170
Classics & Klunkers
Classics & Klunkers
This is our system catalog—a curated journey through the golden age of computing. Whether you’re a dedicated collector,
a nostalgia-driven enthusiast, or simply curious to relive the magic of the early days, there’s something here for you.
Explore our growing collection, dive into articles that celebrate the history of computing, and connect with a community
of fellow retro-minded fans.
Our library currently features no fewer than 170 systems—and counting!
We focus on preserving and documenting 8- and 16-bit systems that are now considered obsolete, but we’re not afraid to bend the rules. From time to time, we spotlight newer machines we believe truly belong here—and occasionally, we include a system simply because it’s so interesting we couldn’t resist. Enjoy the journey!
Note: Retrobug compiles information from printed publications, industry experts, online resources, and our own collections. Significant effort is devoted to translating non-English sources and verifying all data for accuracy. Our goal is to maintain a comprehensive and reliable archive. Any potential copyright issues are unintentional and will be promptly addressed upon notification.
Our library currently features no fewer than 170 systems—and counting!
We focus on preserving and documenting 8- and 16-bit systems that are now considered obsolete, but we’re not afraid to bend the rules. From time to time, we spotlight newer machines we believe truly belong here—and occasionally, we include a system simply because it’s so interesting we couldn’t resist. Enjoy the journey!
Note: Retrobug compiles information from printed publications, industry experts, online resources, and our own collections. Significant effort is devoted to translating non-English sources and verifying all data for accuracy. Our goal is to maintain a comprehensive and reliable archive. Any potential copyright issues are unintentional and will be promptly addressed upon notification.
1292 Compatibles
Programmable Video System
RAM - 37 bytes; ROM - none
Sound
Single Square wave frequency.
Display
218x200
8 colors
8 colors
Sprites
4 single color sprites
RAM - 37 bytes; ROM - none
Sound
Single Square wave frequency.
Display
218x200
8 colors
8 colors
Sprites
4 single color sprites
RAM - 43 bytes
Sound
Single Square wave frequency.
Display
218x200
8 colors
8 colors
Sprites
4 single color sprites
RAM - 43 bytes
Sound
Single Square wave frequency.
Display
218x200
8 colors
8 colors
Sprites
4 single color sprites
RAM - 43 bytes
Sound
Single Square wave frequency.
Display
218x200
8 colors
8 colors
Sprites
4 single color sprites
RAM - 43 bytes
Sound
Single Square wave frequency.
Display
218x200
8 colors
8 colors
Sprites
4 single color sprites
RAM - 43 bytes
Sound
Single Square wave frequency.
Display
218x200
8 colors
8 colors
Sprites
4 single color sprites
RAM - 43 bytes
Sound
Single Square wave frequency.
Display
218x200
8 colors
8 colors
Sprites
4 single color sprites
RAM - 43 bytes
Sound
Single Square wave frequency.
Display
218x200
8 colors
8 colors
Sprites
4 single color sprites
RAM - 43 bytes
Sound
Single Square wave frequency.
Display
218x200
8 colors
8 colors
Sprites
4 single color sprites
APF Electronics
TV Games
RAM - none
Sound
One channel mono beeps
Display
TV Resolution
Black and White
Black and White
Sprites
need info
RAM - none
Sound
One channel mono beeps
Display
TV Resolution
Black and White
Black and White
Sprites
need info
RAM - none
Sound
One channel mono beeps
Display
TV Resolution
Black and White
Black and White
Sprites
need info
Atari
Pong
Atari
Game Systems
RAM - 128 Bytes
Sound
1 channel
Display
160x192 in 128 colors (4 per scanline)
128 colors (4 per scanline)
128 colors (4 per scanline)
Sprites
Atari Player Missile Graphics (PMG)
RAM - 128 Bytes
Sound
1 channel
Display
160x192 in 128 colors (4 per scanline)
128 colors (4 per scanline)
128 colors (4 per scanline)
Sprites
Atari Player Missile Graphics (PMG)
RAM - 128 Bytes
