During the sixth generation era, the handheld game console market expanded with the introduction of new devices from many different manufacturers. Nintendo maintained its dominant share of the handheld market with the release in 2001 of the Game Boy Advance, which featured many upgrades and new features over the Game Boy. Two redesigns of this system followed, the Game Boy Advance SP in 2003 and the Game Boy Micro in 2005. Also introduced were the Neo Geo Pocket Color in 1998 and Bandai's WonderSwan Color, launched in Japan in 1999. South Korean company Game Park introduced its GP32 handheld in 2001, and with it came the dawn of open source handheld consoles. The Game Boy Advance line of handhelds has sold 81.51 million units worldwide as of September 30, 2010.[47]
PlayStation Vita is a handheld game console developed by Sony Computer Entertainment.[75] It is the successor to the PlayStation Portable as part of the PlayStation brand of gaming devices. It was released in Japan on December 17, 2011[76] and was released in Europe and North America on February 22, 2012.[77][78] The handheld includes two analog sticks, a 5-inch (130 mm) OLED/LCD multi-touch capacitive touchscreen, and supports Bluetooth, Wi-Fi and optional 3G. Internally, the PS Vita features a 4 core ARM Cortex-A9 MPCore processor and a 4 core SGX543MP4+ graphics processing unit, as well as LiveArea software as its main user interface, which succeeds the XrossMediaBar.[79][80]

In its first foray into online gaming, Sega created Sega Meganet, which debuted in Japan on November 3, 1990. Operating through a cartridge and a peripheral called the "Mega Modem," this allowed Mega Drive players to play a total of seventeen games online. A North American version, dubbed "Tele-Genesis," was announced but never released.[115] Another phone-based system, the Mega Anser, turned the Japanese Mega Drive into an online banking terminal.[19]

Another option is local multiplayer. You can play using two TVs in a single location or using the split-screen feature on a single TV. Many modern games don’t support local multiplayer on a single TV, as it consumes too much processing power to render a game twice over on one screen. However, Nintendo continues to create games and consoles that can abide by this option, making its consoles great for local gaming.

And let’s not forget about Virtual Console, a feature which is yet to be properly adopted on Nintendo Switch. So, unless you’re sporting an emulator, this is the best place to access a bunch of classic Nintendo gems. Granted, having to buy games you might’ve already purchased on other platforms is a shame, but the asking price isn’t too outrageous.
A number of Genesis and Mega Drive emulators have been produced, including GenEM, KGen, Genecyst, VGen, St0rm,[153] and Gens.[154] The GameTap subscription gaming service included a Sega Genesis emulator and had several dozen licensed Genesis games in its catalog.[155] The Console Classix subscription gaming service includes an emulator and has several hundred Sega Genesis games in its catalog.[156]

Compilations of Sega Genesis games have been released for other consoles. These include Sonic Mega Collection and Sonic Gems Collection for PS2, Xbox, and Nintendo GameCube; Sega Genesis Collection for PS2 and PSP, and Sonic's Ultimate Genesis Collection (known as the Sega Mega Drive Ultimate Collection in PAL territories) for PlayStation 3 and Xbox 360.[157][158]
Each new generation of console hardware made use of the rapid development of processing technology. Newer machines could output a greater range of colors, more sprites, and introduced graphical technologies such as scaling, and vector graphics. One way console makers marketed these advances to consumers was through the measurement of "bits". The TurboGrafx-16, Genesis, and Super NES were among the first consoles to advertise the fact that they contained 16-bit processors. This fourth generation of console hardware was often referred to as the 16-bit era and the previous generation as the 8-bit. The bit-value of a console referred to the word length of a console's processor (although the value was sometimes misused, for example, the TurboGrafx 16 had only an 8-bit CPU, and the Genesis/Mega Drive had the 16/32-bit Motorola 68000, but both had a 16-bit dedicated graphics processor). As the graphical performance of console hardware is dependent on many factors, using bits was a crude way to gauge a console's overall ability. For example, the NES, Commodore 64, Apple II, and Atari 2600 all used a very similar 8-bit CPU. The difference in their processing power is due to other causes. For example, the Commodore 64 contains 64 kilobytes of RAM and the Atari 2600 has much less at 128 bytes of RAM. The jump from 8-bit machines to 16-bit machines to 32-bit machines made a noticeable difference in performance, so consoles from certain generations are frequently referred to as 8-bit or 16-bit consoles. However, the "bits" in a console are no longer a major factor in their performance. The Nintendo 64, for example, has been outpaced by several 32-bit machines.[91] Aside from some "128 Bit" advertising slogans at the beginning of the sixth generation, marketing with bits largely stopped after the fifth generation.
Why stop your console gaming after you leave the couch? Take your home console gaming experience anywhere, any place you want with Nintendo Switch. Or enjoy the freedom of dedicated portable systems like the PlayStation Vita, Nintendo 3DS, 3DS XL, and 2DS that let you slay dragons, outrun zombies, or win the Stanley Cup while on the bus, during school break, or on a plane. Many of the larger franchise games on systems like PS4 and Xbox One also have companion apps for your smartphone or tablet, letting you do everything from chatting with teammates to customizing your in-game gear to participating in the thick of the action.
Are there really people complaining about having to use RCA cables with this? Seeing as its a RETRO game from the early 90's, that is the only connection used because HDMI did not exist when this was made. And you can literally buy a HDMI-RCA adapter at any Radio Shack or electronic store for like 10 bucks. This is a great product! I was going to get the handheld one until I saw this one had 81 games instead of the 8 games the handheld had. Buy this, if you love retro, you will be in heaven.

