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The Game Gear is the third color handheld console, after the Lynx and the TurboExpress; produced by Sega. Released in Japan in 1990 and in North America and Europe in 1991, it is based on the Master System, which gave Sega the ability to quickly create Game Gear games from its large library of games for the Master System. While never reaching the level of success enjoyed by Nintendo, the Game Gear proved to be a fairly durable competitor, lasting longer than any other Game Boy rivals.
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While the Game Gear is most frequently seen in black or navy blue, it was also released in a variety of additional colors: red, light blue, yellow, clear, and violet. All of these variations were released in small quantities and frequently only in the Asian market.
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Following Sega's success with the Game Gear, they began development on a successor during the early 1990s, which was intended to feature a touchscreen interface, many years before the Nintendo DS. However, such a technology was very expensive at the time, and the handheld itself was estimated to have cost around $289 were it to be released. Sega eventually chose to shelve the idea and instead release the Genesis Nomad, a handheld version of the Genesis, as the successor.
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The Watara Supervision was released in 1992 in an attempt to compete with the Nintendo Game Boy. The first model was designed very much like a Game Boy, but it is grey in color and has a slightly larger screen. The second model was made with a hinge across the center and can be bent slightly to provide greater comfort for the user. While the system did enjoy a modest degree of success, it never impacted the sales of Nintendo or Sega. The Supervision was redesigned a final time as "The Magnum". Released in limited quantities it was roughly equivalent to the Game Boy Pocket. It was available in three colors: yellow, green and grey. Watara designed many of the games themselves, but did receive some third party support, most notably from Sachen.
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A TV adapter was available in both PAL and NTSC formats that could transfer the Supervision's black-and-white palette to 4 colors, similar in some regards to the Super Game Boy from Nintendo.
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The Hartung Game Master is an obscure handheld released at an unknown point in the early 1990s. Its graphics fidelity was much lower than most of its contemporaries, displaying just 64x64 pixels. It was available in black, white, and purple, and was frequently rebranded by its distributors, such as Delplay, Videojet and Systema.
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The exact number of games released is not known, but is likely around 20. The system most frequently turns up in Europe and Australia.
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By this time, the lack of significant development in Nintendo's product line began allowing more advanced systems such as the Neo Geo Pocket Color and the WonderSwan Color to be developed.
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The Nomad was released in October 1995 in North America only. The release was six years into the market span of the Genesis, with an existing library of more than 500 Genesis games. According to former Sega of America research and development head Joe Miller, the Nomad was not intended to be the Game Gear's replacement; he believed that there was little planning from Sega of Japan for the new handheld. Sega was supporting five different consoles: Saturn, Genesis, Game Gear, Pico, and the Master System, as well as the Sega CD and 32X add-ons. In Japan, the Mega Drive had never been successful and the Saturn was more successful than Sony's PlayStation, so Sega Enterprises CEO Hayao Nakayama decided to focus on the Saturn. By 1999, the Nomad was being sold at less than a third of its original price.
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The Game Boy Pocket is a redesigned version of the original Game Boy having the same features. It was released in 1996. Notably, this variation is smaller and lighter. It comes in seven different colors; red, yellow, green, black, clear, silver, blue, and pink. It has space for two AAA batteries, which provide approximately 10 hours of game play. The screen was changed to a true black-and-white display, rather than the "pea soup" monochromatic display of the original Game Boy. Although, like its predecessor, the Game Boy Pocket has no backlight to allow play in a darkened area, it did notably improve visibility and pixel response-time .
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The first model of the Game Boy Pocket did not have an LED to show battery levels, but the feature was added due to public demand. The Game Boy Pocket was not a new software platform and played the same software as the original Game Boy model.
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The Game.com is a handheld game console released by Tiger Electronics in September 1997. It featured many new ideas for handheld consoles and was aimed at an older target audience, sporting PDA-style features and functions such as a touch screen and stylus. However, Tiger hoped it would also challenge Nintendo's Game Boy and gain a following among younger gamers too. Unlike other handheld game consoles, the first game.com consoles included two slots for game cartridges, which would not happen again until the Tapwave Zodiac, the DS and DS Lite, and could be connected to a 14.4 kbit/s modem. Later models had only a single cartridge slot.
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The Game Boy Color is Nintendo's successor to the Game Boy and was released on October 21, 1998, in Japan and in November of the same year in the United States. It features a color screen, and is slightly bigger than the Game Boy Pocket. The processor is twice as fast as a Game Boy's and has twice as much memory. It also had an infrared communications port for wireless linking which did not appear in later versions of the Game Boy, such as the Game Boy Advance.
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The Game Boy Color was a response to pressure from game developers for a new system, as they felt that the Game Boy, even in its latest incarnation, the Game Boy Pocket, was insufficient. The resulting product was backward compatible, a first for a handheld console system, and leveraged the large library of games and great installed base of the predecessor system. This became a major feature of the Game Boy line, since it allowed each new launch to begin with a significantly larger library than any of its competitors. As of March 31, 2005, the Game Boy and Game Boy Color combined to sell 118.69 million units worldwide.
