drive, which was released in Japan on October 29, 1988, in the US in August 1989 (renamed as the Sega Genesis) and in Europe in 1990, two years before Nintendo could release the
Super Nintendo Entertainment System (SNES).
Sega extended the Mega Drive with the Sega Mega CD, to provide increased storage space for multimedia-based games that were then in vogue amongst the development community. Later, Sega released the
Sega Mega Drive 32X, which added some of the polygon-processing functionality common in fifth-generation machines. However, the peripheral was a commercial failure due to lack of software support, with developers more keen to concentrate on more powerful machines, with a wider user base, such as the Saturn that followed shortly after.
Other consoles included in the fourth generation are NEC's
TurboGrafx-16 and SNK Playmore's Neo Geo (console).
Fifth generation
(Atari Jaguar),
Gex (video game series) (3DO),
Star Fox (video game) (SNES),
Donkey Kong Country 3: Dixie Kong's Double Trouble! (SNES), Virtua Racing (Genesis), Vectorman (Genesis).
The first fifth generation consoles were the
Atari Jaguar and the 3DO Interactive Multiplayer. Both of these systems were much more powerful than the SNES or Genesis (known as Mega Drive outside North America); they were better at rendering polygons, could display more onscreen colors, and the 3DO used
Compact Discs that contained far more information than cartridges and were cheaper to produce. Neither of these consoles were serious threats to
Sega or
Nintendo, though. The 3DO cost more than the SNES and Genesis combined, and the Jaguar was extremely difficult to program for, leading to a lack of games that used its extra power. Both consoles would be discontinued in 1996.
Nintendo released games like Donkey Kong Country that could display a wide range of tones (something common in fifth generation games) by limiting the number of hues onscreen, and games like Star Fox (video game) that used an extra chip inside of the cartridge to display polygon graphics. Sega followed suit, releasing
Vectorman and Virtua Racing (the latter of which used the Sega Virtua Processor.)
It was not until
Sony's
PlayStation, Sega's
Sega Saturn, and the
Nintendo 64 were released that fifth generation consoles started to become popular. The Saturn and PlayStation used CDs to store games, while the N64 still used cartridges. All three cost far less than the 3DO, and were easier to program than the Jaguar. The Saturn also had 2D Sprite (computer graphics) handling power on par with the Neo-Geo.
- Atari's Atari Jaguar was released to combat the dominance that Nintendo and Sega were fighting for. Atari's hope was that by designing a more powerful console, they would be able to leapfrog all of the released systems of the day and give gamers a technologically superior system. The Jaguar eventually faded away due to a number of reasons. For example, it was difficult to program for the Jaguar, thus making it too problematic to have good third party support. Another of the Jaguar's pitfalls was the dominance of the previously popular systems. In 1995, the releases of the Sony PlayStation and the Sega Saturn brought the end for the Jaguar. The failure of the Jaguar put Atari into a poor financial situation and forced it to reverse merge with JT Storage, a short-lived maker of hard disk drives, to form JTS Corporation. The merger effectively ended the company, which existed as a small department for minor support of the Jaguar and the selling off of Atari's intellectual properties.
- The 3DO was released in North America in October 1993. Although released to much fanfare, like the Jaguar, it faded out of the market with little popularity. The system was technically superior to all the consoles released at the time, but due to the oversaturated market and the hefty USD699.95 price tag, the system did not adopt well into the market. One unique aspect of the 3DO is that the rights to manufacturing the console itself were licensed to different manufacturers by the 3DO company, which only produced the specifications. These companies, in turn, released their own different styles of the same console.
- Sony's PlayStation was released in Japan on December 3, 1994. The PlayStation was the eventual result of a breakdown of a business partnership plan between Sony and Nintendo to create a CD add-on for the Super Nintendo Entertainment System. Nintendo changed the deal and went to Philips; however, with the project nearing completion, Sony took what they had and marketed it off as a Sony-branded console. The PlayStation spawned a whole lineup of consoles from generation to generation and has earned Sony great respect as a video game company, becoming the first video game system to sell over 100 million consoles. Sony released a redesigned, smaller version of the PlayStation entitled the 'PSone' released July 7, 2000.
- The Sega Saturn was the first independent Sega system to use a CD-ROM based media standard and used a special dual chip processor. The difficulty to program for the two chips in parallel was a factor in the console's demise. The Saturn was a mild success, but was overshadowed by Sony's dominance of the market. The Saturn was discontinued in 1998 with the release of Sega's last console, the Sega Dreamcast.
