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For anyone who has been to my site, I posted the first part of this way back in October. I have since done two more, covering generations two through four. I'm not sure why I waited so long to finally make forum versions and finish off the articles with things such as hyperlinks to each summary (in the version on my site), a spellcheck, and some content additions (in the third and fourth gen parts particularly), but I did. Regardless, here it finally is! First, the second generation part. I'll post the next two soon since they are done.

The page on my site: http://www.blackfalcongames.net/?p=1305 (this is the first part, but it also has a table of contents linking all of the summaries. Well, it will once I make the hyperlinks in the 4th gen article, anyway... so it's still a work in progress, but that article is otherwise posted.)

Console Opinion Summaries For My Systems – Introduction, Table of Contents, and the First and Second Generations


Yes, it’s something new again and not what I was talking about. (ie, an update to my Sega Genesis Game Opinion Summaries list) Well, I think this is more interesting than discussing a bunch of sports games and such. I will get to that, but first, this is something I’ve been thinking about here and there for a long time but never made. Yes, it is like a Game Opinion Summaries list, but for all the consoles I own. I’ve got a fairly sizable collection now!

When it comes to computers I will discuss them in brief, but I cannot cover the breadth of the PC’s history and library here, so I won’t try. I chose “Console Opinion Summaries” for a reason; I love PC gaming a whole lot, but that would be a topic beyond the scope of this article. Suffice to say, the PC is the best gaming platform and always has been my favorite. Comparing that to consoles, which each have a limited life, is not entirely fair. I could compare each operating system or such, but instead I’ll just mention the PC very briefly and mostly focus on the consoles I own in this list, and the one classic computer I have as well since I exclusively use it for games.

Format: My plan is to put one console generation in each article. This first one includes the second generation, the earliest one I have systems for, plus a bit about the time before that. Each article begins with a section discussing that generation of consoles, before breaking down into summaries covering each platform. Each platform summary has four parts: first a paragraph saying who made the console, when it was released, and how long it was supported for, and then sections for the systems’ history, design, and game library.


Table of Contents For This Series



Please note: for the dates listed below, the first date is the system’s first release year anywhere in the world. The second date in parenthesis, if present, is the release year in North America, where I live if it is different from the first year.

An addon is a platform which attaches to a previously released console, increasing its hardware abilities. If a system is an addon I note that below. Addons are currently listed with the generation that their base platform released in, though I could see changing this at some point in the future; it is debatable.

First Generation Overview
(none)

Second Generation Overview
Atari 2600, 2600 1977
Odyssey2 / Videopac, O2 1978
Texas Instruments TI-99/4 & TI-99/4A 1979 (1981 for the TI99/4A model; the original, rarer, TI99 model released in ’79.)
Mattel Intellivision, INTV 1979 test market, 1980 wide release
Game & Watch 1980
PC 1981
Overall Generation Ranking

Third Generation (in a separate article on this site)
Third Generation Overview
Colecovision, CVIS – 1982
Atari 5200, 5200 – 1982
NES (Famicom) – 1983 (1985 US)
Atari 7800, 7800 – 1984 (1986 full release)
Sega Master System, SMS – 1985 (1986 US)
Overall Generation Ranking – a ranking of how much I comparatively like each of these systems.

Fourth Generation (in a separate article on this site)
TurboGrafx-16, TG16 1987 (1989)
TurboGrafx-CD, TCD 1988 (1989) (TurboGrafx-16 addon)
Genesis, Gen 1988 (1989)
Game Boy, GB 1989
Phillips CD-i, CDI 1991
Game Gear, GG 1990 (1991)
Super NES, SNES 1990 (1991)
Sega CD, SCD 1991 (1992) (Sega Genesis addon)
Sega 32X, 32X 1994 (Sega Genesis addon)
Sega 32X CD, 32XCD 1994

The rest below is so far to be written.

Fifth Generation
Atari Jaguar, JAG 1993
3DO 1993
PlayStation, PSX, PS1 1994 (1995)
Saturn, SS 1994 (1995)
R-Zone 1995
Virtual Boy, VB 1995
Atari Jaguar CD, JCD 1995 (Atari Jaguar addon)
Nintendo 64 1996
Game Boy Color 1998
Neo Geo Pocket & Neo Geo Pocket Color 1998 (1999 for the Neo Geo Pocket Color model that I have)
Wonderswan, WS 1999
Nintendo 64DD, N64DD 1999

Sixth Generation
Dreamcast, DC 1998 (1999)
PlayStation 2, PS2 2000
Wonderswan Color, WSC 2000
Xbox 2001
Game Boy Advance, GBA 2001
GameCube, GCN 2001

Seventh Generation
N-Gage, NNG 2003
Nintendo DS, NDS 2004
Xbox 360 2005
PSP 2004 (2005)
Wii 2006
PlayStation 3 2006
[Nintendo DSi, NDSi – DD (DSiWare) 2008]

Eighth Generation
Nintendo 3DS + 3DS DD (eShop) Combined Total 2011
PlayStation Vita 2011 (2012)
Wii U 2012
Xbox One, XONE 2013
Nintendo Switch, NS 2017 (provisional placement in 8th gen)

So, here is the section in this article.


[/b]Table of Contents for this Article[/b]


First Generation Overview
(no systems)

Second Generation Overview
Atari 2600, 2600 1977
Odyssey2/Videopac, O2 1978
Texas Instruments TI-99/4 & TI-99/4A 1979 (1981 for the TI99/4A model; the original, rarer, TI99 model released in ’79.)
Mattel Intellivision, INTV 1979 test market, 1980 wide release
Game & Watch 1980
IBM PC 1981


First Generation Overview



The first generation of game consoles started in 1972 with the release of the Magnavox Odyssey, and consisted of the Odyssey 1, designed by engineer Ralph Baer, and later on numerous home Pong systems and Pong clones from many manufacturers, based on Atari’s breakout hit arcade game Pong. I have seen a few home Pongs for sale in stores, but have never used one myself; I was born in the early 1980s, but my first gaming experiences were in arcades and on the PC and NES, not first or second generation consoles. Perhaps oddly, growing up I did not know anyone with any console older than a NES, so while I knew of Pong and the second generation consoles, I had not used them myself until the ’00s. So while I have read about these systems I’ve never used one so it will not have a large section here. Determining the origins of electronic gaming is a quite interesting endeavor, look it up. But while there is history in this article, retelling game history isn’t my focus here, covering platforms I actually have experienced is, so I will move on. Someday I probably will get some home Pongs, it might be neat to have.



Second Generation Overview

Continuing from the above, when I did go back in the ’00s to try Atari games, first in emulated re-releases and then more recently when I started collecting the actual consoles, I found them interesting. At their best, second generation games are simple and repetitive but fun experiences. These are not games I often play for hours, but that’s fine; having very fun games you can play for a few minutes before moving on to something else has a place too, without question. When these games start getting more complex I think they often struggle, but the simpler games dominate and many of them are good.

The second generation started in 1976. At first sales were slow, but they picked up in 1980 after the release of Space Invaders. 1982 and 1983 particularly saw a massive growth of software and hardware, as the industry boomed both in arcades and at home. It was not sustainable, however, and the American console and arcade industries crashed in the famous Video Game Crash of 1984. Computer gaming grew during this period, but while growing, computer sales were far lower than console sales had been; many people simply stopped playing games for some years. The crash had multiple causes, including that there was no licensing system for console games yet so third party game publishers did not pay first party console owners anything and that quality control got very low in 1982-1983, causing a massive glut of very similar, and often low quality, games. Perhaps some people were tiring of the kinds of games available as well, and others moved over to computers, as the Commodore 64, particularly, released in 1983 and was a big hit in the mid ’80s selling millions of systems. At this point many manufacturers thought that computer-console hybrids were the future, and almost everyone tried making them. Most failed.

During the crash most hardware and software publishers folded, and most consoles went out of production, but after it, as home console gaming recovered in 1986, several of the more popular pre-crash consoles came back. This gave the Atari 2600 new life, particularly, and the Intellivision as well. Overall, this is an interesting era in gaming. A lot of people today ignore everything before the NES, deeming the games too simple to be worth their time, but I don’t agree at all; sure, as I said, yes, pre-crash games are simple, but they are often great fun! Seeing the origins of the industry are interesting as well, as people tried things, not knowing if they would work or not, because there was no textbook for how to make a console or a game; you just had to make things and see if it worked. It can be fascinating stuff.

Here, I should put a note — while most online lists consider the new consoles of 1982 to be part of the second generation, as per my article on this site years ago I disagree, and I’m sticking to that. So, the Atari 5200 and Colecovision, despite being pre-crash systems, will be covered in the third generation article. The Intellivision is really an in-between system, but as it released closer to the Atari 2600 than it did the Colecovision — the Intellivision test market was two years after the Atari 2600 and two and a half before the Colecovision — I’m leaving that in the second gen. It’s kind of a judgment call but I think it makes sense.

Despite that, many consoles released in the second generation. I have the most popular ones, including three consoles and one, kind of two, computer platforms. I have written articles on my site before covering games from all of these platforms except for the Game & Watch, but now I’ll discuss them again, focusing on the systems in general this time instead of the specific games.


Atari 2600

Release and Sales Info: From Atari, released 1977; discontinued 1992; final game release 1990 (1992 in Europe). Additionally there are a very large number of unlicensed modern homebrew games released for the 2600, starting in the later ’90s. 30 million systems sold, not including modern clone systems. I purchased one in 2013. I remember seeing the 2600 during its later life, but never actually played one until I bought it.