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The console is capable of displaying up to 56 different colors simultaneously on screen from its palette of 32,768, and can add basic four-color shading to games that had been developed for the original Game Boy. It can also give the sprites and backgrounds separate colors, for a total of more than four colors.
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The Neo Geo Pocket Color was released in 1999 in Japan, and later that year in the United States and Europe. It is a 16-bit color handheld game console designed by SNK, the maker of the Neo Geo home console and arcade machine. It came after SNK's original Neo Geo Pocket monochrome handheld, which debuted in 1998 in Japan.
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In 2000 following SNK's purchase by Japanese Pachinko manufacturer Aruze, the Neo Geo Pocket Color was dropped from both the US and European markets, purportedly due to commercial failure.
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The system seemed well on its way to being a success in the U.S. It was more successful than any Game Boy competitor since Sega's Game Gear, but was hurt by several factors, such as SNK's infamous lack of communication with third-party developers, and anticipation of the Game Boy Advance. The decision to ship U.S. games in cardboard boxes in a cost-cutting move rather than hard plastic cases that Japanese and European releases were shipped in may have also hurt US sales.
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The WonderSwan Color is a handheld game console designed by Bandai. It was released on December 9, 2000, in Japan, Although the WonderSwan Color was slightly larger and heavier compared to the original WonderSwan, the color version featured 512 KB of RAM and a larger color LCD screen. In addition, the WonderSwan Color is compatible with the original WonderSwan library of games.
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Prior to WonderSwan's release, Nintendo had virtually a monopoly in the Japanese video game handheld market. After the release of the WonderSwan Color, Bandai took approximately 8% of the market share in Japan partly due to its low price of 6800 yen . Another reason for the WonderSwan's success in Japan was the fact that Bandai managed to get a deal with Square to port over the original Famicom Final Fantasy games with improved graphics and controls. However, with the popularity of the Game Boy Advance and the reconciliation between Square and Nintendo, the WonderSwan Color and its successor, the SwanCrystal quickly lost its competitive advantage.
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The 2000s saw a major leap in innovation, particularly in the second half with the release of the DS and PSP.
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In 2001, Nintendo released the Game Boy Advance , which added two shoulder buttons, a larger screen, and more computing power than the Game Boy Color.
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The design was revised two years later when the Game Boy Advance SP , a more compact version, was released. The SP features a "clamshell" design , as well as a frontlit color display and rechargeable battery. Despite the smaller form factor, the screen remained the same size as that of the original. In 2005, the Game Boy Micro was released. This revision sacrifices screen size and backwards compatibility with previous Game Boys for a dramatic reduction in total size and a brighter backlit screen. A new SP model with a backlit screen was released in some regions around the same time.
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Along with the GameCube, the GBA also introduced the concept of "connectivity": using a handheld system as a console controller. A handful of games use this feature, most notably Animal Crossing, Pac-Man Vs., Final Fantasy Crystal Chronicles, The Legend of Zelda: Four Swords Adventures, The Legend of Zelda: The Wind Waker, Metroid Prime, and Sonic Adventure 2: Battle.
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As of December 31, 2007, the GBA, GBA SP, and the Game Boy Micro combined have sold 80.72 million units worldwide.
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The original GP32 was released in 2001 by the South Korean company Game Park a few months after the launch of the Game Boy Advance. It featured a 32-bit CPU, 133 MHz processor, MP3 and Divx player, and e-book reader. SmartMedia cards were used for storage, and could hold up to 128mb of anything downloaded through a USB cable from a PC. The GP32 was redesigned in 2003. A front-lit screen was added and the new version was called GP32 FLU . In summer 2004, another redesign, the GP32 BLU, was made, and added a backlit screen. This version of the handheld was planned for release outside South Korea; in Europe, and it was released for example in Spain . While not a commercial success on a level with mainstream handhelds , it ended up being used mainly as a platform for user-made applications and emulators of other systems, being popular with developers and more technically adept users.
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Nokia released the N-Gage in 2003. It was designed as a combination MP3 player, cellphone, PDA, radio, and gaming device. The system received much criticism alleging defects in its physical design and layout, including its vertically oriented screen and requirement of removing the battery to change game cartridges. The most well known of these was "sidetalking", or the act of placing the phone speaker and receiver on an edge of the device instead of one of the flat sides, causing the user to appear as if they are speaking into a taco.
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The N-Gage QD was later released to address the design flaws of the original. However, certain features available in the original N-Gage, including MP3 playback, FM radio reception, and USB connectivity were removed.
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Second generation of N-Gage launched on April 3, 2008 in the form of a service for selected Nokia Smartphones.
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In 2003, Tapwave released the Zodiac. It was designed to be a PDA-handheld game console hybrid. It supported photos, movies, music, Internet, and documents. The Zodiac used a special version Palm OS 5, 5.2T, that supported the special gaming buttons and graphics chip. Two versions were available, Zodiac 1 and 2, differing in memory and looks. The Zodiac line ended in July 2005 when Tapwave declared bankruptcy.