Nevertheless, I waited ... and waited ... and waited. I sent emails. Finally, the new unit was shipped and, curiously, it had a new embargo, a strange request given it was for a review of the same product they shipped to myself and other reviewers months ago. Even more curious: While some other issues were corrected in this updated unit, as best I can tell it similarly suffers from framerate issues, just like the July unit. ¯\_(ツ)_/¯
Home computers have long used magnetic storage devices. Both tape drives and floppy disk drives were common on early microcomputers. Their popularity is in large part because a tape drive or disk drive can write to any material it can read. However, magnetic media is volatile and can be more easily damaged than game cartridges or optical discs.[88] Among the first consoles to use magnetic media were the Bally Astrocade and APF-M1000, both of which could use cassette tapes through expansions. In Bally's case, this allowed the console to see new game development even after Bally dropped support for it. While magnetic media remained limited in use as a primary form of distribution, three popular subsequent consoles also had expansions available to allow them to use this format. The Starpath Supercharger can load Atari 2600 games from audio cassettes; Starpath used it to cheaply distribute their own games from 1982 to 1984 and today it is used by many programmers to test, distribute, and play homebrew software. The Disk System, a floppy disk-reading add-on to the Famicom (as the NES was known in Japan), was released by Nintendo in 1986 for the Japanese market. Nintendo sold the disks cheaply and sold vending machines where customers could have new games written to their disks up to 500 times.[89] In 1999, Nintendo released another Japan-only floppy disk add-on, the Nintendo 64DD, for the Nintendo 64.

And now, finally, we’re left with the actual Sega Genesis games, of which there is a whopping 45. That’s 100 percent more than the SNES Classic’s 21 games, so why include the garbage to inflate the back-of-the-box boasting? Scan this list and be assured that, for all of its myriad flaws, the Genesis Flashback is just chock full of classic Genesis games.
The first video games appeared in the 1960s.[20] They were played on massive computers connected to vector displays, not analog televisions. Ralph H. Baer conceived the idea of a home video game in 1951. In the late 1960s, while working for Sanders Associates, Baer created a series of video game console designs. One of these designs, which gained the nickname of the 1966 "Brown Box", featured changeable game modes and was demonstrated to several TV manufacturers, ultimately leading to an agreement between Sanders Associates and Magnavox.[21] In 1972, Magnavox released the Magnavox Odyssey, the first home video game console which could be connected to a TV set. Ralph Baer's initial design had called for a huge row of switches that would allow players to turn on and off certain components of the console (the Odyssey lacked a CPU) to create slightly different games like tennis, volleyball, hockey, and chase. Magnavox replaced the switch design with separate cartridges for each game. Although Baer had sketched up ideas for cartridges that could include new components for new games, the carts released by Magnavox all served the same function as the switches and allowed players to choose from the Odyssey's built-in games.