QUON ARCADE / PLAY SOMETHING GOOD

Small games.
Big nostalgia.

Pop a bubble. Cross the river. Chase the next high score.
13 browser games. No install. Just one more round.

Made for curious minds. Brought to you by QUONtech.

A LITTLE FRIENDLY COMPETITION

Your next high score starts here.

One good round. A name on the board. Someone to challenge.

All 13 games · Weekly and all-time top 25
One best score per browser identity. No account needed.

THE SCORE TO BEAT

Bubble Bloom

Loading scores…

For friendly competition: scores are player-submitted, not verified gameplay. Current boards start with the September 24 edition; previous scores remain in the two archive views. Updates can take up to a minute.

THE COLLECTION

Find your next obsession.

Choose your kind of challenge. Every game saves a personal best when browser storage is available.

AFTER THE HIGH SCORE / A PERSONAL HISTORY OF PLAY

Before the cloud.
Before the feed.
There was the feeling.

The tape loading. The disk clicking. That first impossible-looking world on the family television. Come back through the machines that made us curious.

Rewind to 1980 ↓

34 machines and families · dates describe launches, not when Michael owned them.

Years follow the earliest launch shown; regional arrivals are noted on each card. Photographs may show a later hardware revision. Open a card for its source and photographer’s credit.

01

1980–1986

The television becomes a computer.

A keyboard, a cassette and a little curiosity. The early home-computer years made playing and programming neighbours. Competing machines developed their own look, sound and communities.

1980computers
Commodore VIC-20 / VC 20 hardware photograph

1980 debut · international rollout followed

Commodore VIC-20 / VC 20

A whole future in a beige keyboard.

A television became a monitor. A keyboard became an invitation. This affordable home computer helped bring programming out of specialist rooms and into ordinary homes.

The story, the ritual & photo credit
A closer look

The VIC-20 was sold as the VC 20 in Germany. Its world was built around BASIC, cartridges and cassette storage. You could play a game—or start trying to understand how one was made.

Remember the feeling?

The ritual: type a listing, find the typo, try again. The error message was often the beginning of the lesson.

Explore the historical source ↗

Photo: Evan-Amos · Public domain. Original & attribution ↗
Resized and converted to WebP; no hardware features altered.

1981computers
Sinclair ZX81 hardware photograph

5 March 1981 · UK

Sinclair ZX81

Small machine. Enormous possibilities.

A flat membrane keyboard and monochrome display made the ZX81 unmistakable. Computing could be something you bought for yourself, learned at home and explored one command at a time.

The story, the ritual & photo credit
A closer look

The standard machine offered just 1 KB of RAM. Memory expansion changed what it could do, but the basic proposition was already radical: an inexpensive computer that let its owner write programs.

Remember the feeling?

Imagine fitting an idea into a kilobyte. Constraints were part of the creative process, long before anyone called them a design principle.

Explore the historical source ↗

Photo: Evan-Amos · CC BY-SA 3.0. Original & attribution ↗
Resized and converted to WebP; no hardware features altered.

1982computers
Sinclair ZX Spectrum hardware photograph

23 April 1982 · UK

Sinclair ZX Spectrum

The future arrived in colour.

The rainbow stripe promised a livelier world than its monochrome predecessor. Rubber keys, cassette loading and a flourishing game culture gave the Spectrum its own personality.

The story, the ritual & photo credit
A closer look

The original models offered 16 KB or 48 KB of RAM. Colour, sound and more memory opened new possibilities, while the distinctive keyboard kept BASIC commands close at hand.

Remember the feeling?

That loading noise was a small test of faith. A few minutes of waiting could end in a game—or another attempt.

Explore the historical source ↗

Photo: de:Benutzer:Doraguma · CC BY-SA 3.0. Original & attribution ↗
Resized and converted to WebP; no hardware features altered.

1982computers
Commodore 64 hardware photograph

1982 · introduced at January CES

Commodore 64

The soundtrack of a generation.