- The Nintendo 64 was Nintendo's answer to the growing dominance of the PlayStation. It was a 64-bit console, the only one generally recognized in that class despite the 64 bit Atari Jaguar, which had actually been released earlier. Unlike the other companies' consoles of the generation, the N64 had continued to use ROM cartridges, which many saw as a hindrance to gameplay, as cartridges have much less memory space and are also more expensive than optical media; however, Nintendo's answer to this was that unlike CDs, cartridges cannot be damaged by a simple scratch to the surface, nor are load times much of an issue. Nevertheless, it is also possible that Nintendo did this for fear of then growing software piracy issues facing other consoles, such as the PlayStation.
Sixth generation
This generation saw a move towards PC-like architectures in gaming consoles, as well as a shift towards using
DVDs for game media. This brought games that were both longer and more visually appealing. Furthermore, this generation also saw experimentation with online console gaming and implementing both flash and hard drive storage for game data.
- Sega's Dreamcast was Sega's last video game console, and was the first of the generation's consoles to be discontinued. Sega implemented a special type of optical media called the GD-ROM. These discs were created in order to prevent Copyright infringement of software such as what had been more easily done with consoles of the previous generation; however, this format was soon cracked as well. The Dreamcast has been seen as far ahead of its time in technology and features, however it was discontinued in 2001, and Sega transitioned to software development only.
- Sony's PlayStation 2 was the follow-up to their highly successful PlayStation, and was also the first home game console to be able to play DVDs. As was done with the original PlayStation in 2000, Sony redesigned the console in 2004 into a smaller version. To date, the PlayStation 2 has sold over 115 million consoles.
- The Nintendo GameCube was Nintendo's fourth home video game console and the first console by the company to use optical media instead of cartridges. The Nintendo GameCube did not play standard 12 cm DVDs, instead employing smaller 8 cm optical discs.
- Microsoft's Xbox was the company's first video game console. The first console to employ a hard drive right out of the box to save games, the Xbox blurred the line between PC and console gaming, as it had similar hardware specifications to a low-end desktop computer at the time of its release. Though criticized for its bulky size, which was easily twice that of the competition, as well as for the awkwardness of the original controller that shipped with it, it eventually gained popularity due in part to the success of the Halo (series) franchise.
Seventh generation
The features introduced in this generation include using newer high-definition discs, like
Blu-Ray, utilized by the Playstation 3, and
HD-DVD, which has been embraced by Xbox 360 and Microsoft. Another new technology is to use the motion of the controller as input (as demonstrated by the Wii and, to a limited extent, the PS3), and understanding where the controller is pointing on the screen (as implemented on the Wii). Backwards compatibility has also become more popular with the seventh generation of home consoles, with all of the consoles employing some physical backwards compatibility, along with virtual backwards compatibility.
- Microsoft's Xbox 360 was released on November 22, 2005. An HD-DVD drive is available as an accessory. The Xbox 360 was the first console with the ability to use wireless controllers out of the box. The Xbox Live service is the hallmark of the system, and the console can connect to the service via the Internet through a built-in ethernet port or a wireless accessory. The Xbox 360 is available in four versions, a "Core" version for $249, a "Premium" Version for $349, an 'Elite' edition for $449, and a Halo 3 limited edition, $399. The biggest difference between these versions was the addition of a 20GB hard drive in the "Premium" edition, along with a standard wireless controller, a 120GB hard drive and HDMI in the 'Elite' edition, and the use of HDMI with a 20GB Hard Drive. The Xbox 360 is capable of out putting full 1080p with its HDMI port.
- Nintendo's Wii was released in North America on November 19, 2006, and in Japan on December 2, 2006, Australia on December 7, 2006, and in Europe on December 8, 2006. It is bundled with Wii Sports in all regions except for Japan. The Wii retails for approximately $250. Unlike the other systems of this generation, the Wii does not have an internal hard drive, but instead uses 512 MB of internal Flash memory and includes support for removable SD card storage. It also has a maximum graphics output of 480p, making it the only seventh generation console not utilizing High Definition. Along with its low price point, the Wii is renowned for the following aspects:
- Features a completely redesigned Wii Remote which resembles a TV remote. The system utilizes a "sensor bar" that detects where on the television screen the controller is pointing, and the controller also detects motion and orientation.
- The Wii is the first Nintendo console to be backwards compatible with previous Nintendo consoles. It can play all GameCube games and supports up to four GameCube controllers and two memory cards, and the Virtual Console allows players to play games from older systems, including those of former competitors.