Sound
1 channel
Display
160x192 in 128 colors (4 per scanline)
128 colors (4 per scanline)
128 colors (4 per scanline)
Sprites
Atari Player Missile Graphics (PMG)
Sound
1 channel
Display
160x192 in 128 colors (4 per scanline)
128 colors (4 per scanline)
128 colors (4 per scanline)
Sprites
Atari Player Missile Graphics (PMG)
RAM - 128 Bytes
Sound
1 channel
Display
160x192 in 128 colors (4 per scanline)
128 colors (4 per scanline)
128 colors (4 per scanline)
Sprites
Atari Player Missile Graphics (PMG)
RAM - 4kB
Sound
1 channel
Display
160x192 in 128 colors (4 per scanline)
128 colors (4 per scanline)
128 colors (4 per scanline)
Sprites
Atari Player Missile Graphics (PMG)
RAM - 4kB
Sound
1 channel
Display
160x192 in 128 colors (4 per scanline)
128 colors (4 per scanline)
128 colors (4 per scanline)
Sprites
Atari Player Missile Graphics (PMG)
RAM - 128 Bytes
Sound
1 channel
Display
160x192 in 128 colors (4 per scanline)
128 colors (4 per scanline)
128 colors (4 per scanline)
Sprites
Atari Player Missile Graphics (PMG)
Atari
Handhelds
Sound
4-channel 8-bit mono
Display
160x102 in 16 out of 4096 colors
16 out of 4096 colors
16 out of 4096 colors
Sprites
Unlimited blitter sprites
Bally
Astrocade
Binatone
TV Games
Cassette
Vision
RAM - 128 bytes; ROM - 4kB (128B CPU RAM)
Sound
1 channel
Display
309x246
16 colors
16 colors
Sprites
128 sprites
RAM - Need Info; ROM - 4kB (128B CPU RAM)
Sound
beeper
Display
54x62
8 colors
8 colors
Sprites
Need Info
RAM - 128 bytes; ROM - 4kB (128B CPU RAM)
Sound
1 channel
Display
309x246
16 colors
16 colors
Sprites
128 sprites
CDi
CD Interactive
Coleco Telstar
TV Games
Sound
One channel mono beeps
Display
TV Resolution
color
color
Sprites
none
RAM - 6kB; ROM - 1kB
Sound
need info
Display
TV Resolution
8 colors
8 colors
Sprites
none
RAM - none
Sound
One channel mono beeps
Display
TV Resolution
Black and White
Black and White
Sprites
none
RAM - none
Sound
One channel mono beeps
Display
TV Resolution
Black and White
Black and White
Sprites
none
RAM - none
Sound
One channel mono beeps
Display
TV Resolution
Black and White
Black and White
Sprites
none
RAM - none
Sound
One channel mono beeps
Display
TV Resolution
Black and White
Black and White
Sprites
none
RAM - none
Sound
One channel mono beeps
Display
TV Resolution
black and white
black and white
Sprites
none
RAM - none
Sound
One channel mono beeps
Display
TV Resolution
black and white
black and white
Sprites
none
RAM - none
Sound
One channel mono beeps
Display
TV Resolution
1 color per game
1 color per game
Sprites
none
RAM - none
Sound
One channel mono beeps
Display
TV Resolution
1 color per game
1 color per game
Sprites
none
RAM - none
Sound
One channel mono beeps
Display
TV Resolution
Color
Color
Sprites
none
RAM - none
Sound
One channel mono beeps
Display
TV Resolution
Color
Color
Sprites
none
Computer
Conversions
RAM - 64kB
Sound
3 wave channels + white noise + PCM
Display
160x200 in 16 out of 4096 colors
4096 colors
4096 colors
Sprites
16 16x16 sprites in 15 additional colors
RAM - 64kB
Sound
4 channels, 3.5 octaves
Display
560x192 in 16 colors, 16 intensities
16 colors, 16 intensities
16 colors, 16 intensities
Sprites
Atari Player Missile Graphics (PMG)
RAM - 1kB
Sound
3 square wave voices, 6-bit period
Display
256x192 in 8 colors
8 colors
8 colors
Sprites
16 sprites, single color, 4 per scanline
RAM - 64kB
Sound
3 independent audio oscillators with 4 waveforms
Display
320x200 in 16 colors
16 colors
16 colors
Sprites
8 24x21 hi-res or color sprites
RAM - 512kB
Sound
4x8-bit channels @28 kHz stereo
Display
1280x400 (ntsc) 1280x512(PAL)
24-bit color; 262,144 simultaneous (HAM-8 mode)
24-bit color; 262,144 simultaneous (HAM-8 mode)
Sprites
8 16pixel wide/scanline 3 colors
Mattel
Consoles
Interton
TV Games
Odyssey
TV Games
Sound
none
Display
Black and white, 3 dots, 1 line
Black and White
Black and White
Sprites
none
Sound
none
Display
Black and white, 3 dots, 1 line
Black and White
Black and White
Sprites
none
Sound
Single tone buzzer.