The C64 combined 64 KB of RAM with dedicated graphics and sound hardware. Its SID sound chip gave games and musicians a voice that still inspires electronic music today.

The story, the ritual & photo credit
A closer look

Hardware sprites helped move characters independently of the background. Three synthesizer voices offered surprising expressive range. This was a computer for playing, programming, composing and experimenting.

Remember the feeling?

A cassette deck or a chunky disk drive beside the keyboard: every setup had its own rhythm, its own noises and its own patience requirement.

Explore the historical source ↗

Photo: Evan-Amos · Public domain. Original & attribution ↗
Resized and converted to WebP; no hardware features altered.

1983consoles
Famicom / Nintendo Entertainment System hardware photograph

1983 Japan · NES rollout from 1985 in North America

Famicom / Nintendo Entertainment System

The cartridge becomes a promise.

Nintendo’s Famicom became the NES overseas, with a different shell and a library that helped define home console play for a generation.

The story, the ritual & photo credit
A closer look

The Japanese and overseas machines look quite different. The photograph shows the familiar front-loading NES, rather than the red-and-white Famicom.

Remember the feeling?

The ritual: choosing the cartridge was choosing the evening. No enormous library menu—just the game in your hand.

Explore the historical source ↗

Photo: Evan-Amos · Public domain. Original & attribution ↗
Resized and converted to WebP; no hardware features altered.

1984computers
Amstrad / Schneider CPC 464 hardware photograph

21 June 1984 · UK

Amstrad / Schneider CPC 464

The tape deck was already built in.

The CPC 464 packaged a computer and cassette recorder into one long keyboard unit, sold with a dedicated monitor. It made the home-computer setup feel like a complete system.

The story, the ritual & photo credit
A closer look

Amstrad’s own history dates the first UK sale to June 1984. The CPC line also reached German-speaking markets under the Schneider name. Later CPC models used disks instead of the built-in tape deck.

Remember the feeling?

Michael remembers a CPC too; the exact model is still being rediscovered. Was it the long keyboard with the cassette deck on the right?

Explore the historical source ↗

Photo: Bill Bertram · CC BY-SA 2.5. Original & attribution ↗
Resized and converted to WebP; no hardware features altered.

1985computers
Atari ST family hardware photograph

1985 · first ST models

Atari ST family

More than a games machine.

A graphical desktop, mouse control and built-in MIDI ports made the ST a bridge between home computing and creative work. Games were only one part of its appeal.

The story, the ritual & photo credit
A closer look

The family included 520 and 1040 models, with different memory capacities and configurations. The photograph shows a 1040ST, not the original 520ST.

Remember the feeling?

The interesting shift: the same desk could become a games corner, a writing space or a music studio. The computer was becoming a creative instrument.

Explore the historical source ↗

Photo: Maksym Kozlenko · CC BY-SA 4.0. Original & attribution ↗
Resized and converted to WebP; no hardware features altered.

1986consoles
Sega Master System hardware photograph

1986 North America · 1987 Europe; Mark III roots in 1985

Sega Master System

Another team to cheer for.

Sega’s 8-bit console offered its own route from the arcade to the living room. Its history connects to the earlier Japanese Mark III.

The story, the ritual & photo credit
A closer look

The Master System name arrived at different times in different regions. This is why an international timeline needs more than one date.

Remember the feeling?

A controller, a cartridge and a television: a remarkably small collection of objects could occupy an entire weekend.

Explore the historical source ↗

Photo: Evan-Amos · Public domain. Original & attribution ↗
Resized and converted to WebP; no hardware features altered.

02

1987–1993

More colour. More sound. More possibility.

The Amiga and ST sat alongside the 16-bit console rivalry, while handhelds made games portable. On the PC, getting a game to run could be an education in itself.

1987computers
Commodore Amiga 500 hardware photograph

1987 · home-computer release

Commodore Amiga 500

Suddenly the computer could perform.