History: I covered a fair amount of Atari history in the second generation overview above, but to summarize, the Atari 2600, originally called the Atari Video Computer System or VCS, was the first hit video game console. It was not the first console with interchangeable game cartridges with ROM chips on them, that was the Fairchild Channel F, but it brought the game console into American homes in a way that would not happen again until the NES. In the US the Atari 2600 outsold all other consoles before the NES by at least ten to one, so they dominated the industry. As I said earlier, its first years were slower. There were no third-party games at all in the ’70s, and first party software ramped up in volume over time. Again, the boom years of ’82 and ’83 provide a large percentage of the overall Atari 2600 library.

As for its hardware, the Atari 260was designed for simple games like Pong and Combat. It can draw blocky background graphics, two "paddle" objects, a "ball" object, and a "missile" object. And that is it. It draws a line at a time, from the top of the screen down, matching a CRT TV's electron gun. This extremely simple hardware is seen in the earlier 2600 games. Developers eventually realized that the system was actually very highly customizable, however. Using clever programming tricks, changing what the system is drawing on a per-line basis, and such, Atari programmers did feats seemingly impossible compared to early titles like Combat. These games that push the hardware often do have very large amounts of flicker, which is at times pretty distracting, but still this system was the first console that allowed for such variable outcomes in results based on how good, and knowledgeable, the programmer working on the game was. Games like Solaris seriously impress. The Atari 2600 allows for add-on processors on cartridges, as well, so games can put additional chips on the cart. Few titles from its original life do, but many modern homebrew games use powerful co-processors to allow for significantly better graphics than stock hardware can do.

But to return to the system's history, after that peak came a hard fall. In 1983 came the crash, a rapid decline, the sale of Atari from Warner to Jack Tramiel, and the unique situation of a system going away for over a year -- there were no first party games and only one third party 2600 release in 1985 -- and then suddenly returning afterwards for a second life as a lower-priced system with a steady stream of new games. The late-era 2600 games often are pretty interesting, and provide some of the system’s better titles. The system continued to sell, too, so many are not hard to find. Atari finally stopped making games for the 2600 in 1990, and that was its last year of support here in the US. A couple of final third party games released in Europe in 1992, and at the beginning of that same year Atari officially discontinued the platform. It is still an extremely influential system that any gamer should try.

Aesthetics and Design: The original Atari 2600 has an iconic look, with a ridged, fake woodgrain top and the cartridge at an angle at the back, label facing away from you. In fact, the cartridge ports are on the back of the system, and controller cables are extremely short in all of these pre-crash consoles so you will need the system very close to where you are sitting. The backwards cartridges are unfortunate, many of these games have nice artwork on the carts you can’t look at while playing. Additionally, the 2600 has switches on the console itself you will need to use during play, to select which game mode you want to play, to start and restart games, set the difficulty, and more. Some games require using the switches during play as well, for options menus and such. You cannot pause a game in progress, though; that would be a later innovation. These early consoles were intended to sit on the floor, but if, like most collectors today, you don’t want to do that you will either need a setup which allows you to sit close to the system, as I kind of have, or will need to take it out when using it. This is an inconvenient issue with all of these consoles and it is worth mentioning. My solution is to have a small multi-shelf unit near the chairs in the room for the consoles that need to be close to the seats, and that works for me.

Anyway, the Atari 2600 looks okay and the look is definitely memorable, but I’ve always thought it looks kind of bland. Of the pre-crash consoles this is definitely not one of the better looking ones in my book. It’s far from the worst, but is average looking at best. I know some people love this design, but I’m just not a big fan. The controllers have a stiff joystick which barely moves and one button. They are okay once you get used to how little that stick moves, but like many people I would recommend using a Sega Genesis controller instead — they are fully compatible with the 2600 and I like the feel much more. In addition to its regular controller the 2600 has several alternate controllers, among which I have the paddle controllers, driving controller, keypad, and kids’ controller. The paddle controllers are the most important, as they are fantastic and many of the games that require them are among the system’s best.

Game Library: As befitting it success, of the pre-crash consoles the Atari 2600 has by far the most games. With hundreds of games releasing during its 14-year active life in the US and numerous homebrew games from fans releasing in the decades since, the Atari 2600 has by far the largest and, by most metrics, best library of the pre-crash consoles. I like the 2600 and its games, but despite its massive numerical advantage this system is not my favorite second-gen console. Still, it is a quite good one. The system’s shooters are particularly good, but racing games and maze games also stand out. Those were some of the top genres of the time and the 2600 has great games in all of them. And again those games for the paddle controllers are really cool, the paddles are great. I love the driving controller too, it’s a real shame that only one game was made for it. The 2600 has fantastic variety across many genres and types of games. I do find the simpler ones often hold up better than games that try for more complexity than the system can easily handle, but some games pull off impressively complex designs well so this varies. This is a very under-rated system today, give it a try.


Odyssey2 / Videopac, O2

Release and Sales Info – From Magnavox, later Philips-Magnavox, or Philips in Europe. Released 1978 (late 1978 in Europe, perhaps early 1979 in the US, later Japan), discontinued 1983, final game release that same year, though Europe did get an enhanced followup system, the Videopac+, that lasted into early 1984. In the last few decades homebrew developers have brought this system back to life. 2 million sold, probably about a million each in the US and Europe. I purchased one in 2012.

History: The strange and fascinating Odyssey2 released the year after the Atari 2600. Ralph Baer's first Odyssey, the system which invented the concept of playing electronic games on your home television, released in 1972 and only could play the games built in to it, modifiable a bit by jumper cards. Baer designed it for the company he worked for, Sanders & Associates, and it was manufactured and sold by then-major American home TV manufacturer Magnavox. It sold some, but Atari's Pong and home Pongs ended up outselling it. In 1974, European electronics giant Phillips bought Magnavox, but they continued using the Magnavox name in the US for years. Several years later the company decided to release another console, and designed a new system in-house. The Odyssey 2 is, like the Atari 2600 and Channel F before it, a console with programmable ROM carts. The O2 has some odd design decisions, as I will get into later, but it was groundbreaking in at least one sense — the O2 is the first video game console with an Intel CPU. The O2 never succeeded at competing with Atari on an even level but did do okay, far behind Atari but in the upper tier of the other systems.

Despite this, the O2 did not sell enough for third parties to want to make many games for it in the games boom of ’82-’83, so the O2 has very few third party games. Additionally, Magnavox was cheap and put little money into game development, so only a few people made most of the games during its original life. This leads to many games having similar feels, and probably contributed to unique touches such as the O2 staple of games which have only one life — when you die the game is over, you can type your name in on the keyboard on the console, and start over. Of course none of those names will be saved, but it can be amusing anyway. This style takes getting used to but I think it works great. Additionally, most O2 games are original titles; Magnavox only ever licensed one single arcade game for porting to the O2, presumably partially because Atari dominated in getting those contracts but also probably in order to save money, for Coleco showed that an aggressive company could get arcade rights if they wanted. No O2 game has ever been legally re-released and the system’s great, surprisingly comfortable joystick with eight little notches you can lock the stick in and a single button is not quite the same as anything else, so there is definitely reason to want to collect for this console. The O2 does not have a reprogrammable flash cart, either — if you want to play all the games on real hardware you will need at least some real carts, there is a cart with all of Magnavox’s games but the many modern homebrew releases require actual carts. And yes, the O2 has a small but active homebrew community, releasing games on real carts for the system to this day.

However, part of that visual similarity between games on this system is because the O2 has a somewhat strange design. Most notably, unlike the Atari or most other consoles, you cannot just draw an image to the screen and have the O2 draw it. Instead, the O2 can only display a couple of custom sprites, more characters from the systems’ limited, built-in graphics set, and an either solid or grid background about 9 blocks wide and 8 high. So, while the O2 runs in as high or higher a screen resolution than the 2600, it may be hard to tell when you look at the giant blocks in games like Breakout!/Brickdown! in comparison to Breakout on the 2600, or the much less impressive city of O2 Atlantis. Also unlike the Atari, the system can do what it can do, and can’t do what it can’t; there is no “Racing the Beam” here. On the Odyssey2, very much unlike the Atari, sprites will never flicker and there is never slowdown… but you also will never see anything as impressive as 2600 Solaris or Moonraker. I find the O2 graphical style charming and the speed and fluidity of the games makes them play well, but it has its positives and negatives for sure. Aurally, the system’s speaker produces less varied sound than the Atari as well, though the The Voice addon’s speech synthesizer is really cool in the games that support it. It's one of the best voice addons of the generation, maybe the best.

Aesthetics and Design: The games themselves may be an acquired taste, but few will deny how amazing North American Odyssey2 box-art and copy writing is! Indeed, if you’re collecting North American O2 games, the O2 is one of those few consoles where you will want to try to collect every game complete in box if possible, because the box art is just incredible late ’70s to early ’80s stuff. With flying laser-lines, neon, ‘flying’ images, and more, it looks like a vision of the future, ’70s/early ’80s style and it’s amazing. O2 games probably have my overall favorite box art of any console’s boxes. Unfortunately the European boxes are much less impressive, but still, those American boxes are quite something. The system itself is nice looking too. It’s not amazing looking, but with a silvery color and decently nicely shaped design, the O2 is a good-looking piece of electronics. It's a late '70s machine that looks like a nice piece of '80s technology, unlike its more dated-looking rival from Atari. Unfortunately most system have hard-wired controllers, but I have found the controllers extremely reliable and durable so this is rarely an issue. The consoles themselves seem to be very well built as well. Mine does have an issue with the power port, but that’s easily fixed and the system still works fine. And looking online, you see much less complaining about broken O2s than other contemporary consoles, so I think Magnavox must have put good attention into their build quality. The carts are good too. They have handles on the top for easy carrying, and a spring-backed metal piece covering the pins at the bottom, to help keep the carts clean. It does seem to help, I've almost never had to clean an O2 cartridge. Overall, with a good-looking console, a controller that is far more comfortable than it looks, good reliability, and some of the best box art ever the O2 does very well in this category.