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The Nintendo DS was released in November 2004. Among its new features were the incorporation of two screens, a touchscreen, wireless connectivity, and a microphone port. As with the Game Boy Advance SP, the DS features a clamshell design, with the two screens aligned vertically on either side of the hinge.
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The DS's lower screen is touch sensitive, designed to be pressed with a stylus, a user's finger or a special "thumb pad" . More traditional controls include four face buttons, two shoulder buttons, a D-pad, and "Start" and "Select" buttons. The console also features online capabilities via the Nintendo Wi-Fi Connection and ad-hoc wireless networking for multiplayer games with up to sixteen players. It is backwards-compatible with all Game Boy Advance games, but like the Game Boy Micro, it is not compatible with games designed for the Game Boy or Game Boy Color.
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In January 2006, Nintendo revealed an updated version of the DS: the Nintendo DS Lite with an updated, smaller form factor , a cleaner design, longer battery life, and brighter, higher-quality displays, with adjustable brightness. It is also able to connect wirelessly with Nintendo's Wii console.
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On October 2, 2008, Nintendo announced the Nintendo DSi, with larger, 3.25-inch screens and two integrated cameras. It has an SD card storage slot in place of the Game Boy Advance slot, plus internal flash memory for storing downloaded games. It was released on November 1, 2008, in Japan, April 2, 2009, in Australia, April 3, 2009, in Europe, and April 5, 2009, in North America. On October 29, 2009, Nintendo announced a larger version of the DSi, called the DSi XL, which was released on November 21, 2009, in Japan, March 5, 2010, in Europe, March 28, 2010, in North America, and April 15, 2010, in Australia.
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As of December 31, 2009, the Nintendo DS, Nintendo DS Lite, and Nintendo DSi combined have sold 125.13 million units worldwide.
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The GameKing is a handheld game console released by the Chinese company TimeTop in 2004. The first model while original in design owes a large debt to Nintendo's Game Boy Advance. The second model, the GameKing 2, is believed to be inspired by Sony's PSP. This model also was upgraded with a backlit screen, with a distracting background transparency . A color model, the GameKing 3 apparently exists, but was only made for a brief time and was difficult to purchase outside of Asia. Whether intentionally or not, the GameKing has the most primitive graphics of any handheld released since the Game Boy of 1989.
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As many of the games have an "old school" simplicity, the device has developed a small cult following. The Gameking's speaker is quite loud and the cartridges' sophisticated looping soundtracks are seemingly at odds with its primitive graphics.
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TimeTop made at least one additional device sometimes labeled as "GameKing", but while it seems to possess more advanced graphics, is essentially an emulator that plays a handful of multi-carts . Outside of Asia however the Gameking remains relatively unheard of due to the enduring popularity of Japanese handhelds such as those manufactured by Nintendo and Sony.
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The PlayStation Portable is a handheld game console manufactured and marketed by Sony Computer Entertainment. Development of the console was first announced during E3 2003, and it was unveiled on May 11, 2004, at a Sony press conference before E3 2004. The system was released in Japan on December 12, 2004, in North America on March 24, 2005, and in the PAL region on September 1, 2005.
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The PlayStation Portable is the first handheld video game console to use an optical disc format, Universal Media Disc , for distribution of its games. UMD Video discs with movies and television shows were also released. The PSP utilized the Sony/SanDisk Memory Stick Pro Duo format as its primary storage medium. Other distinguishing features of the console include its large viewing screen, multi-media capabilities, and connectivity with the PlayStation 3, other PSPs, and the Internet.
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Tiger's Gizmondo came out in the UK during March 2005 and it was released in the U.S. during October 2005. It is designed to play music, movies, and games, have a camera for taking and storing photos, and have GPS functions. It also has Internet capabilities. It has a phone for sending text and multimedia messages. Email was promised at launch, but was never released before Gizmondo, and ultimately Tiger Telematics', downfall in early 2006. Users obtained a second service pack, unreleased, hoping to find such functionality. However, Service Pack B did not activate the e-mail functionality.
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The GP2X is an open-source, Linux-based handheld video game console and media player created by GamePark Holdings of South Korea, designed for homebrew developers as well as commercial developers. It is commonly used to run emulators for game consoles such as Neo-Geo, Genesis, Master System, Game Gear, Amstrad CPC, Commodore 64, Nintendo Entertainment System, TurboGrafx-16, MAME and others.
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A new version called the "F200" was released October 30, 2007, and features a touchscreen, among other changes. Followed by GP2X Wiz and GP2X Caanoo .
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The Dingoo A320 is a micro-sized gaming handheld that resembles the Game Boy Micro and is open to game development. It also supports music, radio, emulators and video playing capabilities with its own interface much like the PSP. There is also an onboard radio and recording program. It is currently available in two colors — white and black. Other similar products from the same manufacturer are the Dingoo A330 , Dingoo A360, Dingoo A380, and Dingoo A320E.