Display
Black and white, 3 dots, 1 line
Black and White
Black and White
Sprites
none
Sound
Single tone buzzer.
Display
Black and white, 3 dots, 1 line
Black and White
Black and White
Sprites
none
RAM - none
Sound
Single tone buzzer.
Display
Black and white, 3 dots, 1 line
Black and White
Black and White
Sprites
none
Sound
Single tone buzzer.
Display
not applicable
Limited color display
Limited color display
Sprites
Three hardware sprites
Sound
Mono beeps
Display
Black and White
Black and White
Black and White
Sprites
none
Sound
Mono beeps
Display
not applicable
Black and White
Black and White
Sprites
none
RAM - none
Sound
Mono beeps
Display
not applicable
Black and White
Black and White
Sprites
none
Odyssey
VideoPac / Odyssey 2
RAM - 1kB (64B CPU RAM)
Sound
1 channel 8 octaves
Display
160x200 in 16 colors
16 colors
16 colors
Sprites
12 ROM based characters as players
Sound
1 channel 8 octaves
Display
160x200 in 16 colors
16 colors
16 colors
Sprites
12 ROM based characters as players
RAM - 1kB (64B CPU RAM)
Sound
1 channel 8 octaves
Display
160x200 in 16 colors
16 colors
16 colors
Sprites
12 ROM based characters as players
Sound
1 channel 8 octaves
Display
160x200 in 16 colors
16 colors
16 colors
Sprites
12 ROM based characters as players
Mattel
MSX
2
Nintendo
Color TV Game
Nintendo
NES / Famicom
Sound
Total of 5 channels: 2 Pulse wave channels, triangle wave & noise generator, DPCM channel with 16 pitches
Display
256x240 in 25 out of 64 colors
25 out of 64 colors
25 out of 64 colors
Sprites
need info
Sound
Total of 5 channels: 2 Pulse wave channels, triangle wave & noise generator, DPCM channel with 16 pitches
Display
256x240 in 25 out of 64 colors
25 out of 64 colors
25 out of 64 colors
Sprites
need info
Sound
Total of 5 channels: 2 Pulse wave channels, triangle wave & noise generator, DPCM channel with 16 pitches
Display
256x240 in 25 out of 64 colors
25 out of 64 colors
25 out of 64 colors
Sprites
need info
Sound
Total of 5 channels: 2 Pulse wave channels, triangle wave & noise generator, DPCM channel with 16 pitches
Display
256x240 in 25 out of 64 colors
25 out of 64 colors
25 out of 64 colors
Sprites
need info
RAM - 128kB
Sound
8 voice stereo, 8-bit sample, effects
Display
512x478 tile based
15 bit color
15 bit color
Sprites
need info
RAM - 128kB
Sound
8 voice stereo, 8-bit sample, effects
Display
512x478 tile based
15 bit color
15 bit color
Sprites
need info
Sound
Total of 5 channels: 2 Pulse wave channels, triangle wave & noise generator, DPCM channel with 16 pitches
Display
256x240 in 25 out of 64 colors
25 out of 64 colors
25 out of 64 colors
Sprites
need info
Sound
Total of 5 channels: 2 Pulse wave channels, triangle wave & noise generator, DPCM channel with 16 pitches
Display
256x240 in 25 out of 64 colors
25 out of 64 colors
25 out of 64 colors
Sprites
need info
Nintendo
Handhelds
Sound
4 channels: 2 square wave, 1 wave table, 1 noise
Display
160x144 monochrome
monochrome
monochrome
Sprites
need info
RAM - 8kB (RAM is SRAM)
Sound
4 channels: 2 square wave, 1 wave table, 1 noise
Display
160x144 monochrome
monochrome
monochrome
Sprites
need info
RAM - 8kB (RAM is SRAM)
Sound
4 channels: 2 square wave, 1 wave table, 1 noise
Display
160x144 monochrome
monochrome
monochrome
Sprites
need info
RAM - 32kB
Sound
4 channels: 2 square wave, 1 wave table, 1 noise
Display
160x144 in 2000 colors
2000 colors
2000 colors
Sprites
need info
RAM - 32kB
Sound
Dual 8-bit Stereo DAC + GameBoy channels
Display
240x160 in 512 out of 32k colors
512 out of 32k colors
512 out of 32k colors
Sprites
need info
RAM - 32kB
Sound
Dual 8-bit Stereo DAC + GameBoy channels
Display
240x160 in 512 out of 32k colors
512 out of 32k colors
512 out of 32k colors
Sprites
need info
Nintendo
64 / GameCube
RAM - 4MB
Sound
16-bit 44.1/48kHz stereo
Display
320x480 interlaced
24 bits per pixel color
24 bits per pixel color
Sprites
Software
RAM - 24MB (16MB I/O Buffer RAM)
Sound
Analog Stereo (Dolby Prologic II)
Display
640x480 32bit color
32 bit color
32 bit color
Sprites
need info
PC-50x
Programmable Game Console
Radofin
TV Games
Sega
Game (SG)
Sound
3 Square waves, 1 noise generator, 16 volume levels
Display
256x192
16 Colors
16 Colors
Sprites
32 sprites, 4 simultanuously
Sega
Master System
Sound
PSG: 3 Square waves, 1 noise generator; OPL2 FM Synthesizer
Display
256x192
32 Colors out of 64
32 Colors out of 64
Sprites
64 sprites simultanuously in 16 colors.