Colourful animation, sampled sound and a multitasking desktop made the Amiga feel like a leap. The A500 put the Amiga’s custom-chip architecture into a keyboard-shaped home machine.

The story, the ritual & photo credit
A closer look

The original Amiga 1000 had arrived in 1985. The A500 made that platform more accessible; artists, musicians and game makers explored what its graphics and audio hardware could do.

Remember the feeling?

Floppy disks on the desk. A mouse in one hand, a joystick nearby. The boundary between playing something and making something felt unusually thin.

Explore the historical source ↗

Photo: Bill Bertram · CC BY-SA 2.5. Original & attribution ↗
Resized and converted to WebP; no hardware features altered.

1988consoles
Sega Mega Drive / Genesis hardware photograph

1988 Japan · 1989 North America · 1990 Europe

Sega Mega Drive / Genesis

The volume went up.

Sega’s 16-bit machine brought an energetic arcade identity into the home. The same platform wore the Genesis name in North America.

The story, the ritual & photo credit
A closer look

Sonic arrived in 1991, after the hardware had already launched. Mega-CD and 32X expansions later made the family tree considerably more complicated.

Remember the feeling?

Remember comparing the same game on different machines? Sound, speed and colour could turn a playground conversation into a very serious debate.

Explore the historical source ↗

Photo: Evan-Amos · Public domain. Original & attribution ↗
Resized and converted to WebP; no hardware features altered.

1989handhelds
Nintendo Game Boy hardware photograph

1989 Japan and North America · 1990 Europe

Nintendo Game Boy

Your next level could leave the house.

A small screen and interchangeable cartridges made long journeys a little more interesting. Game Boy built a portable library around familiar Nintendo characters and new favourites.

The story, the ritual & photo credit
A closer look

It was a different kind of freedom: the game no longer depended on claiming the family television. Its compact format made a few spare minutes enough for another attempt.

Remember the feeling?

The ritual: searching for a good light, then negotiating just one more round before putting it away.

Explore the historical source ↗

Photo: Evan-Amos · Public domain. Original & attribution ↗
Resized and converted to WebP; no hardware features altered.

1990handhelds
Sega Game Gear hardware photograph

1990 Japan · 1991 overseas rollout

Sega Game Gear

Colour on the move.

A backlit colour screen gave Sega’s handheld a very different look from the Game Boy. Portable hardware now offered competing visions of the future.

The story, the ritual & photo credit
A closer look

An optional TV tuner could turn it into a miniature television. That accessory says a lot about the era: even a games machine could become a pocket-sized window onto broadcast TV.

Remember the feeling?

The question changed from who gets the television to how long the batteries would last.

Explore the historical source ↗

Photo: Evan-Amos · Public domain. Original & attribution ↗
Resized and converted to WebP; no hardware features altered.

1990consoles
Super Famicom / Super Nintendo hardware photograph

1990 Japan · 1991 North America · 1992 Europe

Super Famicom / Super Nintendo

Sprites grew up. Rivalries did too.

Nintendo’s 16-bit generation made colourful worlds, expressive characters and memorable music central to the living-room experience.

The story, the ritual & photo credit
A closer look

The European and Japanese machines had a rounded design; the North American SNES had a squarer shell. The photo here shows the PAL design many European players remember.

Remember the feeling?

The joy was often local: another controller, someone on the sofa and a friendly argument about whose turn came next.

Explore the historical source ↗

Photo: SNES_800.jpg: Holek derivative work: AlphathonTM (talk) · CC BY-SA 3.0. Original & attribution ↗
Resized and converted to WebP; no hardware features altered.

1992computers
Amiga 1200 & the wider family hardware photograph

21 October 1992 · A1200 introduction

Amiga 1200 & the wider family

The Amiga story kept branching.