Game Library: I discussed the O2’s hardware limitations above, but within those limitations developers made some impressive games on the O2. Where Atari tried to directly convert arcade games, most Magnavox titles may have been inspired by those arcade games but take a unique and sometimes great spin on the title. I find either K.C. Munchkin title to be a better maze game than any game in the genre on the 2600 and some of the best games of the generation as well; UFO! is maybe my overall favorite second-gen videogame; and the very interesting Quest for the Rings is both flawed and amazing at the same time, as my review from several years ago details. The O2’s library may be small and limited, but the fast and fluid gameplay and unique design elements that work make this system great. Oh, and that one arcade port, Turtles? It’s amazing as well, and should be a classic. That 2600 graphics are so much more customizable and that the system has so dramatically more games — probably at least ten times more than the O2 does — makes a good case for that system being better, but when it comes down to it, I’d probably rather play O2 on average than 2600, so I like it more. This is obviously a purely subjective choice, but regardless, the Odyssey2 is an interesting system well worth a look. And again, almost every single game, both original and homebrew, is a true exclusive to the O2 you can’t play anywhere else! That’s rare, for a system that sold as decently as this one.


Texas Instruments TI-99/4 & TI-99/4A

Release and Sales Info From Texas Instruments. This is a home computer, not a console. The first model, the TI 99/4, released in 1979, and the second, the TI 99/4A that I have, released in 1981; discontinued 1983, though homebrew developers have kept it alive. Sales – unclear? The TI99/4A did sell far better than the first model though, TI99/4 systems are uncommon. I got one in 2014.

History: Texas Instruments invented the integrated circuit that makes complex electronic devices like game consoles possible. Over the decades, they have been extremely successful as a chipmaker, but on the consumer side their only lasting success has been their line of graphing calculators. Their one attempt at a consumer home computer was this one, the TI 99/4 and TI 99/4A line which lasted from 1979 to 1984. Never particularly successful, the system was discontinued during the video game crash because, primarily, Commodore’s Vic-20 computer beat the TI99/4A on everything – price, features, and software. TI tried to match Commodore’s rock-bottom pricing, but all that led to was money losses, until TI cut its losses and got out.

The system’s graphics and audio chips are extremely influential, however. The audio chip in the TI99/4A would be used in many consoles over the decades, including the Colecovision, Sega SG-1000, Sega Master System, and more. The Colecovision and SG-1000 uses the same TI video chip from the TI99 as well, and the Master System and Sega Genesis use chips which are backwards compatible with it. None of those systems use TI’s CPU that is the core of the TI99, but in terms of its graphical and aural look, the TI99 has a style very reminiscent of the Colecovision, with sprites on drawn backgrounds. It’s a quite different look from the all-pixel style of Atari systems of the time. The graphics have aged reasonably well, though that audio chip’s never been great. The few games with speech synthesizer support, if you have that addon as I do, are much better though; that speech in Parsec and Alpiner and such is pretty cool.

In terms of software, the TI stands out among computers of its day in that TI mostly focused on cartridge-based software, and not tape or floppy disk. This is good for durability, because TI99 programs often still work, since a lot of them are on carts. Just try that with your old tapes for other computers! TI locked down the cart port though, so until it was cracked in much more recent years, only first-party software released on cart. This resulted in the TI99 having far less software than most computers, which isn’t great; that makes this computer feel like more of a console, in that first party software dominates in a way rare on computers. The TI99 does have tape and floppy disk addons and most third-party software is for those, but a lot of people never bought either. The tape drive is common enough, but the large floppy disk addon box is not.

Aesthetics and Design: The TI99/4 and 4A have three different models. First, the TI99/4, available for the first two years of the system’s life, sold poorly and is rare. I’ve never seen one, and they don’t appear too often online on auction either. The improved 4A model from ’81 sold much better, and are common and easy enough to find. This model comes in two revisions. The first is black and silver, with a cool silver metal look that has aged very well. The second is beige, very similar to the first in most ways but just plastic and not metal, and thanks to the color change looking more like most any ’80s or ’90s computer. Cartridges plug in flat on the right side of the system, which works well. There is also a side addon port, for the speech synthesizer addon, connection to the homebrew addons or the expansion box for floppy drives, and such. The tape drive plugs into a different port on the box. Annoyingly, none of the ports are labeled, so you’ll just need to remember which one is the controller port and such. Also, try to find a system with the original, magnetic key-combination things that go above the keyboard, you need these to remember what to press to do things games will tell you like “press Redo to try again” or such. There is no “Redo” key, you need to press the right button combination. That’s fine once you have one though, and I like that they are magnetic. On the whole the TI99 looks pretty nice.

Unfortunately, in terms of durability and control the TI99 fares much worse. Indeed, these systems have all kinds of problems. Their keyboards are infamous for failing, and since they are built in to the system this is difficult to fix. The graphics and RAM chips also often fail, and replacing RAM chips is definitely not easy either. The official gamepads are no good either, so get an adapter to use Atari controllers instead. Yes, even though the system has a 9-pin port for controllers on it you can’t just plug a 2600 controller in, you need an adapter. Games can all be played on the keyboard too, but there the often-stiff controls on TI99 games are probably even worse. For various reasons, some of them the computers’ fault and some of them my own, I have gone through three of these systems, and while my current one mostly works perfectly, it probably has a video chip issue so I’m stuck with having to use only RF output, which is not ideal. So for me at least reliability is questionable.

Game Library: As far as that software goes, for games TI published a mixture of ports of some titles from other platforms and original titles, some of which are heavily inspired by popular arcade games and others are original, along with a lot of educational software and computer programs for writing and such. I find TI’s software library quality mixed; this system is fine, but I don’t love it, as I said in my Game Opinion Summaries list for the system several years ago. I have a few more games for the system now, but my general opinion is similar. The TI99 has some fans, though, and there is a small homebrew community for the system to this day. It has flashcarts, homebrew addons to give it more RAM, recent homebrew releases, and more. That adds a lot to this system that the original library doesn’t have. As for non-gaming applications, most of those from computers this old are probably only of historical interest, nobody is going to be seriously using TI99 Home Financial Decisions today. The many educational games can be amusing, however. Early Learning Fun’s amusing stuff. Hangman is alright too, provided that you have a working keyboard. But on the whole, while the TI99 is interesting and historically important for being the origin of those graphic and sound chips Coleco and then Sega would use for years, I find the controls stiff and hard to use and the games often flawed.


Mattel Intellivision, INTV

Release and Sales Info – From Mattel. Test marketed in 1979, released nationally in 1980. 3 million sold. There is a small homebrew community for this console now, with a flash cart or standalone games. I got one in 2019.

History: The toy company Mattel released a console to compete with the Atari. The Intellivision released in test markets in late 1979, then in 1980 it released nationwide. The Intellivision was the second-best selling pre-crash videogame console, though with only 10% of the Atari 2600’s sales this is not as big of a deal as it may sound. Mattel gave up on gaming at the end of 1983 thanks to the videogame crash, but a group of former employees bought the rights to the system and re-released it in 1985 in Europe and 1986 in the US. This re-release brought new games out for the system until ’89, when it finally faded out. This makes the Intellivision the second-longest-lasting console of its generation, after the 2600, not including modern homebrew of course.

Sort of like the Odyssey 2 above, Mattel mostly made their own software, with a largely original game library supplemented with a few Data East ports and some third-party software. The quality of these games is argued about, but regardless the system has a reasonably good-sized library, and has homebrew support today as well.

The Intellivision is technically a 16-bit console, and while I am counting it as second generation, it really shows that this console released both two years after the Atari 2600, and two and a half years before the Colecovision — it is in between in power for sure. Against the Atari, Intellivision clearly has better graphics, a point they marketed fairly heavily particularly for its sports games. Despite its only moderate success, the Intellivision had a significant impact on the industry, and after its release most controllers for new systems were clearly Intellivision-inspired until the Famicom/NES changed the industry. Like most people I find the controller horribly uncomfortable and have never liked side action buttons, but people clearly saw something in it becuase seriously almost every console in ’82 and ’83 had controllers very much like this one.

Aesthetics and Design: There are four models of Intellivisions, the first one, the Sears model, the smaller and much more ’80s looking second model, and the Intv System III, the ’86 model, which is like the first model but in a different color. I have the Sears Super Video Arcade, and while I may have serious questions about the Intellivision software library, as I said in my recent Game Opinion Summaries list for the system, I love the look of this system! Indeed, the Super Video Arcade is probably one of the best-looking consoles I own. The flat top of the system looks cool, the buttons are great, and the lines of the system are both classic and still nice looking. Of all the system with ridged surfaces on them this is probably my favorite. The system is surprisingly heavy, but that is because it has an internal power supply, and not a brick like other consoles. This makes it easy to plug in, it’s just a regular plug.

Do know that you will need access to the right side of the console, though — carts plug in on the side, in order to keep that flat-top look, and you’ll need to hold the console firmly while pressing carts in or else they won’t insert far enough for the system to read them. This is where top-loading cart ports are more convenient, but oh well. Oh, like the Atari you do need to be near the system thanks to the very short controller cords. The 1 and 3 have hardwired controllers, too. With the Sears and the Intellivision II you could use controller extension cables, since they use 9-pin ports, but it would look a lot uglier without the controllers on the top.

Oh, and as for that controller, again, it is impressively uncomfortable. The plastic edge around the control ring is painful; the side buttons are tiny and feel bad; and it has awful ergonomics. However, I will at least say that at least for me both controllers work perfectly, which is more than I can say for the later Colecovision or Atari 5200. This system has no alternate controllers of note either, because most of the systems have hardwired pads.