- Sony's PlayStation 3 was released, in Japan on November 11, 2006, in North America on November 17, 2006 and in Europe on March 23, 2007. All PlayStation 3s come with a hard drive and are ready to play Blu-ray video discs and games out of the box. The Playstation 3 was the first videogame console to support HDMI out of the box, utilizing full 1080p. Controllers connect to the console through Bluetooth (up to 7) and have tilt-sensing capabilities. Three versions of the PS3 currently exist.; a 20GB HDD version for $499USD (discontinued in NA) a 60GB HDD version for $499USD (formerly $599) (Discontinued in NA) and a new 80GB HDD version which retails for $599.
The Wii surpassed the Xbox 360 in number of lifetime sales on
August 23 2007 despite the Xbox 360's one year head start andbecame the world's fastest selling console, breaking the record held by the
PlayStation 2.{{cite web | title = Press Release: Nintendo Wii is market leader in home console business
| date = August 22 2007
| url = http://vgchartz.com/news/news.php?id=508
| format = .html
| accessdate = September 18, 2007 -->
Bits
Each new generation of console hardware made use of the rapid development of processing technology. Newer machines could output a greater range of colors, more
Sprite (computer graphics), and introduced graphical technologies such as scaling, and
vector graphics. One way this increase in processing power was conveyed to consumers was through the measurement of "bits". The TurboGrafx 16, Sega Genesis, and SNES were among the first consoles to advertise the fact that they contained 16-bit
processors. This fourth generation of console hardware was often referred to as the 16-bit era, and the previous generation as the 8-bit.
The
bit-value of a console referred to the
word length of a console's processor (although the value was sometimes misused, for example the TurboGrafx 16 had only an 8-bit CPU, and the Genesis/Mega Drive had a 32-bit CPU, but both had a 16-bit dedicated graphics processor). As the graphical performance of console hardware is dependent on many factors, using bits was a crude way to gauge a console's overall ability, but served better to distinguish between generations.
Timeline
==Media==
Cartridges
,
Sega Genesis, and Atari 2600.
Game cartridges consist of a printed circuit board housed inside of a plastic casing, with a connector allowing the device to interface with the console. The circuit board can contain a wide variety of components. All cartridge games contain at the minimum,
read only memory with the software written on it. Many cartridges also carry components that increase the original console's power, such as extra RAM or a coprocessor. Components can also be added to extend the original hardware's functionality{{cite web | last = Dauer
| first = James
| title = Sonic: A History - From South Island to Cosmic Eternity
| date = March 20 2006
| url = http://www.gamingtarget.com/article.php?artid=5102
| format = .html
| accessdate = June 9, 2007 --> (such as [WarioWare: Twisted!, [Kirby Tilt 'n' Tumble, [Boktai, etc.); this is more common on handheld consoles where the user does not interact with the game through a separate video game controller.{{cite paper
| author = Kevin Horton
| title = Cart Information
| version = 6.00
| date = April 18 1997
| url = http://www.tripoint.org/kevtris/files/sizes.txt
| format = .txt
| accessdate = June 9, 2007-->
Cartridges were the first external media to be used with home consoles and remained the most common until 1995 due to continued improvements in capacity.{{cite web | last =Polsson
| first =Ken
| title = Chronology of Video Game Systems
| date = May 9 2007
| url = http://www.islandnet.com/~kpolsson/vidgame/vid1995.htm
| format = .html
| accessdate = June 9, 2007 --> Nevertheless, the relatively high manufacturing costs saw them completely replaced by optical media for home consoles by the early 21st century. Although, they are still in use in some handheld video game consoles.
Due to the aforementioned capabilities of cartridges such as more memory and coprocessors, those factors make it harder to reverse engineer consoles to be used on emulators.