The A1200 brought the AGA graphics chipset and a 68020-class processor to the compact Amiga line. It followed years of machines aimed at both home users and more expandable setups.

The story, the ritual & photo credit
A closer look

Along the way came the A2000, A3000, A500 Plus, A600 and A4000. These were different branches of a family, not a simple ladder every owner climbed. The photo shows the A1200.

Remember the feeling?

A familiar name could hide a very different machine. Upgrades meant asking about memory, chipsets and which software would actually run.

Explore the historical source ↗

Photo: Wojciech Pędzich · CC BY-SA 4.0. Original & attribution ↗
Resized and converted to WebP; no hardware features altered.

1992computers
The 486 DX2/66 PC era hardware photograph

1992 · Intel DX2/66 processor

The 486 DX2/66 PC era

The beige box became a playground.

DOS PCs brought another sort of adventure: settings, sound cards, disks and the satisfaction of making a demanding game run properly. Intel’s DX2/66 became an emblem of that period.

The story, the ritual & photo credit
A closer look

The DX2 ran its core at twice the external bus frequency: 66 MHz inside, 33 MHz outside for this model. The photograph shows the processor, not Michael’s original PC. His remembered “DX266” likely refers to this class of machine.

Remember the feeling?

Sometimes the first puzzle came before the title screen: enough memory, the right sound settings and a boot configuration that finally worked.

Explore the historical source ↗

Photo: Dirk1981 · CC BY-SA 3.0. Original & attribution ↗
Resized and converted to WebP; no hardware features altered.

03

1994–2000

Flat screens. Whole new worlds.

CDs, polygons and analog movement changed the vocabulary of play. Memory cards carried progress between homes; split-screen multiplayer turned the sofa into an arena.

1994consoles
Sega Saturn hardware photograph

22 November 1994 · Japan; 1995 overseas

Sega Saturn

Two dimensions meet three.

Sega’s CD-based Saturn straddled elaborate 2D art and the growing appetite for polygonal worlds. It was a complicated machine with a distinctive library.

The story, the ritual & photo credit
A closer look

Its architecture included two SH-2 processors. The story of this generation is not simply that 3D replaced 2D: both styles continued to develop side by side.

Remember the feeling?

The CD case promised a different scale of experience. Loading pauses became part of the bargain.

Explore the historical source ↗

Photo: Evan-Amos · CC BY-SA 3.0. Original & attribution ↗
Resized and converted to WebP; no hardware features altered.

1994consoles
Sony PlayStation hardware photograph

3 December 1994 Japan · September 1995 US and Europe

Sony PlayStation

That startup sound opened a door.

CD storage and real-time 3D helped make the first PlayStation a defining machine of the nineties. New worlds arrived with sharp polygons, ambitious soundtracks and a new visual vocabulary.

The story, the ritual & photo credit
A closer look

The original controller did not have analog sticks. Dual Analog and then DualShock arrived in 1997. The platform evolved after launch, rather than appearing fully formed on day one.

Remember the feeling?

Memory cards made progress something you could carry to a friend’s house. Forgetting one could be more painful than forgetting a controller.

Explore the historical source ↗

Photo: Evan-Amos · Public domain. Original & attribution ↗
Resized and converted to WebP; no hardware features altered.

1996consoles
Nintendo 64 hardware photograph

1996 Japan and North America · 1997 Europe

Nintendo 64

Four players. One television.

Nintendo’s cartridge-based 3D console helped turn navigating a world into a new kind of skill. Four controller ports made multiplayer a visible part of the hardware.

The story, the ritual & photo credit
A closer look

Its three-pronged controller looked unusual because it offered different ways to grip it. Analog movement became central to exploring three-dimensional spaces.

Remember the feeling?

The social challenge: concentrate on your quarter of the screen while insisting that nobody else was looking at it.

Explore the historical source ↗

Photo: Evan-Amos · Public domain. Original & attribution ↗
Resized and converted to WebP; no hardware features altered.