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The PSP Go is a version of the PlayStation Portable handheld game console manufactured by Sony. It was released on October 1, 2009, in American and European territories, and on November 1 in Japan. It was revealed prior to E3 2009 through Sony's Qore VOD service. Although its design is significantly different from other PSPs, it is not intended to replace the PSP 3000, which Sony continued to manufacture, sell, and support. On April 20, 2011, the manufacturer announced that the PSP Go would be discontinued so that they may concentrate on the PlayStation Vita. Sony later said that only the European and Japanese versions were being cut, and that the console would still be available in the US. Unlike previous PSP models, the PSP Go does not feature a UMD drive, but instead has 16 GB of internal flash memory to store games, video, pictures, and other media. This can be extended by up to 32 GB with the use of a Memory Stick Micro flash card. Also unlike previous PSP models, the PSP Go's rechargeable battery is not removable or replaceable by the user. The unit is 43% lighter and 56% smaller than the original PSP-1000, and 16% lighter and 35% smaller than the PSP-3000. It has a 3.8" 480 × 272 LCD . The screen slides up to reveal the main controls. The overall shape and sliding mechanism are similar to that of Sony's mylo COM-2 internet device.
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The Pandora is a handheld game console/UMPC/PDA hybrid designed to take advantage of existing open source software and to be a target for home-brew development. It runs a full distribution of Linux, and in functionality is like a small PC with gaming controls. It is developed by OpenPandora, which is made up of former distributors and community members of the GP32 and GP2X handhelds.
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OpenPandora began taking pre-orders for one batch of 4000 devices in November 2008 and after manufacturing delays, began shipping to customers on May 21, 2010.
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The FC-16 Go is a portable Super NES hardware clone manufactured by Yobo Gameware in 2009. It features a 3.5-inch display, two wireless controllers, and CRT cables that allow cartridges to be played on a television screen. Unlike other Super NES clone consoles, it has region tabs that only allow NTSC North American cartridges to be played. Later revisions feature stereo sound output, larger shoulder buttons, and a slightly re-arranged button, power, and A/V output layout.
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The Nintendo 3DS is the successor to Nintendo's DS handheld. The autostereoscopic device is able to project stereoscopic three-dimensional effects without requirement of active shutter or passive polarized glasses, which are required by most current 3D televisions to display the 3D effect. The 3DS was released in Japan on February 26, 2011; in Europe on March 25, 2011; in North America on March 27, 2011, and in Australia on March 31, 2011. The system features backward compatibility with Nintendo DS series software, including Nintendo DSi software except those that require the Game Boy Advance slot. It also features an online service called the Nintendo eShop, launched on June 6, 2011, in North America and June 7, 2011, in Europe and Japan, which allows owners to download games, demos, applications and information on upcoming film and game releases. On November 24, 2011, a limited edition Legend of Zelda 25th Anniversary 3DS was released that contained a unique Cosmo Black unit decorated with gold Legend of Zelda related imagery, along with a copy of The Legend of Zelda: Ocarina of Time 3D.
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There are also other models including the Nintendo 2DS and the New Nintendo 3DS, the latter with a larger variant, like the original Nintendo 3DS, as well as the New Nintendo 2DS XL.
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The Sony Ericsson Xperia PLAY is a handheld game console smartphone produced by Sony Ericsson under the Xperia smartphone brand. The device runs Android 2.3 Gingerbread, and is the first to be part of the PlayStation Certified program which means that it can play PlayStation Suite games. The device is a horizontally sliding phone with its original form resembling the Xperia X10 while the slider below resembles the slider of the PSP Go. The slider features a D-pad on the left side, a set of standard PlayStation buttons on the right, a long rectangular touchpad in the middle, start and select buttons on the bottom right corner, a menu button on the bottom left corner, and two shoulder buttons on the back of the device. It is powered by a 1 GHz Qualcomm Snapdragon processor, a Qualcomm Adreno 205 GPU, and features a display measuring 4.0 inches , an 8-megapixel camera, 512 MB RAM, 8 GB internal storage, and a micro-USB connector. It supports microSD cards, versus the Memory Stick variants used in PSP consoles. The device was revealed officially for the first time in a Super Bowl ad on Sunday, February 6, 2011. On February 13, 2011, at Mobile World Congress 2011, it was announced that the device would be shipping globally in March 2011, with a launch lineup of around 50 software titles.
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The PlayStation Vita is the successor to Sony's PlayStation Portable Handheld series. It was released in Japan on December 17, 2011, and in Europe, Australia, North, and South America on February 22, 2012.
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The handheld includes two analog sticks, a 5-inch 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.
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The device is fully backwards-compatible with PlayStation Portable games digitally released on the PlayStation Network via the PlayStation Store. However, PSone Classics and PS2 titles were not compatible at the time of the primary public release in Japan. The Vita's dual analog sticks will be supported on selected PSP games. The graphics for PSP releases will be up-scaled, with a smoothing filter to reduce pixelation.
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On September 20, 2018, Sony announced at Tokyo Game Show 2018 that the Vita would be discontinued in 2019, ending its hardware production. Production of Vita hardware officially ended on March 1, 2019.
