1972

The 1st & 2nd generations

Home video games began with sealed-in Pong machines, but the Atari 2600 made the cartridge the unit of play: buy the console once, keep buying worlds for it. ColecoVision and the Atari 5200 chased ever-sharper arcade ports, until a flood of rushed shovelware buried the young market.

1977

8-bit home computers

While consoles fought over the living room, the Apple II, ZX Spectrum and Commodore 64 put programmable machines on desks. Games came on cassette tape, magazines printed code to type in, and bedroom coders grew into the studios we know today. The C64 is still the best-selling single computer model ever made.

1980

Game & Watch

Nintendo's Game & Watch LCD series put one game in your pocket per device, and gave the world the D-pad, invented by Gunpei Yokoi's team for the dual-screen Donkey Kong. Forty-two of these little machines live in our library.

1983

The crash

The young market collapsed under its own gold rush: too many consoles, too many rushed games. Atari's E.T., famously buried by the truckload in a New Mexico landfill, became its symbol. North American industry revenue fell from about $3.2 billion to a few hundred million in two years, retailers wrote video games off as a dead fad, and the next console would have to disguise itself as an “Entertainment System” just to get shelf space.

1985

3rd generation: the 8-bit revival

After the crash, Nintendo rebuilt the industry on two ideas: a licensing seal to keep shovelware out, and first-party games worth owning the box for. The NES turned video games from a fad into a medium, Sega's Master System lost the round but started gaming's defining rivalry, and Atari's 7800 arrived two years too late to matter.

1987

4th generation: the 16-bit war

“Genesis does what Nintendon't.” The Mega Drive and Super Nintendo turned hardware into a playground war fought with marketing, mascots and blast processing. NEC's PC Engine pioneered the CD add-on, SNK's Neo Geo simply sold you the arcade board itself, and Sega stretched the generation with the Sega CD and 32X, add-ons our library remembers more fondly than the market did.

1989

Portables go cartridge

The Game Boy beat the technically superior, full-colour Atari Lynx and Game Gear with a monochrome screen and thirty hours on four AA batteries: proof that for handhelds, endurance beats horsepower. Tetris did the rest.

1993

5th generation: the leap to 3D

Polygons changed everything. The pricey 3DO and Atari's Jaguar stumbled first, Sega's Saturn mastered 2D just as the world demanded 3D. Sony, after Nintendo walked out on their CD-ROM partnership, answered with the PlayStation and won the decade. The Nintendo 64 gave us the analog stick and four controller ports, but its cartridges closed an era.

1993

Meanwhile, in the arcades

Arcades stayed a hardware generation ahead to stay worth the coins: Sega's Model 2 and Model 3 defined 3D racing and light-gun play, then the NAOMI flipped the relationship, a Dreamcast in arcade clothing, with Sammy's Atomiswave and the Xbox-based Chihiro following the same home-hardware playbook. Preservation projects like MAME and FinalBurn Neo are why any of it is still playable today.

1998

Portable refresh

Nine years on, the Game Boy Color finally added colour without giving up battery life, while SNK's Neo Geo Pocket Color packed the best control stick ever put on a handheld into a machine hardly anyone bought.

1999

6th generation: discs win

Sega's Dreamcast shipped with a modem in every box, online console gaming years ahead of schedule, and still couldn't survive the PlayStation 2, the best-selling console of all time. Nintendo answered twice, with the GameCube at home and the Game Boy Advance in your pocket. It was the last generation Sega entered as a hardware maker.

2000

The pinball annex

Not every platform is a console. Visual Pinball and Future Pinball rebuild real tables with solenoids, ramps and rollovers as faithful physics simulations, and keep twenty classics of the silver ball alive in our library.

2004

7th generation: HD vs motion

The Xbox 360 and PlayStation 3 fought an HD arms race that gave us achievements, firmware updates and digital storefronts, while Nintendo's Wii ignored the spec sheet, handed grandma a remote, and outsold them both. Sony's PSP put near-console 3D in a jacket pocket.

2011

8th generation: the hybrid

The Wii U fumbled its tablet pitch so badly that many shoppers thought it was a Wii accessory, but its ideas, fused with the 3DS portable lineage, became the Switch: one console for the dock and the backpack, and the end of Nintendo building separate handhelds.

1981

The open platform

PCs never had generations; they just accumulated. DOS gave way to Windows, the Amiga burned bright in between with graphics consoles couldn't touch, and distribution moved from the floppy disk to Steam and Flatpak. Sooner or later, almost everything in this library traces back to a PC port, a source release or an engine reimplementation.

2014

Consoles that never were

The newest platforms are imaginary on purpose. WASM-4, TIC-80 and Vircon32 are specifications for hardware that never existed: tiny palettes, tiny cartridges, hard limits everywhere, turning constraint back into the creative tool it was in 1977.

The timeline doesn't really end; it forks. Some of the busiest platforms in the library aren't hardware at all: ScummVM, EasyRPG and the source-port engines keep adventures and shooters alive long after their original machines became museum pieces, which is its own kind of history. Browse all platforms or dive straight into the full game list.