1998consoles
Sega Dreamcast hardware photograph

27 November 1998 Japan · 1999 overseas

Sega Dreamcast

A glimpse of the connected future.

Sega’s final home console paired arcade-style experiences with a modem and an unusually inventive controller accessory: the Visual Memory Unit.

The story, the ritual & photo credit
A closer look

The VMU could store saves and display information through the controller window. Away from the controller, compatible software could use it for small standalone experiences.

Remember the feeling?

A memory card with a screen felt wonderfully excessive. Sometimes the accessory told you as much about a company’s ambition as the console itself.

Explore the historical source ↗

Photo: Evan-Amos · Public domain. Original & attribution ↗
Resized and converted to WebP; no hardware features altered.

2000consoles
Sony PlayStation 2 hardware photograph

March 2000 Japan · October US · November Europe

Sony PlayStation 2

A games machine—and a DVD player.

The PS2 arrived as living rooms were moving from videotape to DVD. Its disc drive gave it a second role alongside an enormous range of games.

The story, the ritual & photo credit
A closer look

Backward compatibility with original PlayStation games helped connect two generations. A console upgrade did not have to make the old collection immediately irrelevant.

Remember the feeling?

The machine under the television could now be part of movie night as well as game night. Hardware was becoming household infrastructure.

Explore the historical source ↗

Photo: Evan-Amos · Public domain. Original & attribution ↗
Resized and converted to WebP; no hardware features altered.

04

2001–2006

The living room gets connected.

Consoles competed on more than graphics. Networks, touch screens, portable media and motion control offered very different answers to the same question: what should playing feel like?

2001handhelds
Game Boy Advance hardware photograph

2001 · Japan, North America and Europe

Game Boy Advance

A little console with bigger ambitions.

Nintendo’s next handheld brought a wider screen and a new generation of portable games, while keeping a connection to the Game Boy library.

The story, the ritual & photo credit
A closer look

A cable could link compatible games to the GameCube. The later SP changed the physical experience again with a folding design and built-in lighting.

Remember the feeling?

Portable play has its own nostalgia: the shape of the buttons, the angle of the screen and the place you always sat to catch the light.

Explore the historical source ↗

Photo: Evan-Amos · Public domain. Original & attribution ↗
Resized and converted to WebP; no hardware features altered.

2001consoles
Nintendo GameCube hardware photograph

2001 Japan and North America · 2002 Europe

Nintendo GameCube

Small discs. Big personality.

The GameCube used compact optical discs and a controller whose layout made its main action button unmistakable. Its carrying handle gave the hardware a friendly, almost toy-like confidence.

The story, the ritual & photo credit
A closer look

Four controller ports kept local multiplayer close. A small case did not mean small ambitions.

Remember the feeling?

Some machines are remembered as much for their feel as their technical specifications. This is one you can almost hold in your hands again just by looking at it.

Explore the historical source ↗

Photo: Evan-Amos · Public domain. Original & attribution ↗
Resized and converted to WebP; no hardware features altered.

2001consoles
Microsoft Xbox hardware photograph

15 November 2001 · North America; 2002 Europe and Japan

Microsoft Xbox

A new contender enters the room.

Microsoft’s first Xbox brought another platform into the console race. It arrived in North America in November 2001 and expanded internationally the following year.

The story, the ritual & photo credit
A closer look

The original Xbox generation helped make connected console play a central part of the conversation. Halo became closely associated with the platform’s identity.

Remember the feeling?

The era’s social geography widened: from the person beside you to friends connected through a network.

Explore the historical source ↗

Photo: Evan-Amos · Public domain. Original & attribution ↗
Resized and converted to WebP; no hardware features altered.

2004handhelds
Nintendo DS hardware photograph

2004 North America and Japan · 2005 Europe

Nintendo DS

The screen became something to touch.

Two displays and a touch screen invited different kinds of interaction. A stylus could replace a button press, point at a clue or make drawing part of play.