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The Razer Switchblade was a prototype pocket-sized like a Nintendo DSi XL designed to run Windows 7, featured a multi-touch LCD screen and an adaptive keyboard that changed keys depending on the game the user would play. It also was to feature a full mouse.
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It was first unveiled on January 5, 2011, on the Consumer Electronics Show . The Switchblade won The Best of CES 2011 People's Voice award. It has since been in development and the release date is still unknown. The device has likely been suspended indefinitely.
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Project Shield is a handheld system developed by Nvidia announced at CES 2013. It runs on Android 4.2 and uses Nvidia Tegra 4 SoC. The hardware includes a 5-inches multitouch screen with support for HD graphics . The console allows for the streaming of games running on a compatible desktop PC, or laptop.
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Nvidia Shield Portable has received mixed reception from critics. Generally, reviewers praised the performance of the device, but criticized the cost and lack of worthwhile games. Engadget's review noted the system's "extremely impressive PC gaming", but also that due to its high price, the device was "a hard sell as a portable game console", especially when compared to similar handhelds on the market. CNET's Eric Franklin states in his review of the device that "The Nvidia Shield is an extremely well made device, with performance that pretty much obliterates any mobile product before it; but like most new console launches, there is currently a lack of available games worth your time." Eurogamer's comprehensive review of the device provides a detailed account of the device and its features; concluded by saying: "In the here and now, the first-gen Shield Portable is a gloriously niche, luxury product - the most powerful Android system on the market by a clear stretch and possessing a unique link to PC gaming that's seriously impressive in beta form, and can only get better."
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The Nintendo Switch is a hybrid console that can either be used in a handheld form, or inserted into a docking station attached to a television to play on a bigger screen. The Switch features two detachable wireless controllers, called Joy-Con, which can be used individually or attached to a grip to provide a traditional gamepad form. A handheld-only revision named Nintendo Switch Lite was released on September 20, 2019.
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The Switch Lite had sold about 1.95 million units worldwide by September 30, 2019, only 10 days after its launch.
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Evercade is a handheld game console developed and manufactured by UK company Blaze Entertainment. It focuses on retrogaming with ROM cartridges that each contain a number of emulated games. Development began in 2018, and the console was released in May 2020, after a few delays. Upon its launch, the console offered 10 game cartridges with a combined total of 122 games.
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Arc System Works, Atari, Data East, Interplay Entertainment, Bandai Namco Entertainment and Piko Interactive have released emulated versions of their games for the Evercade. Pre-existing homebrew games have also been re-released for the console by Mega Cat Studios. The Evercade is capable of playing games originally released for the Atari 2600, the Atari 7800, the Atari Lynx, the NES, the SNES, and the Sega Genesis/Mega Drive.
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The Analogue Pocket is a FPGA-based handheld game console designed and manufactured by Analogue, It is designed to play games designed for handhelds of the fourth, fifth and sixth generation of video game consoles. The console features a design reminiscent of the Game Boy, with additional buttons for the supported platforms. It features a 3.5" 1600x1440 LTPS LCD display, an SD card port, and a link cable port compatible with Game Boy link cables. The Analogue Pocket uses an Altera Cyclone V processor, and is compatible with the original Game Boy, Game Boy Color and Game Boy Advance cartridges out of the box. With cartridge adapters the Analogue Pocket can play Game Gear, Neo Geo Pocket, Neo Geo Pocket Color and Atari Lynx game cartridges. The Analogue Pocket includes an additional FPGA, allowing 3rd party FPGA development. The Analogue Pocket was released in December 2021.
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The Steam Deck is a handheld computer device, developed by Valve, which runs SteamOS 3.0, a tailored distro of Arch Linux and includes support for Proton, a compatibility layer that allows most Microsoft Windows games to be played on the Linux-based operating system. In terms of hardware, the Deck includes a custom AMD APU based on their Zen 2 and RDNA 2 architectures, with the CPU running a four-core/eight-thread unit and the GPU running on eight compute units with a total estimated performance of 1.6 TFLOPS. Both the CPU and GPU use variable timing frequencies, with the CPU running between 2.4 and 3.5 GHz and the GPU between 1.0 and 1.6 GHz based on current processor needs. Valve stated that the CPU has comparable performance to Ryzen 3000 desktop computer processors and the GPU performance to the Radeon RX 6000 series. The Deck includes 16 GB of LPDDR5 RAM in a quad channel configuration.
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Valve revealed the Steam Deck on July 15, 2021, with pre-orders being made option the next day. The Deck was expected to ship in December 2021 to the US, Canada, the EU and the UK but was delayed to February 2022, with other regions to follow in 2022. Pre-orders were limited to those with Steam accounts opened before June 2021 to prevent resellers from controlling access to the device. Pre-orders reservations on July 16, 2021, through the Steam storefront briefly crashed the servers due to the demand. While initial shipments are still planned by February 2022, Valve has reported to new purchasers that wider availability will be later, with the 64 GB model and 256 GB NVMe model due in Q2 2022, and the 512 GB NVMe model by Q3 2022. Steam Deck was released on February 25, 2022.