Game Library: The Intellivision has a decent-sized game library with a fair amount of third-party software and quite a few games from Mattel and the later Intellivision group. However, a lot of the games run very slowly, as their tools limited games to 20fps, and even somewhat as not-framerate-concious as me definitely notices it. Intellivision games can run well, as a few games show, but most struggle. And thanks to that controller, the controls are often not great either. The controller has a lot of buttons on it, so games are able to be much more complex than they are on the one-button Atari and games make use of that. However, while back then this was a selling point, looking back I think that simpler works better most of the time for games from this era so I don’t think it makes the games here better. I do like some Intellivision games though, and the system is maybe worth owning if you like games from this era since the system and its games are very cheap. There are re-release collections of Intellivision games, but because of the nature of the controller they many won’t play quite right, and some games are still exclusive.


Game & Watch

Release and Sales Info – From Nintendo. The first Game & Watch released in 1980, and they released until 1991. 43.4 million of them were sold. The one I have we got back around 1990 or so, probably. This is a standalone system and not actually a console but I’m putting it here anyway.

History: Including this in this list is a bit questionable, because the Game & Watch is not a game console. Instead, it is a line of stand-alone handheld LCD games. Each one plays only one game. For no good reason, I count my one Game & Watch that I got as a kid in my games list, but don’t have the other few handheld LCD games I still have listed here, including my Micro Games of America Pac-Man, which is pretty good, and a broken “Football” game I got in Europe in the early ’90s but still have. The other handheld LCD game I remember getting was Tiger Electronics’ Baseball.

Anyway, Game & Watch systems are small rectangular LCD handheld games. In addition to playing only one game each, they do not have fully programmable screens, but instead like all systems of this they can only light up parts of the screen. It works, but means the games are simple. Many handheld games like this, including most Tiger titles, were infamously bad, but Game & Watches are fairly high quality. As the name suggests, each one has a clock on it as well. You cannot turn off a G&W while the batteries are in the system, though; it stays on to keep the clock going all the time. So probably don’t leave batteries in them when not using them.

After selling very well for years, the Game & Watch was discontinued in 1991 in favor of the Game Boy. Other handheld LCD games, such as those from Tiger, would continue selling through the mid ’90s, but faded out after that in favor of handheld consoles. I think the G&Ws work well, but much prefer the more dynamic control and gameplay of handheld games and have rarely gone back to my one G&W, 1981’s Octopus. It is a very simple game in the way of most games from the day and can be fun, but is too repetitious to be as good as better home console games of the time.

Aesthetics and Design: The Game & Watch line have classic, and very good looking, design stylings. They look great, with iconic, simple designs. The gulf in design between these and your average handheld LCD game is large indeed.

Game Library: As stated above, Game & Watches play one game each, so they aren’t consoles. They are handheld LCD games and do not have fully programmable screens, so gameplay is simple. Nintendo did a good job of making their games the good kind of simple, though, unlike Tiger. The one Game & Watch I have, Octopus again, is very simple but challenging and addictive. I don’t like handheld LCD games anywhere near as much as real consoles so I am not a G&W collector, but they are good.


PC

Release and Sales Info – Originally from IBM, and now by many companies running Microsoft operating systems and Intel x86-compatible CPUs, and first made in 1981. They are ubiquitous worldwide. Our family first got a PC in early 1992 and I have used or owned a succession of PCs ever since.

The IBM PC first released in 1981, a computer platform from the largest tech company both then and now, IBM, running on Microsoft DOS and with Intel x86 architecture. IBM may not be as prominent now as they once were, but still are the largest tech company in terms of number of employees, at least. The IBM PC started out as a business machine, the cheaper and smaller desktop companion for your company or school’s IBM mainframe computer. In the decades since, the PC has become separated from IBM, and instead is defined by the combination of Microsoft opserating systems and Intel CPUs, the OS and CPU vendors IBM chose back in 1981. Initially in few homes, the IBM PC became the leading computer platform in the US by the mid ’80s and was the leading computer gaming platform as well by the later ’80s. In Europe and Japan it took much longer for the PC to be the winning computer gaming platform, but in the US, once the Commodore 64 faded, the PC fairly handily won out. Once 16-color EGA graphics and Adlib sound cards released in the mid to later ’80s, PC games could start to compete visually as well; before that, 4-color CGA with one-tone beeper PC Speaker audio was pretty limiting. Some kinds of games work great with those limitations, but many others do not. By the early ’90s, it was clear — the PC was the most powerful home gaming platform in terms of visuals and not only games. The release of the first 3d accelerators a few years later cemented that even further. The PC has a history and back catalog unmatched in the industry.

The PC isn’t just the first gaming platform I had at home, it is, as we got a 20Mhz 386 PC in early 1992. As I said at the top, the PC is unquestionably my pick for the best gaming platform ever. There is one caveat to this, though: backwards compatibility on PCs can be difficult. While it is a single platform, it is a platform which has changed over time, and older games and software may not easily work on a newer machine. The PC has changed over the years, and native backwards compatibility on the PC, with Windows 10 as the current operating system, goes back about to the mid ’90s — Windows 9x games or newer may work, while DOS and Windows 3.1 or earlier games do not without emulation. However, those emulators, most notably DOSBox, are easy to find, so playing DOS games on a modern PC is easy. Windows 3.1 games can be tricky, depending on how well they run in a Windows 3.1 install in DOSBox on your machine, but are quite doable. Where the major problem lies is in Windows 9x games — games for Windows 95, 98, and Millenium, along with some Windows XP games, from the mid ’90s to mid ’00s. These games are new enough to use things like DirectX or graphics card drivers which change over time, so some games break as drivers update over the years, depending on which parts of the older driver they rely on. Sometimes fan patches fix these issues, but other times they do not. Additionally, modern 64-bit versions of Windows cannot run 16-bit applications, which means Windows 3.1 software, or 16-bit Windows 9x software, cannot run. This can be quite frustrating at times; there are ways around it, including DOSBox or other emulator installs or a Virtual Machine if you can get one running well, but none are as good as just running those games natively on a 16-bit or 32-bit operating system.

That is all to say, while the PC has the most amazing library ever, one computer will almost certainly not run every game. Yes, the one real negative about the PC is its greatest strength, that long back catalog. Instead, a modern PC will run any modern game, and most games from the last fifteen years, plus games that work correctly in DOSBox and/or have had a modern re-release. That is more than enough for most gamers, but for someone like me, this means you are sure to need multiple computers. At minimum, one older, DOS or Windows 9x-based machine is a necessity, and I have one. There are some games that do not run well in either machine, but at least between my PCs I can run most games… though there are those frustrating ones I just never can manage to get running correctly on any machine, such as Recoil. Bah. Oh well.

What makes this worse is that computers and drivers will continue to change, so the current incompatibilities are surely a rolling issue; at some point lots more games will break. I hope emulation or virtual machine authors can fix those issues, though it will get more and more difficult over time, as we deal with trying to make mostly-online games working again. Many games will surely be impossible to play in the future, which is sad. The classics will always be playable though, so there’s one plus for classic games over a lot of the modern ones! Unfortunately I like both modern and classic games though, so… oh well. Anyway, regardless of these issues the PC is the best for sure.



Second Generation Consoles Ranking:

1. Odyssey 2 – While having the most games matters, what I have always cared about the most is not only having many games, but the games I most want to play and like the best. And in that there isn’t much contest, I have the most fun, and like the games best, on the O2. Its library may be small but the system is incredibly charming and has some great games.

2. Atari 2600 – With an absolutely massive library of original and homebrew titles, the 2600 should have a place in any classic gamers’ collection. Many games have aged well, for anyone with any interest in simple, arcadey games.

(TI 99/4A would probably go here)

3. Intellivision – The Intellivision is harder to recommend for me to those without nostalgia for the system from its heyday, but it does still have some good games, and interesting homebrew titles as well.

4. Game & Watch – The Game & Watch is good tech

If we also include computers, the TI 99/4A it would probably go in third. It’s an interesting but flawed machine with some good games and some that just do not make much sense, and stiffer controls in lots of titles than I would like. I could see putting it below the Intellivision, but for its much better controller options and maybe also better overall games I think it finishes ahead.

As for the PC, it would of course go in first overall, but if we look only at PC software available in the early to mid ’80s I am not sure; I have played few PC games that old. I can say I love 1984’s Castle Adventure, though, and the Zork trilogy are great. But it’s hard to judge without my having much experience of PCs that early.

(The other major computer platform from this era that I have experience with is the Apple II, which I used a lot in school back in elementary school and junior high. We never had one at home, but I have good memories of some of its games for sure… but again, it’s hard to rank without much of any modern experience with the system.)
Here is part two: the third generation.

Table of Contents

Third Generation Overview
Colecovision, CVIS - 1982
Atari 5200, 5200 - 1982
NES (Famicom) - 1983 (1985 US)
Atari 7800, 7800 - 1984 (1986 full release)
Sega Master System, SMS - 1985 (1986 US)
Overall Ranking - a ranking of how much I comparatively like each of these systems.



 

Third Generation Overview




Now, as I have said before, most people would start the third generation with the release of the NES. I think that is wrong, however, so for reasons I have explained before, I am starting it with the first post-Atari 2600 "next-gen" consoles, the new systems of 1982. After several years of no hardware releases, a bunch of systems released in 1982, from Atari, Coleco, and others. I have the two major ones, the Atari 5200 and Colecovision. However, as this whole video games thing was still very new, nobody knew how to handle a generation transition. So, market leader Atari, at this point owned by Warner Bros., decided to continue supporting the 2600 strongly, while also releasing a new system. Most of their games would release on both formats or would be only on 2600, with only a few games only on 5200. And the 5200, at least at first, was not backwards compatible. Combined with a controller few liked and other mistakes, the 5200 struggled from the beginning. The Colecovision did better, as with better marketing and ports of popular arcade games Coleco made an impact. Third party studios proliferated as well, as no systems at this point had licensing models or could lock out third party software, and people had figured out this fact. Sure, there were issues, but things seemed to be going well overall.