RAM - 8kB
Sound
PSG: 3 Square waves, 1 noise generator; OPL2 FM Synthesizer
Display
256x192
32 Colors out of 64
32 Colors out of 64
Sprites
64 sprites simultanuously in 16 colors.
RAM - 8kB
Sound
PSG: 3 Square waves, 1 noise generator
Display
256x192
32 Colors out of 64
32 Colors out of 64
Sprites
64 sprites simultanuously in 16 colors.
RAM - 8kB
Sound
PSG: 3 Square waves, 1 noise generator; OPL2 FM Synthesizer
Display
256x192
32 Colors out of 64
32 Colors out of 64
Sprites
32 sprites simultanuously in 16 colors.
RAM - 8kB
Sound
PSG: 3 Square waves, 1 noise generator; OPL2 FM Synthesizer
Display
256x192
32 Colors out of 64
32 Colors out of 64
Sprites
32 sprites simultanuously in 16 colors.
Sega
Genesis / Megadrive
Sound
Stereo sound
Display
320x480 (Interlaced)
61 colors out of 512
61 colors out of 512
Sprites
80 hardware sprites simultanuously, 20 per scanline.
RAM - 64kB (8kB Audio RAM)
Sound
Stereo sound
Display
320x480 (Interlaced)
61 colors out of 512
61 colors out of 512
Sprites
80 hardware sprites simultanuously, 20 per scanline.
Sound
Stereo sound
Display
320x480 (Interlaced)
61 colors out of 512
61 colors out of 512
Sprites
80 hardware sprites simultanuously, 20 per scanline.
Sound
Stereo sound
Display
320x480 (Interlaced)
61 colors out of 512
61 colors out of 512
Sprites
80 hardware sprites simultanuously, 20 per scanline.
Sound
Stereo sound
Display
320x480 (Interlaced)
61 colors out of 512
61 colors out of 512
Sprites
80 hardware sprites simultanuously, 20 per scanline.
Sound
Stereo sound
Display
320x480 (Interlaced)
61 colors out of 512
61 colors out of 512
Sprites
80 hardware sprites simultanuously, 20 per scanline.
Sound
Stereo sound
Display
320x480 (Interlaced)
61 colors out of 512
61 colors out of 512
Sprites
80 hardware sprites simultanuously, 20 per scanline.
RAM - 72kB (72kB RAM; 64kB VRAM; 6Mbit Mega-CD RAM; 512 kbit PCM RAM; 128 kbit CD cache; 64kbit backup RAM)
Sound
Stereo sound
Display
320x480 (Interlaced)
61 colors out of 512
61 colors out of 512
Sprites
80 hardware sprites simultanuously, 20 per scanline.
RAM - 72kB (72kB RAM; 64kB VRAM; 6Mbit Mega-CD RAM; 512 kbit PCM RAM; 128 kbit CD cache; 64kbit backup RAM)
Sound
Stereo sound
Display
320x480 (Interlaced)
61 colors out of 512
61 colors out of 512
Sprites
80 hardware sprites simultanuously, 20 per scanline.
RAM - 64kB (8kB Audio RAM)
Sound
Stereo sound
Display
320x480 (Interlaced)
61 colors out of 512
61 colors out of 512
Sprites
80 hardware sprites simultanuously, 20 per scanline.