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ARM is a family of RISC instruction set architectures for computer processors. Arm Ltd. develops the ISAs and licenses them to other companies, who build the physical devices that use the instruction set. It also designs and licenses cores that implement these ISAs.
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Due to their low costs, low power consumption, and low heat generation, ARM processors are useful for light, portable, battery-powered devices, including smartphones, laptops, and tablet computers, as well as embedded systems. However, ARM processors are also used for desktops and servers, including the world's fastest supercomputer from 2020 to 2022. With over 230 billion ARM chips produced, as of 2022, ARM is the most widely used family of instruction set architectures.
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There have been several generations of the ARM design. The original ARM1 used a 32-bit internal structure but had a 26-bit address space that limited it to 64 MB of main memory. This limitation was removed in the ARMv3 series, which has a 32-bit address space, and several additional generations up to ARMv7 remained 32-bit. Released in 2011, the ARMv8-A architecture added support for a 64-bit address space and 64-bit arithmetic with its new 32-bit fixed-length instruction set. Arm Ltd. has also released a series of additional instruction sets for different rules; the "Thumb" extension adds both 32- and 16-bit instructions for improved code density, while Jazelle added instructions for directly handling Java bytecode. More recent changes include the addition of simultaneous multithreading for improved performance or fault tolerance.
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Acorn Computers' first widely successful design was the BBC Micro, introduced in December 1981. This was a relatively conventional machine based on the MOS Technology 6502 CPU but ran at roughly double the performance of competing designs like the Apple II due to its use of faster dynamic random-access memory . Typical DRAM of the era ran at about 2 MHz; Acorn arranged a deal with Hitachi for a supply of faster 4 MHz parts.
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Machines of the era generally shared memory between the processor and the framebuffer, which allowed the processor to quickly update the contents of the screen without having to perform separate input/output . As the timing of the video display is exacting, the video hardware had to have priority access to that memory. Due to a quirk of the 6502's design, the CPU left the memory untouched for half of the time. Thus by running the CPU at 1 MHz, the video system could read data during those down times, taking up the total 2 MHz bandwidth of the RAM. In the BBC Micro, the use of 4 MHz RAM allowed the same technique to be used, but running at twice the speed. This allowed it to outperform any similar machine on the market.
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1981 was also the year that the IBM Personal Computer was introduced. Using the recently introduced Intel 8088, a 16-bit CPU compared to the 6502's 8-bit design, it offered higher overall performance. Its introduction changed the desktop computer market radically: what had been largely a hobby and gaming market emerging over the prior five years began to change to a must-have business tool where the earlier 8-bit designs simply could not compete. Even newer 32-bit designs were also coming to market, such as the Motorola 68000 and National Semiconductor NS32016.
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Acorn began considering how to compete in this market and produced a new paper design named the Acorn Business Computer. They set themselves the goal of producing a machine with ten times the performance of the BBC Micro, but at the same price. This would outperform and underprice the PC. At the same time, the recent introduction of the Apple Lisa brought the graphical user interface concept to a wider audience and suggested the future belonged to machines with a GUI. The Lisa, however, cost $9,995, as it was packed with support chips, large amounts of memory, and a hard disk drive, all very expensive then.
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The engineers then began studying all of the CPU designs available. Their conclusion about the existing 16-bit designs was that they were a lot more expensive and were still "a bit crap", offering only slightly higher performance than their BBC Micro design. They also almost always demanded a large number of support chips to operate even at that level, which drove up the cost of the computer as a whole. These systems would simply not hit the design goal. They also considered the new 32-bit designs, but these cost even more and had the same issues with support chips. According to Sophie Wilson, all the processors tested at that time performed about the same, with about a 4 Mbit/s bandwidth.
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Two key events led Acorn down the path to ARM. One was the publication of a series of reports from the University of California, Berkeley, which suggested that a simple chip design could nevertheless have extremely high performance, much higher than the latest 32-bit designs on the market. The second was a visit by Steve Furber and Sophie Wilson to the Western Design Center, a company run by Bill Mensch and his sister, which had become the logical successor to the MOS team and was offering new versions like the WDC 65C02. The Acorn team saw high school students producing chip layouts on Apple II machines, which suggested that anyone could do it. In contrast, a visit to another design firm working on modern 32-bit CPU revealed a team with over a dozen members which were already on revision H of their design and yet it still contained bugs. This cemented their late 1983 decision to begin their own CPU design, the Acorn RISC Machine.
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The original Berkeley RISC designs were in some sense teaching systems, not designed specifically for outright performance. To the RISC's basic register-heavy and load/store concepts, ARM added a number of the well-received design notes of the 6502. Primary among them was the ability to quickly serve interrupts, which allowed the machines to offer reasonable input/output performance with no added external hardware. To offer interrupts with similar performance as the 6502, the ARM design limited its physical address space to 64 MB of total addressable space, requiring 26 bits of address. As instructions were 4 bytes long, and required to be aligned on 4-byte boundaries, the lower 2 bits of an instruction address were always zero. This meant the program counter only needed to be 24 bits, allowing it to be stored along with the eight bit processor flags in a single 32-bit register. That meant that upon receiving an interrupt, the entire machine state could be saved in a single operation, whereas had the PC been a full 32-bit value, it would require separate operations to store the PC and the status flags. This decision halved the interrupt overhead.