The story, the ritual & photo credit
A closer look

Nintendo’s 2004 announcement presented touch input and wireless communication as opportunities for new experiences. It was a change in how to play, not merely how much could fit on screen.

Remember the feeling?

The surprise was that unfamiliar controls could feel immediately understandable. Pointing at something is a skill players already have.

Explore the historical source ↗

Photo: Evan-Amos · Public domain. Original & attribution ↗
Resized and converted to WebP; no hardware features altered.

2004handhelds
PlayStation Portable hardware photograph

2004 Japan · 2005 North America and Europe

PlayStation Portable

PlayStation leaves the living room.

The PSP combined a wide display with games, music and video ambitions. Sony gave portable play a distinctly different feel from Nintendo’s touch-focused approach.

The story, the ritual & photo credit
A closer look

Its UMD optical discs were enclosed in small protective shells. Physical media had found another memorable shape.

Remember the feeling?

Pocket-sized was always a relative term. But taking that kind of screen and game presentation away from the television felt like progress you could hold.

Explore the historical source ↗

Photo: Evan-Amos · Public domain. Original & attribution ↗
Resized and converted to WebP; no hardware features altered.

2005consoles
Xbox 360 hardware photograph

22 November 2005 North America · December Europe and Japan

Xbox 360

The console becomes a social place.

The Xbox 360 generation brought high-definition presentation, downloadable games and persistent player identities further into everyday console life.

The story, the ritual & photo credit
A closer look

Microsoft’s launch account describes consoles arriving by truck at its Zero Hour event. The anticipation around new hardware had become an event of its own.

Remember the feeling?

The competition no longer ended when the console switched off. Friends could compare what they had played and what they had achieved.

Explore the historical source ↗

Photo: Evan-Amos · Public domain. Original & attribution ↗
Resized and converted to WebP; no hardware features altered.

2006consoles
PlayStation 3 hardware photograph

November 2006 Japan and North America · March 2007 Europe

PlayStation 3

The high-definition living room.

Blu-ray, an internal hard drive and network features made PS3 much more than a disc-based game player. Its generation expanded what a console could store and deliver.

The story, the ritual & photo credit
A closer look

The Sixaxis controller introduced motion sensing; DualShock 3 later brought vibration back. Even the familiar controller kept changing.

Remember the feeling?

This was a period of downloads, updates and growing digital libraries. Turning on a console no longer always meant starting the game immediately.

Explore the historical source ↗

Photo: Evan-Amos · Public domain. Original & attribution ↗
Resized and converted to WebP; no hardware features altered.

2006consoles
Nintendo Wii hardware photograph

2006 · November/December regional launches

Nintendo Wii

Stand up. Take a swing.

Wii’s motion-sensitive controller made physical gestures part of the game. Wii Sports turned familiar activities into approachable shared play.

The story, the ritual & photo credit
A closer look

Tennis, bowling and other sports helped explain the controls through the activity itself. The appeal was easy to demonstrate to someone who did not consider themselves a gamer.

Remember the feeling?

The wonderful reversal: the person least interested in traditional controllers might suddenly be the most competitive person in the room.

Explore the historical source ↗

Photo: Jecowa · CC BY-SA 3.0. Original & attribution ↗
Resized and converted to WebP; no hardware features altered.

05

2012–2020

Play travels. Moments stay.

Second screens, sharing, hybrid hardware and faster storage changed where a game could fit into life. The newest machines still owe something to that first urge to press a button and explore.

2012consoles
Nintendo Wii U hardware photograph

2012 · Europe on 30 November

Nintendo Wii U

One room, two viewpoints.

The Wii U GamePad added a touch screen to the controller. It opened the door to off-TV play and games where players did not all see the same information.

The story, the ritual & photo credit
A closer look

It was a separate console generation, despite the familiar Wii name. Its GamePad experimented with what a second screen could contribute to a shared game.