Sound
Stereo sound
Display
320x480 (Interlaced)
61 colors out of 512
61 colors out of 512
Sprites
80 hardware sprites simultanuously, 20 per scanline.
RAM - 1MB
Sound
Stereo sound
Display
320x480 (Interlaced)
61 colors out of 512
61 colors out of 512
Sprites
80 hardware sprites simultanuously, 20 per scanline.
RAM - 72kB RAM
Sound
Stereo sound
Display
320x480 (Interlaced)
61 colors out of 512
61 colors out of 512
Sprites
80 hardware sprites simultanuously, 20 per scanline.
Sound
Stereo sound
Display
320x480 (Interlaced)
61 colors out of 512
61 colors out of 512
Sprites
80 hardware sprites simultanuously, 20 per scanline.
Sega
Saturn
Sound
PSG: 3 Square waves, 1 noise generator; OPL2 FM Synthesizer
Display
256x192
32 Colors out of 64
32 Colors out of 64
Sprites
64 sprites simultanuously in 16 colors.
Sound
PSG: 3 Square waves, 1 noise generator; OPL2 FM Synthesizer
Display
256x192
32 Colors out of 64
32 Colors out of 64
Sprites
64 sprites simultanuously in 16 colors.
Sega
Dreamcast
RAM - 16MB (2MB Audio RAM)
Sound
67 MHz Yamaha AICA with 32-bit ARM7 RISC CPU core, 64 channels
Display
640x480
16.77M
16.77M
Sprites
n/a
RAM - 16MB (2MB Audio RAM)
Sound
67 MHz Yamaha AICA with 32-bit ARM7 RISC CPU core, 64 channels
Display
640x480
16.77M
16.77M
Sprites
n/a
RAM - 16MB (2MB Audio RAM)
Sound
67 MHz Yamaha AICA with 32-bit ARM7 RISC CPU core, 64 channels
Display
640x480
16.77M
16.77M
Sprites
n/a
RAM - 16MB (2MB Audio RAM)
Sound
67 MHz Yamaha AICA with 32-bit ARM7 RISC CPU core, 64 channels
Display
640x480
16.77M
16.77M
Sprites
n/a
TurboGrafx
PC-Engine
RAM - 8 kB
Sound
PSG; 5-10 bit stereo PCM
Display
565x242
482 colors out of 512
482 colors out of 512
RAM - 8 kB
Sound
PSG; 5-10 bit stereo PCM
Display
565x242
482 colors out of 512
482 colors out of 512
RAM - 8 kB
Sound
PSG; 5-10 bit stereo PCM
Display
565x242
482 colors out of 512
482 colors out of 512
RAM - 32 kB
Sound
6 PSG channels; 5-bit depth samples 7kHz
Display
565x242
512 colors
512 colors
Sprites
128 Sprites
RAM - 8 kB
Sound
PSG; 5-10 bit stereo PCM
Display
565x242
482 colors out of 512
482 colors out of 512
RAM - 8 kB
Sound
PSG; 5-10 bit stereo PCM
Display
565x242
482 colors out of 512
482 colors out of 512
RAM - 8 kB
Sound
PSG; 5-10 bit stereo PCM
Display
565x242
482 colors out of 512
482 colors out of 512
TV Spiel
TV Games
Various
4th generation
RAM - 256kB SRAM
Sound
16-channel PCM
Display
320x240
256 simultanuous
256 simultanuous
Sprites
256x256, zoom, rotate, mosaic
Various
Consoles
RAM - 6kB; ROM - 1kB (192B CPU RAM)
Sound
1 Channel, 8 sounds
Display
320x238 in 16 colors
16 colors
16 colors
Sprites
4 8x8 single color user def sprites; 12 8x8 ROM sprites; 4 quad characters
RAM - 6kB; ROM - 1kB (192B CPU RAM)
Sound
1 Channel, 8 sounds
Display
320x238 in 16 colors
16 colors
16 colors
Sprites
4 8x8 single color user def sprites; 12 8x8 ROM sprites; 4 quad characters
Various
5th Generation









































































































































