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Another change, and among the most important in terms of practical real-world performance, was the modification of the instruction set to take advantage of page mode DRAM. Recently introduced, page mode allowed subsequent accesses of memory to run twice as fast if they were roughly in the same location, or "page", in the DRAM chip. Berkeley's design did not consider page mode and treated all memory equally. The ARM design added special vector-like memory access instructions, the "S-cycles", that could be used to fill or save multiple registers in a single page using page mode. This doubled memory performance when they could be used, and was especially important for graphics performance.
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The Berkeley RISC designs used register windows to reduce the number of register saves and restores performed in procedure calls; the ARM design did not adopt this.
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Wilson developed the instruction set, writing a simulation of the processor in BBC BASIC that ran on a BBC Micro with a second 6502 processor. This convinced Acorn engineers they were on the right track. Wilson approached Acorn's CEO, Hermann Hauser, and requested more resources. Hauser gave his approval and assembled a small team to design the actual processor based on Wilson's ISA. The official Acorn RISC Machine project started in October 1983.
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Acorn chose VLSI Technology as the "silicon partner", as they were a source of ROMs and custom chips for Acorn. Acorn provided the design and VLSI provided the layout and production. The first samples of ARM silicon worked properly when first received and tested on 26 April 1985. Known as ARM1, these versions ran at 6 MHz.
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The first ARM application was as a second processor for the BBC Micro, where it helped in developing simulation software to finish development of the support chips , and sped up the CAD software used in ARM2 development. Wilson subsequently rewrote BBC BASIC in ARM assembly language. The in-depth knowledge gained from designing the instruction set enabled the code to be very dense, making ARM BBC BASIC an extremely good test for any ARM emulator.
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The result of the simulations on the ARM1 boards led to the late 1986 introduction of the ARM2 design running at 8 MHz, and the early 1987 speed-bumped version at 10 to 12 MHz. A significant change in the underlying architecture was the addition of a Booth multiplier, whereas formerly multiplication had to be carried out in software. Further, a new Fast Interrupt reQuest mode, FIQ for short, allowed registers 8 through 14 to be replaced as part of the interrupt itself. This meant FIQ requests did not have to save out their registers, further speeding interrupts.
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According to the Dhrystone benchmark, the ARM2 was roughly seven times the performance of a typical 7 MHz 68000-based system like the Amiga or Macintosh SE. It was twice as fast as an Intel 80386 running at 16 MHz, and about the same speed as a multi-processor VAX-11/784 superminicomputer. The only systems that beat it were the Sun SPARC and MIPS R2000 RISC-based workstations. Further, as the CPU was designed for high-speed I/O, it dispensed with many of the support chips seen in these machines; notably, it lacked any dedicated direct memory access controller which was often found on workstations. The graphics system was also simplified based on the same set of underlying assumptions about memory and timing. The result was a dramatically simplified design, offering performance on par with expensive workstations but at a price point similar to contemporary desktops.
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The ARM2 featured a 32-bit data bus, 26-bit address space and 27 32-bit registers, of which 16 are accessible at any one time . The ARM2 had a transistor count of just 30,000, compared to Motorola's six-year-older 68000 model with around 68,000. Much of this simplicity came from the lack of microcode, which represents about one-quarter to one-third of the 68000's transistors, and the lack of a cache. This simplicity enabled the ARM2 to have a low power consumption and simpler thermal packaging, through having fewer powered transistors, yet offering better performance than the contemporary, 1987, IBM PS/2 Model 50, which initially utilised an Intel 80286, offering 1.8 MIPS @ 10 MHz, and later in 1987, the 2 MIPS of the PS/2 70, with its Intel 386 DX @ 16 MHz.
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A successor, ARM3, was produced with a 4 KB cache, which further improved performance. The address bus was extended to 32 bits in the ARM6, but program code still had to lie within the first 64 MB of memory in 26-bit compatibility mode, due to the reserved bits for the status flags.
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In the late 1980s, Apple Computer and VLSI Technology started working with Acorn on newer versions of the ARM core. In 1990, Acorn spun off the design team into a new company named Advanced RISC Machines Ltd., which became ARM Ltd. when its parent company, Arm Holdings plc, floated on the London Stock Exchange and Nasdaq in 1998. The new Apple–ARM work would eventually evolve into the ARM6, first released in early 1992. Apple used the ARM6-based ARM610 as the basis for their Apple Newton PDA.