Cards
Several consoles such as the
Sega Master System and the TurboGrafx-16 have used different types of smart cards as an external medium. These cards function similar to simple cartridges. Information is stored on a chip that is housed in plastic. Cards are more compact and simpler than cartridges, though. This makes them cheaper to produce and smaller, but limits what can be done with them. Cards cannot hold extra components, and common cartridge techniques like bank switching (a technique used create very large games) are impossible.{{cite paper | author = Richard Talbot-Watkins
| title = SEGA MASTER SYSTEM TECHNICAL INFORMATION
| date = June 10 1998
| url = http://www.smspower.org/dev/docs/richard.txt
| format = .txt
| accessdate = June 9, 2007 -->
{{cite paper | author = Jeff Bogumil
| title = SEGA MASTER SYSTEM Frequently Asked Questions
| version = 2.06
| date = September 27 1997
| url = http://www.severedbbs.u-net.com/fletcher/SMSFAQ.txt
| format = .txt
| accessdate = June 9, 2007 -->
Compact Discs reduced much of the need for cards. Optical Discs can hold more information than cards, and are cheaper to produce. Many modern systems use writable memory cards for storage, but the Nintendo DS is the only modern system to use cards for game distribution. Nintendo has long used cartridges with their Game Boy line of hand held consoles because of their durability, small size and low battery consumption. Nintendo switched to cards for the DS, because advances in memory technology made putting extra memory on the cartridge unnecessary.{{cite web | title = Nintendo DS Details Explosion - Screen, Battery, GBA Compatibility and More
| date = January 29 2004
| url = http://news.spong.com/article/6128?cb=28
| format = .html
| accessdate = June 9, 2007 -->
Magnetic media
and Floppy disk#The 3.C2.BD-inch microfloppy diskette.Home computers have long used magnetic storage devices. Both tape drives and floppy disk drives were common on early microcomputers. Their popularity is in large part because a tape drive or disk drive can write to any material it can read. However, magnetic media is volatile and can be more easily damaged than game cartridges or optical discs.{{cite web | last = Swearingen
| first = Kirsten
| authorlink = kirstens@sims.berkeley.edu
| coauthors = Peter Charles, Nathan Good, Laheem Lamar Jordan, Joyojeet Pal
| title = How Much Information? 2003
| url = http://www2.sims.berkeley.edu/research/projects/how-much-info-2003/magnetic.htm
| format = .html
| accessdate = June 20, 2007 -->
Among the first consoles to use magnetic media were the
Bally Astrocade and
APF-M1000, both of which could use cassette tapes through expansions. In Bally's case, this allowed the console to see new game development even after Bally dropped support for it. While magnetic media remained limited in use as a primary form of distribution, two popular subsequent consoles also had expansions available to allow them to use this format. The Starpath Supercharger can load Atari 2600 games from audio cassettes; Starpath used it to cheaply distribute their own games from 1982 to 1984 and today it is used by many programmers to test, distribute, and play homebrew software. The Famicom Disk System was released by Nintendo in 1985 for the Japanese market. Nintendo sold the disks cheaply and sold vending machines where customers could have new games written to their disks up to 500 times.{{cite web | handle = |tsr
| authorlink = tsr@atarihq.com
| title = Family Computer Disk System
| date = January 20 2000
| url = http://www.atarihq.com/tsr/fds/fds.html
| format = .html
| accessdate = June 20, 2007 -->
Optical media
's and compact discs. Shown is a CD-ROM (left) and a game in Nintendo's
Nintendo optical discs.In the mid-1990s, various manufacturers shifted to optical media, specifically CD-ROM, for games. Although they were slower at loading game data than the cartridges available at that time, they were significantly cheaper to manufacture and had a larger capacity than the existing cartridge technology. By the early 21st century, all of the major home consoles used optical media, usually DVD-ROM or similar disks, which are widely replacing CD-ROM for data storage. The PlayStation 3 system uses even higher-capacity Blu-ray optical discs.
Internet distribution
All three seventh generation of consoles (the PlayStation 3, Nintendo Wii, and Xbox 360) offer some kind of Internet games distribution service, allowing users to download games for a fee onto some form of non-volatile storage, typically a hard disk or flash memory.Recently the console manufacturers have been taking full advantage of internet distribution with arcade games, television shows and film trailers being available.
- Microsoft's Xbox Live service includes the Xbox Live Arcade & Xbox Live Marketplace, featuring digital distribution of classic and original titles. These include arcade classics, original titles, and games originally released on other consoles. The Xbox Live Marketplace also includes many different hit movies and trailers in high definition, and is accessible with a free Xbox Live Silver Membership.
- Nintendo 64, Sega Genesis/Mega Drive, NES/Famicom, TurboGrafx 16, and SNES/Super Famicom games are currently being emulated on the Nintendo Wii console through Nintendo's Virtual Console service. Nintendo also plans to have original content available for download in the future through their WiiWare service.
- Sony's online game distribution is known as the Playstation Network (PSN). It offers free online gaming, downloadable content such as classic PlayStation games, trailers (for movies and games), and original games such as flOw and Blast Factor. A networking service, dubbed PlayStation Home, is due for release in Spring 2008. They have also announced a video service for some time in the future.
References
See also
Books
External links
- RF Generation, an Internet database of video games, includes a collection tool
- MobyGames, an Internet database of video games, including console games
- Video Game and Console Timeline, a Brief Video Game and Console Timeline
- Game-Machines.com Consoles a detailed history of video game consoles
- Console Database One of the first sites to include detailed history and specs for game consoles including the lesser-known ones
- The Old Computer Dot Com Archive of retro gaming advertisements
- DTConsoles.tk Information on games consoles.
- The Ultimate Console Database Information on games consoles and clones.
- The Dot Eaters, Video Game Console History 101
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