Meanwhile, the computer gaming industry was growing greatly, as computer platforms such as the Commodore VIC-20, Tandy Color Computer, Radio Shack TRS-80, IBM PC, Apple II, and Texas Instruments TI 99/4 and 99/4A sold into more and more schools and homes. Millions would buy these computers, and everyone thought that computer-console convergence was the goal -- consoles often started including more computer features, and computers console features like cartridge-based games and console-style joysticks.

Even so, in 1983, the console industry in the US seemed to be going great. Sales had been up incredibly the previous year, as countless games released for the many formats available. However, that year everything fell apart. Sales started falling, suddenly, and they did not stop. Thus began what would be known as the Video Game Crash. This incident, focused primarily on the United States but affecting the world because of how dominant America was in the technology field, destroyed our nascent console industry. What survived were the computers, and surviving developers in the industry mostly moved over to computers for a decade or two. Many people did not buy a computer, though, so the total number of people playing games at home surely went down. I won't go in detail here about the crash though, I have covered it elsewhere, and will mention it below as well in the summaries.

That same year, however, two new consoles had released in Japan. One of them, the Nintendo Famicom, would become the industry's most important and legendary console when it finally released in the US two years later as the NES. With that release in 1985, everything started to change here. Computers would remain the primary format for most Western game developers, to be sure, but many gamers such as myself had some of their first gaming experiences on the Nintendo, as we called it; the specific name of the system was unnecessary. The third generation would continue the rest of the decade, finally starting to be supplanted by newer systems by the end of the '80s but the NES was still selling well into the early '90s.

In terms of games, the two parts of this generation are contrasting -- earlier on, and continuing through the decade at a lower level, you see refinements of the games seen on the second generation systems. These newer systems could do more complex things, so you see second-generation-style games, but with better graphics and perhaps also more content. But as the decade progressed and systems advanced, games started to try new things. The development of the 2d platformer, overhead action-adventure game, and various takes on role playing games all changed dramatically over the first half of the '80s, as developers experimented with what they could do. This kind of experimentation is fascinating from a modern perspective, as games do not always do what we "expect" them to. Hardware and game data size limitations can be a frustration, however, from sprite flicker, choppy scrolling in some systems, and other technical limits like those to the omnipresent use of incredibly cryptic "puzzles" that pretty much are just massive exercises in trial and error in a way much less often seen since. Fourth-gen consoles have aged better in these respects than the third has.

As a result of game design elements like those, and of the rise of a generation of gamers who did not grow up playing or reading about the NES like I did, the NES today does not have as dominant a place today in classic gaming culture as it did fifteen years ago; times change, and as younger generations grow up the consoles of THEIR childhood gain prominence. Now, it is the N64 which particularly seems to be benefiting from this, with the Gamecube and PS2 on the rise. But despite being dated in many ways -- and nostalgia or no, I very much agree that some elements of 3rd-gen game design are very frustrating -- this era is a fascinating and, today, under-valued one. The pre-crash part of the generation is home to a lot of great arcade-style games that most people probably have not played, and the post-crash part has more than enough games which hold up to still be full of must-play experiences.

With that said, on to the summaries!


Colecovision, CVIS

Release and Sales Info - From Coleco, released in 1982. Game support 1982-1984 plus third party only support 1985-1987, plus scattered modern homebrew releases. Two million sold, not including a clone system from the '80s, a modern Flashback system release, and an upcoming Colecovision clone system. I bought a Colecovision in August 2018.

History: The Colecovision released in summer 1982, and brought in a new generation of videogames. With significantly better graphics than the previous consoles and a library full of reasonably good conversions of arcade games, Coleco made a big splash in 1982-1983 before falling off because of the crash. Coleco, originally the Connecticut Leather Company, was a major toy manufacturer in the '70s and '80s, and had been successful in videogames with their line of home Pong clones in the late '70s. They also made one extremely obscure and rare cart-based console in the late '70s called the Coleco Telstar Arcade. In '82, Coleco finally made a more direct competitor for the Atari 2600 with the more powerful Colecovision. The system has some hardware similarities to the TI 99/4A computer, as it uses the same TI graphics and sound chips as the TI99, except it has a different CPU: the popular Zilog Z80, instead of TI's CPU. The resulting graphics are sprite-based, something of a revolution at the time for consoles, and look very much like TI99 graphics. Basing consoles on computer parts from several years earlier has ever since been a common practice, and here we see one of its first occurrances. Consoles are almost always cheaper than computers, so this makes sense. It uses controllers inspired by the Intellivision's, slightly more comfortable than those but also not very good, and also with the horrible idea of having the main fire buttons be on the sides of the controller. The console itself is also, in my opinion, unbelievably ugly. But anyway.

Again, the Colecovision sold well at first, pushed by its relatively powerful hardware and popular arcade games like Donkey Kong, a game they got through a deal they managed to make with Nintendo, beating out Atari for DK's Western home console rights, before fading as the market fell apart. Coleco did not help matters though, because their big Colecovision addon, the Coleco Adam computer, was something of a disaster; it was repeatedly delayed and has issues. The Adam debacle helped push Coleco out of the industry, as while home computers did continue to sell in the mid '80s people wanted ones like Commodore's on the lower priced end or the IBM PC and Apple II on the more expensive end, not the Adam. Still, as the crash progressed Coleco tried to hold out and released more Colecovision games in 1984 than Atari did for all their systems combined, but by the end of the year it was clear that it was over. Coleco stopped making new games for their system in late '84, before discontinuing it in mid '85, ironically right about at the time that the NES released in the US to resurrect the console market.

Meanwhile, overseas the Colecovision made a big impact in the market at least in mindshare, if not in sales. In Japan, Sega was impressed enough that in mid 1983 they released a console that is nearly identical to the Colecovision, the first Sega console, the Sega SG-1000. The differences between the two are extremely minor, and games are extremely easy to port between the two systems, a fact homebrew developers have taken advantage of. At the same time, however, Nintendo looked at the Colecovision and had a different reaction: they decided to make a console that could beat the Coleco in graphical power. This project resulted in the Famicom, also known as the NES, and even if you look only at early Famicom/NES titles like Donkey Kong, it is easy to see how much better the NES is than the Coleco; there is only a year between the two systems in time, but the power gap is significant. However, I do not think that it is a generational power gap, not even close; it's probably less than the gap from Dreamcast to Xbox, Wii to Xbox 360, or such. Particularly with a homebrew addon to give it more RAM the Colecovision can do some nice graphics, and I don't think that just because it died off before the NES released it should be dumped in the same generation as consoles released five years before it; the Colecovision was clearly next-gen when it released, and just like my article from some years ago I still consider this system, and the Atari 5200 which released a few months after it, third-gen and not second.

But anyway, after its discontinuation, in the West, third party Tele-Games released a Colecovision clone called the Dina 2-in-1, and released a few new games for it between '85 and '87. After that, the system died out. As for the SG-1000, it only lasted from '83 to '87 itself. It was crushed by the Famicom, but did apparently do better than Sega's low expectations, so they decided to continue making consoles. The SG-1000 and its computer counterpart the SC-3000 were only released in Japan and a few other nations, including France, Australia, and Italy.

Aesthetics and Design: The Colecovision may be reasonably powerful and with a surprisingly large library for a mostly short-lived system, but as I said earlier I find its design somewhat shockingly horrible. The early '80s was able to make some nice looking electronics, but for me this is on the opposite end of the spectrum! With ugly ridges, holes for the controllers which may have been common then but look bad with controllers in them and horrible when empty, an overly large shell filled with air, and one of the largest and more unreliable power supplies ever seen on a classic home console, the Colecovision is, for me, aesthetically quite bad. The controllers are not great looking either, and feel mediocre to bad to hold. "They're better than Intellivision" is true but is not saying all that much, unfortunately.

And unfortunately, its design has a lot of problems as well, particularly in build quality. Colecovisions are infamous for failing, and finding one in good working order, like mine fortunately is, is a rare occurrence. The power supplies handle multiple voltages and fail all the time; the video output, RF only like all systems of the time; can break; chips can fail; and more. All classic systems can die on you of course, but by all accounts the Colecovision is worse than most in build quality and reliability. Coleco cut corners anywhere they could when making these things and it shows. The controllers are no better; my console may be fortunately working perfectly, but my controllers are mostly half-broken, as both of my regular controllers have failed main fire buttons and both of my Super Action controllers have bad buttons, as is common. Other consoles of the era are also known for controller buttons failing over time, so this is not only a Coleco problem, but it can be frustrating to deal with. I mostly use my Coleco Roller Controller, a trackball which you can put controllers into and use like an arcade stick, using the stick on the controller and buttons on the trackball. It's a good solution, but I do wish the system had a better controller. I hope upcoming homebrew projects finally bring us one.

Game Library: The Colecovision has several hundred games, with a solid library of ports of arcade games from the early '80s and a bunch of third-party software, some ported from computers or consoles of the day and a few here and there exclusive. A paucity of exclusives is an issue on this console, however -- as Coleco mostly made licensed arcade ports and third parties mostly ported games from other systems, this system has a very small exclusive library. Colecovision versions of games are often the best home versions of those games on early '80s consoles, but when they are all downgraded from the arcade games and in this 21st century playing old arcade games is easy, this means a lot less than it did back then. Still, the Colecovision has some interesting stuff, and I do like games like Pepper II, Mr. Do, and more. It has a few interesting true exclusives as well, such as the fascinating, if highly dated, Fortune Builder. Overall I put the Colecovision in the lower tier of my consoles in that list I published recently, but part of that is because of the build quality, controllers, and paucity of exclusives; the games it does have are often pretty fun, and I do somewhat like this system. (Plus, this is the only console released in the month I was born, and that counts for something for sure.)