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In 1994, Acorn used the ARM610 as the main central processing unit in their RiscPC computers. DEC licensed the ARMv4 architecture and produced the StrongARM. At 233 MHz, this CPU drew only one watt . This work was later passed to Intel as part of a lawsuit settlement, and Intel took the opportunity to supplement their i960 line with the StrongARM. Intel later developed its own high performance implementation named XScale, which it has since sold to Marvell. Transistor count of the ARM core remained essentially the same throughout these changes; ARM2 had 30,000 transistors, while ARM6 grew only to 35,000.
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In 2005, about 98% of all mobile phones sold used at least one ARM processor. In 2010, producers of chips based on ARM architectures reported shipments of 6.1 billion ARM-based processors, representing 95% of smartphones, 35% of digital televisions and set-top boxes, and 10% of mobile computers. In 2011, the 32-bit ARM architecture was the most widely used architecture in mobile devices and the most popular 32-bit one in embedded systems. In 2013, 10 billion were produced and "ARM-based chips are found in nearly 60 percent of the world's mobile devices".
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Arm Ltd.'s primary business is selling IP cores, which licensees use to create microcontrollers , CPUs, and systems-on-chips based on those cores. The original design manufacturer combines the ARM core with other parts to produce a complete device, typically one that can be built in existing semiconductor fabrication plants at low cost and still deliver substantial performance. The most successful implementation has been the ARM7TDMI with hundreds of millions sold. Atmel has been a precursor design center in the ARM7TDMI-based embedded system.
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The ARM architectures used in smartphones, PDAs and other mobile devices range from ARMv5 to ARMv8-A.
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In 2009, some manufacturers introduced netbooks based on ARM architecture CPUs, in direct competition with netbooks based on Intel Atom.
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Arm Ltd. offers a variety of licensing terms, varying in cost and deliverables. Arm Ltd. provides to all licensees an integratable hardware description of the ARM core as well as complete software development toolset , and the right to sell manufactured silicon containing the ARM CPU.
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SoC packages integrating ARM's core designs include Nvidia Tegra's first three generations, CSR plc's Quatro family, ST-Ericsson's Nova and NovaThor, Silicon Labs's Precision32 MCU, Texas Instruments's OMAP products, Samsung's Hummingbird and Exynos products, Apple's A4, A5, and A5X, and NXP's i.MX.
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Fabless licensees, who wish to integrate an ARM core into their own chip design, are usually only interested in acquiring a ready-to-manufacture verified semiconductor intellectual property core. For these customers, Arm Ltd. delivers a gate netlist description of the chosen ARM core, along with an abstracted simulation model and test programs to aid design integration and verification. More ambitious customers, including integrated device manufacturers and foundry operators, choose to acquire the processor IP in synthesizable RTL form. With the synthesizable RTL, the customer has the ability to perform architectural level optimisations and extensions. This allows the designer to achieve exotic design goals not otherwise possible with an unmodified netlist . While Arm Ltd. does not grant the licensee the right to resell the ARM architecture itself, licensees may freely sell manufactured products such as chip devices, evaluation boards and complete systems. Merchant foundries can be a special case; not only are they allowed to sell finished silicon containing ARM cores, they generally hold the right to re-manufacture ARM cores for other customers.
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Arm Ltd. prices its IP based on perceived value. Lower performing ARM cores typically have lower licence costs than higher performing cores. In implementation terms, a synthesisable core costs more than a hard macro core. Complicating price matters, a merchant foundry that holds an ARM licence, such as Samsung or Fujitsu, can offer fab customers reduced licensing costs. In exchange for acquiring the ARM core through the foundry's in-house design services, the customer can reduce or eliminate payment of ARM's upfront licence fee.
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Compared to dedicated semiconductor foundries without in-house design services, Fujitsu/Samsung charge two- to three-times more per manufactured wafer. For low to mid volume applications, a design service foundry offers lower overall pricing . For high volume mass-produced parts, the long term cost reduction achievable through lower wafer pricing reduces the impact of ARM's NRE costs, making the dedicated foundry a better choice.
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Companies that have developed chips with cores designed by Arm include Amazon.com's Annapurna Labs subsidiary, Analog Devices, Apple, AppliedMicro , Atmel, Broadcom, Cavium, Cypress Semiconductor, Freescale Semiconductor , Huawei, Intel, Maxim Integrated, Nvidia, NXP, Qualcomm, Renesas, Samsung Electronics, ST Microelectronics, Texas Instruments, and Xilinx.
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In February 2016, ARM announced the Built on ARM Cortex Technology licence, often shortened to Built on Cortex licence. This licence allows companies to partner with ARM and make modifications to ARM Cortex designs. These design modifications will not be shared with other companies. These semi-custom core designs also have brand freedom, for example Kryo 280.
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Companies that are current licensees of Built on ARM Cortex Technology include Qualcomm.
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Companies can also obtain an ARM architectural licence for designing their own CPU cores using the ARM instruction sets. These cores must comply fully with the ARM architecture. Companies that have designed cores that implement an ARM architecture include Apple, AppliedMicro , Broadcom, Cavium , Digital Equipment Corporation, Intel, Nvidia, Qualcomm, Samsung Electronics, Fujitsu, and NUVIA Inc. .