Remember the feeling?

A compelling idea: the person holding the GamePad might know something everyone watching the television did not.

Explore the historical source ↗

Photo: Takimata (edited by:Tokyoship) · CC BY-SA 3.0. Original & attribution ↗
Resized and converted to WebP; no hardware features altered.

2013consoles
PlayStation 4 hardware photograph

November 2013 US and Europe · February 2014 Japan

PlayStation 4

The moment becomes shareable.

The PS4’s DualShock 4 included a Share button and touch pad. Capturing and sharing play became part of the hardware’s everyday language.

The story, the ritual & photo credit
A closer look

Sharing was no longer only a story you told after a session. Screenshots and clips could preserve the actual moment.

Remember the feeling?

The memory changed format: from “you should have seen that” to a clip you could send to someone who missed it.

Explore the historical source ↗

Photo: Evan-Amos · Public domain. Original & attribution ↗
Resized and converted to WebP; no hardware features altered.

2013consoles
Xbox One hardware photograph

22 November 2013 · 13 launch markets

Xbox One

The connected living room grows.

Xbox One continued the move toward a console at the centre of games and entertainment. Microsoft launched it across 13 markets on the same day.

The story, the ritual & photo credit
A closer look

The family later expanded with One S and One X. These are members of the Xbox One generation, distinct from the later Series X and Series S.

Remember the feeling?

Names became a small puzzle of their own. Buying the right game or comparing consoles increasingly required checking the generation carefully.

Explore the historical source ↗

Photo: Evan-Amos · Public domain. Original & attribution ↗
Resized and converted to WebP; no hardware features altered.

2017consoles
Nintendo Switch hardware photograph

3 March 2017 · worldwide launch

Nintendo Switch

The game comes with you.

Switch joined TV play and handheld play in one system. Detachable Joy-Con controllers made changing the setup part of its identity.

The story, the ritual & photo credit
A closer look

The original dockable Switch can move between television, tabletop and handheld use. Switch Lite later focused on handheld play; the OLED model changed the display and other details.

Remember the feeling?

The important change was continuity: leaving the television did not have to mean leaving the game behind.

Explore the historical source ↗

Photo: Evan-Amos · Public domain. Original & attribution ↗
Resized and converted to WebP; no hardware features altered.

2020consoles
Xbox Series X / Series S hardware photograph

10 November 2020 · worldwide launch

Xbox Series X / Series S

Less waiting between worlds.

Microsoft launched two differently positioned consoles together. SSD storage and Quick Resume put convenience alongside visual performance.

The story, the ritual & photo credit
A closer look

Series X and Series S belong to the same generation, with different hardware targets. The photo shows Series X.

Remember the feeling?

As games grew larger, the luxury became time: return to a session, move between games and spend less of the evening waiting.

Explore the historical source ↗

Photo: Der. Bellemer · CC BY-SA 4.0. Original & attribution ↗
Resized and converted to WebP; no hardware features altered.

2020consoles
PlayStation 5 hardware photograph

12 November 2020 first markets · 19 November Europe

PlayStation 5

The next generation is something you feel.

Fast SSD storage changes loading; DualSense adds detailed haptic feedback and adaptive triggers. The ambition reaches beyond what the screen can show.

The story, the ritual & photo credit
A closer look

In supported games, resistance in a trigger or a changing vibration pattern becomes another channel of feedback. The controller participates in explaining the world.

Remember the feeling?

From a rubber keyboard to a controller that pushes back: the technology changes, but the invitation is familiar. Try something. See what happens.

Explore the historical source ↗

Photo: Osh33m · CC BY-SA 4.0. Original & attribution ↗
Resized and converted to WebP; no hardware features altered.

THE HARDWARE CHANGES. THE CURIOSITY STAYS.

Which machine takes you back?

Mark the ones you remember. Your selection stays in this browser when local storage is available.

No memories marked yet.

Back to one more round ↑