Atari 5200, 5200

Release and Sales Info - From Atari, released in late 1982. Game support 1982-1984 and 1986, plus scattered modern homebrew titles since the early '00s. One million sold. I bought a 5200 in 2013.

History: The infamous Atari 5200 is the system often mentioned as one of the causes of the great videogame crash of 1983, along with other Atari moves such as their awful E.T. game. Atari was hardly blameless, as they released the 5200 with games far too similar to their 2600 games, continued to release most games on both consoles, had a pack-in title nearly identical to the 2600 version of the same game, and never really seemed to know what they wanted to do with the system before abandoning it barely over a year later. Indeed, the 5200 released in late '82, and Atari was done in early '84 and released only one solitary game for the console that year, with the rest of the '84 library coming from third parties. Its sales were highly disappointing as well, as its final sales number shows -- the 5200 sold a thirtieth of what the 2600 had, in the end, and was beaten out by the Odyssey 2, Colecovision, and Intellivision. The 5200 is overly large and is filled with air, has yet another vertical, Intellivision-styled controller with side fire buttons, and has a small game library. It has less homebrew support than those four other pre-crash consoles as well, excepting ports from Atari's 8-bit computer line. And the system's analog joysticks are a real mixed bag, with great control in games that make good use of it like Pole Position, and bad control in games which rely on digital precision, like Pac-Man.

However, despite all of its faults, I like the 5200. I admit to often looking at disliked gaming things and trying to find something to like in them, but it doesn't always happen... but very much did here. So, the Atari 5200 released in late 1982. It is a consolized version of an Atari 400 computer, the lower end of their popular Atari 8-bit computer line that they sold for at least a decade. However, where Atari 8-bit computers use Atari 2600 joysticks, the 5200 has an all-new controller with an analog joystick, two fire buttons on each side, a keypad in that Intellivision style, and, innovatively, for the first time, a Pause button. On the controller. There are Start and Reset buttons right on the controller too. This is the first console with pausing standard in all games, and that, for me, is a big deal! That all buttons are on the gamepad and not on the system is really nice as well. With controller extension cables you can put your 5200 across the room from you with no issues; this is not the case for most consoles before it.  The first model 5200 has four controller ports as well, though no games really made use of it, and the first ever automatic RF switch; before this all consoles require you to go manually flip a switch on a box attached to the back of your TV to switch between watching TV and playing the game, but the 5200 has the first attempt at doing this automatically.  5200 auto switches are failure-prone as the tech was clearly not all there yet, so they removed it from the second model of the system in favor of a simple manual switch, but it's a really cool thing if you have a working one, as I do.  I love not having to flip that switch to play 5200, it feels much more modern for it.

But yes, the Atari 5200 sold badly, and was badly mismanaged by Atari. Their corporate parent Warner Bros. did not understand generation transitions yet, as there hadn't really been one yet, so they didn't make the differences between the two systems as clear as they could have, and continued to put more focus on the 2600 than their new system. Perhaps with better marketing and choices it could have been more successful, though the controller was a barrier. I like the 5200 controller overall, but I do think that it shows why all modern controllers still have both a d-pad and an analog stick -- having only the analog option does not work for all games. The 5200's analog joystick was a great step forward compared to the digital gamepads all prior consoles had as their main control options, but having both analog and digital options probably would have been better.

But anyway, for reasons outside for Atari's control, the crash was probably inevitable. For the crash did not only happen because of Atari, but because of the market as a whole. The absence of a licensing model for third-party games is a key component of the crash, and that model would not develop until the mid '80s, in response to the crash. The flood of low-quality third-party software was a major driver towards the crash. Atari did not help matters by sticking to the then five or six year old 2600 for probably too long as their main focus, but even with better decisions, a correction was probably looming. The arcade game market in the US crashed at the same time as the console market, after all; the whole gaming industry dropped significantly in sales. Computer sales increased, but not by enough to make up for the whole drop.

So, when I look at the Atari 5200's history, I think more of the things it does right, than wrong -- the reasonably nice pixel graphics that have a distinct Atari style, very different from the sprite-based visuals of the TI/Coleco but just as good overall; the interesting controller which makes as many games better as worse; the system's good looking design and style; the introduction of the standard pause button; and the games, which I quite like many of. Unlike its rival the Colecovision the Atari 5200 did not make anywhere near as much of an impact on the industry and has far fewer games, but on a subjective level I like it more all the same.

Aesthetics and Design: The Atari 5200 is big. That is everyone's first reaction to it, and they are right: this thing is huge! The Atari 5200 has a very large, and mostly empty, case. However, design-wise I think it looks pretty good. The box is a sleekly designed wedge with some nice styling on it. The system is durable and well built as well, they can fail but are mostly reliable. I have never had an issue with Atari 5200 hardware, and I have two of them, one of each model. The cartridges are similarly absurdly oversized, maybe four or five times bigger than the otherwise identical tiny little Atari 8-bit carts that they are often ports from, but look nice. I do wish they had end-labels, but that is now a solvable problem. And thanks to its black plastic cover on the back, even if you choose not to store you controllers in the controller holder which takes up maybe a third of the unit, it still looks great, quite unlike the Intellivision or Colecovision. That cover for the controller bay was a good idea indeed. The controllers similarly look nice, and I find them a bit less uncomfortable than Intellivision controllers are; sure, they do hurt your hand after a while and these vertically-oriented controllers were a mistake, but it's a definite improvement over the Intellivision and Colecovision. Those added Pause, Reset, and Start buttons are fantastic as well. I wish that the Sega Master System and Atari 7800 had done that, instead of putting their pause buttons on the console itself! Overall I think the controllers look nice and work alright, so long as you can find a working one with a good rubber ring around the stick -- it does not center itself, so you need that to help push the stick back to the middle after you let go. I got used to this quickly, myself. You will almost certainly need to get a repaired controller, as while Atari 5200 consoles are quite durable the controllers are infamous for failing, but with a fixed up pad it's a fun system to use, particularly for games which make use of analog well.

The Atari 5200 only has one add-on controller, but it's a really nice one, the Atari 5200 Trak-Ball. Where the Coleco Roller Controller (trackball) is a pretty bad, slow-to-respond ball I do not like using, this one is impressively responsive. Indeed, of the old trackballs I have, for Sega Master System, Atari 2600, Colecovision, and 5200, this one is by FAR the best! Unfortunately it only works with compatible games, which are a definite subset of the already-small 5200 library, but with most Trak-Ball compatible titles, you want to play them on trackball. Games like Centipede and Missile Command are great fun with the regular controller, but are even better on trackball. The trackball is not cheap, but it's worth the expense. It looks really nice, too, with the same stylings as the 5200 itself. The Trak-Ball is quite large, larger than some consoles in fact, but that makes for a good, comfortable platform to use the ball on.

Game Library: The Atari 5200 library of actual released titles is tiny. With its lack of success and quick abandonment, Atari did not release many games for the system and dropped the system barely a year after its release. Third parties did support the 5200 and released some pretty good games for it, but this system definitely does not have the most quantity of releases. I do, however, think that the games it does have are often high quality. Defender, Centipede with the trackball, Galaxian, Pole Position, and more are among the best games of the time! And while, due to its market failure there are not many original homebrew titles for the 5200, the 5200 does have a vast quantity of homebrew ports of Atari 8-bit computer games, and a whole bunch of cancelled prototypes and finished titles that were in the works when the console was abandoned in '84. The three titles Atari released in '86, to clear some produced games out of their warehouse, are good as well. The 5200 is a system where you really need more than the original library to get the most out of the console. Now, those 8-bit ports are very much a mixed bag, as the games were designed for a digital joystick so unless the person making the port changes the code they will often control somewhat awkwardly on the 5200's analog joystick, but games which do adjust for that end up well.

On the whole, I'm sure it's partially just being contrarian, but the 5200 is my second-favorite pre-crash console, after the Odyssey 2, and my favorite Atari console. I really do find it fun to play and collect for. However, as I said earlier, this console shows why no modern console has done away with the d-pad -- you end up with this, digital controls awkwardly mapped to an analog stick not designed for that kind of game at all. Oh well. At least Atari tried something different, that's much more interesting than just doing the safe thing every time! And it worked at least as much as it didn't.


Nintendo Entertainment System, NES
(aka Family Computer, or Famicom / FC, in Japan)

Release and Sales Info - From Nintendo, released in mid 1983 in Japan and fall 1985 in the US (Europe later). Games released between 1983-1994, with homebrew games following. 61.91 million sold. I bought one in early 2008.

History: Japanese card and toy company Nintendo got into the videogame business in the late '70s when they made a series of home Pong clones. After that, they started making arcade games, most notably the massive smash-hit game Donkey Kong. Nintendo then licensed their games to several American companies for home system release, including Atari for home versions of Mario Bros. and home computer versions of Donkey Kong, Coleco for home console versions of Donkey Kong and DK Jr., and others for games such as Sky Skipper on the Atari 2600. In 1982, as mentioned in the Coleco section above, Coleco convinced Nintendo to give them the license for home console versions of some of their games. After that Nintendo employees looked at the Colecovision, and as I described earlier they were impressed, but in response they decided to make something better.

And thus, the Famicom was born. It uses off-the-shelf parts, which means it does not us any custom chips, but even so was easily the most powerful console available at the time of its release, easily beating out the Colecovision and 5200. It has limitations, but with its easy expandability with mapper chips and powerful, sprite-based graphical hardware, it was an impressive technical feat at the time and its graphics and gameplay design sensibilities are very highly regarded for many good reasons. Where the Coleco has a fatal flaw in struggling to draw scrolling screens well, the NES can do so easily, particularly with those mapper chips. Where Coleco Donkey Kong clearly looks worse than the arcade game, the NES version is a very close approximation. And where Coleco, Sega, and Atari were all using late '70s sound chips, Nintendo used something newer and better.

At first, the Famicom did well in Japan but did not overwhelm the SG-1000, its main competition. In the first year Famicom graphics were barely better than Coleco/SG-1000, and Nintendo had to recall all early systems because of a design problem. By '84, however, things turned decisively in Nintendo's favor, and from that point on there was no looking back. Japaense third parties started supporting the Famicom in '84, and it quickly became the dominant gaming platform. Then, Nintendo started looking into a Western release. It finally happened in mid '85, two years after the original release in Japan. Nintendo redesigned the case, gave it a new name, and bundled in a robot, ROB, to try to con people into thinking that the NES was a new kind of electronic toy and not another one of those discredited consoles like the Atari. They also packed in their new hit, 1985's Super Mario Bros. It worked, and the system came to dominate the American market just like it did in Japan, just a few years behind -- where in Japan the FC peaked in maybe '85-'86, in the US it only started hitting its stride in '87-'88. Nintendo would not see nearly as much success in Europe, however. Still, the NES would go on to sell twice what the Atari 2600 had worldwide and redefined gaming, creating some of the industry's most enduring franchises and mascots and making it clear that Japan was one of the most important places in the world for videogame development. Indeed, while Western developers did make some NES games, almost all of the top titles are from Japan, a very different situation from consoles prior. Popular Japanese arcade games were released on consoles before, to be sure, and some, such as Pac-Man, Space Invaders, and Donkey Kong were huge hits, but at that time there were also hit Western arcade games, while on the NES Japan dominated. The remaining Western game developers mostly were making home computer games at this point, not console. That situation, with Japan being dominant in console game development and the West in computer game development, would last into the '00s.

The Famicom also had one addon, a floppy drive called the Famicom Disk System which allowed for games to save and for cheap production costs. After initially being considered for Western release, that was cancelled; instead, Nintendo introduced the concept of password and battery saving, relying on batteries welded into the cartridge instead of floppy disks. Both ways have their downsides, in terms of long-term durability, but it would be an important move, as most other consoles afterwards would start putting batteries in carts to save data, before battery-free flash memory would slowly be phased in in the '90s and '00s. The Famicom also had an unpopular, early computer addon only a couple of games supported, and that robot with its two games. Seven years after its release Nintendo finally released a new console, the Super NES, in 1990 (1991 in the West, six years after the US NES). The NES/FC would continue to get game support for years after that, though, with new officially licensed games for over a decade, a mark only the most successful consoles meet. Now, just selling well does not make something objectively good, but the importance and impact of the NES is impossible to deny.

Aesthetics and Design: I have never seen a Japanese Famicom in person, but it looks ... okay, if very toy-like. It has hard-wired controllers and is small. In comparison, the US version, the NES, is a true classic! Designed to look like a VCR, the NES, with its front-loading cartridge slot and high-end-electronics look, made a statement at the time and still looks great today. The cart port does have durability problems, but fortunately they are fairly easy to repair or replace, and otherwise NESes are quite reliable. NES controllers are good, but not the most comfortable things; they are rectangular, with Nintendo's innovative d-pad and buttons layout that would totally change gamepads for the better, but have very sharp corners I have always found uncomfortable. Fortunately many other NES controller options exist that are more comfortable, including the NES Max, various arcade sticks, the NES 2 controller, and more. In Japan there is also a shutter-glasses 3D headset addon, but unfortunately that wasn't released here; it's too bad, I'm sure it works well. All of the official accessories look good, from the light gun to the Max to the small, second-model NES 2 console, and they all work well, that first model cart port aside.

Game Library: The NES game library is huge and is one of gaming's most popular. I loved this console as a kid, though I did not own one, and many of its games are still fantastic today. However, some things about the NES have definitely aged, including games' propensity to be incredibly obtuse and frustrating with way too much of the "go find the thing randomly hidden in some random tile or block which there are no clues for" school of puzzle design, and the "go grind" school of RPG design. I have never liked either of those design styles much at all. Sadly few games save, either, apart from RPGs. So, while I still like the NES, I do not unreservedly love it, and it isn't at the top of my personal all-systems list. It is in the upper part of the list, but isn't in the top five. The NES is still great, and has a lot of outstanding games, but while some of its games are among my all-time favorites, many others have been surpassed.  Still, the best NES games are timeless classics.


Atari 7800, 7800

Release and Sales Info - From Atari, released in 1986 (after a limited test market in 1984). Games released in 1984 (test market) and 1986 to 1990 (maybe 1991 in some areas), with some modern homebrew titles in the last decade or two. About 3.77 million systems sold. I bought a 7800 in 2013.

In 1984, as the videogame market crashed, Warner Bros. gave up on their failing Atari 5200 console. The 5200 was barely over a year old, but they effectively abandoned it in early '84, though they did not publicly say so for some months. Instead, they looked around and decided to make a new console, one designed by a company called GCC. GCC is more famous for making the very popular hit game Ms. Pac-Man for Bally Midway, the American licensor for Namco's Pac-Man at the time, but they also designed the Atari 7800 and made its first few games. This console's name refers to "2600 backward compatibility plus 5200 power", though it is a quite different console from the 5200 -- this system is not 5200 or Atari 8-bit computer compatible. In terms of power, the 7800 has slightly better graphical capabilities than the 5200, with full sprite support in the modern style and more, plus better support for hardware-enhancing addons. However, the 7800 also has significantly worse sound, as the audio chip is sadly identical to the Atari 2600's. It does support sound-enhancing chips in game carts, namely the same audio chip that the Atari 5200 uses, but only two games used them so most are limited to 2600-level audio. Additionally, its two-button digital joystick has no analog option apart from a light gun that a few games use, making some games worse and others better versus the 5200, which of course is the opposite in terms of analog versus digital.

Warner Atari test marketed the 7800 in 1984 and started production, but instead of going forward, they decided to give up on the failing American console industry and sold off Atari to Jack Tramiel, previously owner of the computer company Commodore. Tramiel sold Commodore and bought Atari's computer and console development side. At first, he mostly wanted it for their computers, but he eventually decided to get into the console business as well. Atari's arcade game division and game developers, however, went to a separate spun-off company, Atari Games, which stayed more closely connected to Warner. This split would be crucial, as it meant that Tramiel's Atari could not benefit from the arcade games being made by Atari Games, such as, perhaps most notably during this era, Gauntlet, Super Sprint, Vindicators, NARC, and such. Jack Tramiel had the rights to arcade games published by Atari before the split, such as Centipede, Missile Command, and such, but not those new games. After the split Atari Games would make its own home console division under the name Tengen, since Tramiel's Atari had exclusive rights for the name outside of arcades, and vice versa in arcades. Tengen, however, during this generation exclusively supported Nintendo; Atari home and Atari arcade would not start working together again until the early '90s.

And on top of that, Jack Tramiel was, while well off, not as wealthy as the top companies he was competing against. Tramiel's Atari never had the kind of money of an NEC, or the reach of Nintendo. Tramiel Atari struggled with limited budgets and many, many features unrealized because they would cost too much. And of course, Tramiel was often more focused on Atari's computer business, including the successful Atari 8-bit line and the computer he released afterwards, the Atari ST. So, the Atari 7800 had a relatively small game library, heavy on re-releases of pre-crash classics early on, followed by a thin scattering of new, albeit clearly very low-budget, games. Atari 7800 games never have battery save, or even password save, and have much smaller max cart sizes than their later NES or Master System counterparts.

However, despite all of those limitations, the Atari 7800 was a moderate success in the US and Japan, and in the US it outsold the Sega Master System by a sizable margin to finish in second place. Sure, the NES sold like fifteen times more systems, but Atari did well enough to turn a profit; the low-budget, low-investment approach worked well in the days of 8-bit consoles, and the Atari name still had some cache. Looking at its library now it is often hard to see why it did so well, but seeing it as a newer way to play peoples' existing Atari 2600 libraries, with a few 7800 games here and there, it does make sense. People knew the Atari name, and there may be only sixty games, but plenty of them are well-made, quality titles. After initial success in its first few years, though, 7800 sales dropped in the later '80s. Ironically, the sales declined as the system's game library got more new games and not only old ports, so most of the more interesting 7800 games are somewhat uncommon. Oh well. Atari stopped releasing new 7800 games in 1991, and discontinued it officially on Jan. 1, 1992. Unfortunately for Jack Tramiel the low-buget approach would work much less well in the '90s than it did in the '80s, but that is another story.

Aesthetics and Design: The Atari 7800 is an okay-looking console, but I don't think it has the style or beauty of the 5200. Still, it is a reasonably average box with a clasically Atari angled wedge shape, is fully backwards compatible with the 2600, and has decent, if not great, controllers. The standard 7800 controller is vertically oriented, like the Intellivision, Colecovision, and 5200, and has side fire buttons. However, with only two large fire buttons, one on each side, and no keypad, this controller is simpler than those three. The loss of the start and pause buttons on the controller than the 5200 has is quite unfortunate, though; instead this system has a pause button on the console itself. This very obnoxious design element is also seen in Sega's console that generation, the Master System. It was likely done for controller port wiring reasons, but it is unfortunate and makes both systems worse than they should be, having to go over to your console just to pause is not good.

As for build quality, the Atari 7800 is reasonably durable, with one exception: those buttons on the console itself. The on/off and Atari 2600 control buttons on the system are sadly prone to failure, and my 7800 is among the many which have stopped working because of button failure. This is a fixable problem if you desolder the old buttons and solder in replacements, but it is annoying. The controllers seem to be durable, however. They are mushy, unprecise, and not especially comfortable, but at least the things seem to keep working.

Atari 7800 cartridges look exactly like 2600 games, just with different labels. As a result they can be easy to mistake for 2600 games until you know what you are looking for. The shape is classic, though, so it works fine.

Game Library: Because of the somewhat unique circumstances of this console, I decided to cover the game library section above, in History. But to recap, the Atari 7800 has a small, about 60-game library. This is about the same number of games that the 5200 got, but spread out over more years. The library is heavy on pre-crash ports for its first year or two, or games inspired by that kind of game. Later on it got more variety of games, but it rarely ventured beyond early-ish NES design. Additionally, since the controller is digital-only, the 5200's analog advantage/disadvantage is lost; it's really too bad that Atari and GCC did not think of having both analog AND digital control options available here, it would have been the better way! After all, some games benefit from each.

The games run well and plenty of the games are good, but with many multiplatform ports, not all of which are better than previous versions of the same games -- Centipede suffers significantly versus the 5200 version due to its controls, for example -- and exclusives which I often do not find as exciting as games on other formats, the 7800 ranks somewhat low on my list. The Atari 7800 is a decent console possibly worth owning for the right price, and it does have some interesting modern homebrew software though I do not have any of those, but I find it somewhat disappointing. Atari went for something safe with this design and it worked out reasonably well for them, but I find the bolder concept of the 5200 more interesting.


Sega Master System, SMS
(aka Mark III in Japan)

Release and Sales Info - From Sega, released in 1985 in Japan, 1986 in the US, later in Europe. Games released from 1985 to 1995 and even later in Brazil, though not in any one region; it lasted 1985-1989 in Japan, 1986-1991 in the US, and 1987-1995 in Europe, where it saw its greatest success outside of Brazil. 10-13 million sold, not including modern Brazilian clone systems, though in the US the system sold only a million systems and finished in third place in a three-way race.

History: Arcade game developer Sega's first home console was the aforementioned, Colecovision-based SG-1000, which only released in Japan and a few Western nations but not the US. Despite eventually being absolutely crushed by the NES, the SG-1000 apparently did better than Sega's initial low expectations, so once it faded they decided to release a successor. Called the Mark III in Japan, this console is fully backwards compatible with the SG-1000 and uses the same shape of Atari 2600-style, vertically-oriented cartridges. Before releasing the console in the rest of the world, however, Sega decided to give it a name and design change, and the Sega Master System was born. The Master System is effectively the same thing as the Mark III, it just looks different. Both have very '80s-cool hardware designs. Master System carts are turned on end, going from vertical rectangles to horizontal ones. And the SG-1000 compatibility is gone even in nations which recieved it, since those carts are a different shape.

The Mark III is the last console of its generation, and graphically you can tell. Releasing three years after the Colecovision and two years before the PC Engine (TurboGrafx), the Mark III / Master System, as you should expect, has the best graphical capabilities of any console of its generation. Master System graphics can look pretty good. Effectively the Master System is just adding a new, powerful graphics layer on top of the core SG-1000 (Colecovision) hardware, but it works. Unfortunately, aurally the Master System uses the same TI sound chip as the SG-1000 and Colecovision before it, and it is no match for NES/Famicom audio, not even close. Sega realized this and released an FM sound addon which gives usually much better music in games which support it, but sadly the FM addon only released in Japan. Sega also released a model in Japan called the "Master System", a Mark III in the Western-style MS shell with a built-in FM addon and 3d glasses hookup.

Despite this, facing stiff competition from the trancendant Famicom (NES), the Mark III sold poorly in Japan, failing to provide Nintendo with much competition. In America the situation was little different, and Sega's first console here sold poorly. It did just well enough to get five years of support, but the NES outsold it thirty to one and even the Atari 7800 probably doubled its sales here. In Europe and Brazil, however, Sega found a more receptive audience, as Nintendo was much less adept at reaching those markets. In Europe they fought Nintendo to a draw, and Brazilian company TecToy managed to make the SMS one of the most popular consoles ever there. TecToy made a few games for the system as well, later on.

After the Mark III/Master System's discontinuation in Japan, in 1990 Sega decided to release a handheld to compete with Nintendo's Game Boy. Called the Game Gear, the system is a handheld version of the Master System, with a lower screen resolution and more colors supported on screen but otherwise identical hardware. From this point on, many games released on both GG and SMS, albeit usually on SMS only in Europe and perhaps Brazil. In 1995 Sega finally decided to discontinue the SMS in Europe, as 8-bit hardware sales there were finally fading. The system had a much longer and more successful run internationally than its failure in the US and Japan would suggest, overall.

Aesthetics and Design: The Mark III and Master System are both pretty nice looking systems, with extremely '80s, but pretty cool, looks to them. The SMS is a nice looking system for the time. However, in terms of design it has one major flaw: just like the Atari 7800 above, the pause button is on the console! Even if this is done for button-wiring reasons, it really is unacceptable, particularly here; on the 7800, at least, all that button does is pause games, but here some games require you to pause in order to access options menus and such. So, you'll need to be sitting right in front of your SMS in order to play games like Golvellius. It's pretty annoying stuff.

Master System controllers are not too well thought of, and I agree with that assessment. With a somewhat mushy d-pad and buttons, Sega may have copied Nintendo's revolutionary controller on this console, but they did not match its level of function either in button feel, responsiveness, or that missing pause button. Still, SMS controllers are decent, and do the job okay. Additionally, most SMS games support the fantastic Sega Genesis controller as well. Unfortuantely, some games, including the aforementioned Golvellius, require you to use a real SMS controller or a modified Genesis controller to play, but for the rest of the games any Genesis cotnroller will work and is highly recommended. Sega's third console's controller would be a dramatic improvement over their previous ones.

The Master System has multiple accessories, though they are quite mixed in quality. On the good side, the SMS light gun, the Light Phaser, is quite good, with a nice futuristic design and much better accuracy than a NES Zapper. The SMS 3-D Glasses, 3-d shutter glasses, work great as well; the 3-d imagery is surprisingly convincing. However, the Sega Sports Pad trackball is both horribly slow to move and, mystifingly, only works in analog mode with two sports games and not any of the games you'd expect a trackball to work with. It's a pretty bad trackball. The Sega flight stick controller is strange as well; it looks like an arcade stick but backwards, wit hthe stick on the right and buttons on the left. It's very strange as a result. Having the stick on the right works in a regular flightstick, but this isn't one, it has no buttons on it and is not analog, so it really does not work very well here. There is also a paddle controller in Japan only; I don't have that one.

Oh, and the Sega Master System is also somewhat infamous for its Western box-art; most of the '80s SMS titles, including most games released in the US, have absurdly simplistic, verging on horrible, box art. It's really in "so bad it's good" territory a lot of the time, but seriously, Sega could have done a whole lot better than this!

Game Library: The Sega Master System library pales in comparison to the NES's, but is solid otherwise, with a good selection of quality titles and plenty of exclusives as well as ports of many Sega arcade games. However, the early-life titles, the ones we got in the US, don't match Nintendo quality in my opinion most of the time -- though the light gun games are better than Nintendo's for sure, and some others -- and the later games only released in Europe are often cheap, simplistic licensed cash-ins. Indeed, the SMS has something of a split personality. Where its early games are usually super-hard games in that classic style, a lot of the later SMS/GG titles are easy and slight titles most people will get though without much trouble. There are exceptions to this of course, but it is often true. I am a critic of the quality of the Game Gear's library; I think a lof its games just are not very good. These games are often much better on the SMS than they are on Game Gear, as the greater screen visibility of its higher resolution means a lot in platformers for example, but the core games are still often lower-quality licensed cash-in titles from second-rate external teams such as Aspect. Sega made many fewer of its handheld games in-house than Nintendo did, and I think that you can tell the difference. So, overall I think that the SMS has an alright library and it certainly has plenty of good games, but as someone without any nostalgia for the system since like most Americans everyone I knew with a console that generation had a NES, it's still in the (upper part of the) lower third of my list. I know this is a subjective thing, though.


My Personal Overall Ranking Of These Systems:


1. NES - This is no contest, the NES is one of the all-time greats. With a massive library of some of the best and most influential games ever made, the NES had an impact on this industry few systems get even close to and while some of its games have aged, many are as fun today as they ever were.

2. Atari 5200 - I know most people would not agree with this one, but there's something about this system that I really like. The analog controller is interesting and makes as many games better as it makes worse, and that trackball is probably the best one I've ever used! It's a nice-looking system too, and having the first automatic RF switch (finicky as it is) and pause button on the controller are appreciated as well.

3. Sega Master System - With a reasonably large library of games and plenty of interesting hardware features, the Master System easily comes in third. I don't love this system like the NES, but it can be pretty good.

4. Colecovision - While the Colecovision is arguably the most important system on this list in terms of industry impact, and its libary includes plenty of good games, between the awful controllers, incredibly ugly console, dearth of exclusives, and that signature lack of smooth scrolling seen in all of the systems with this TI graphics chip, while I have definitely had fun with the Colecovision I can't put it any higher on this list than this.

5. Atari 7800 - The Atari 7800 was a financial success for Atari and has some pretty good games. Beyond that, though, between its awful audio, limited controller, and small, often unimpressive game library, for me this system takes up the rear here. Sure, if my 7800 worked better that would be great, but I doubt it would move it up this list any; the competition is too strong.