The archive

Sources and methodology

How the timeline is built: how a period is scoped, how an event earns its place, how precise a date may be, how conflicting accounts are handled, and where the surviving record runs thin.

Last updated September 2, 2026

This page describes the working method behind the archive, for readers who would rather judge a record than take it on faith.

Scoping a period

Each stretch of time is scoped before any entry is written. That means establishing what the surrounding world looked like: which companies existed and what they sold, what a machine cost against ordinary wages, which technologies had just become affordable, and what the wider economy was doing. A console launched into a recession is a different event from the same launch in a boom. Scoping first also guards against writing a decade as a list of famous titles while missing the conditions that produced them.

Choosing what belongs in the timeline

The archive is a record of consequence, not a catalog of releases. Candidate events are tested against a few questions:

  • Did it change what came next? A machine, a lawsuit, a business model or a design idea that altered later decisions belongs here even if it sold badly.
  • Can it be documented? An event surviving only as an anecdote is described cautiously as one, or left out.
  • Does it stand for something larger? Where several similar things happened, one well-documented case explains the pattern.
  • Does the period stay balanced? Hardware, business, technology and culture are all represented, and markets outside North America are included wherever documentation allows.

How precise a date is allowed to be

Precision is claimed only where it has been earned. A day is stated when a document supports the day: a filing, a dated announcement, a granted patent, a court decision, a launch reported at the time. A month is used where sources agree on the month but not the day. A year covers developments that unfolded across a period. Staggered launches are common, so entries say which market a date refers to rather than quietly using the American date for everything.

When sources disagree

Disagreement is normal here, partly because much of the early record was written down by participants long after the fact. When accounts conflict, the archive works outward from the strongest evidence: a dated document outweighs a recollection, and a recollection recorded close to the event outweighs one recorded decades later. Where the conflict cannot be resolved, the entry says so and describes the competing versions, which serves a reader better than a confident sentence with nothing behind it.

Why some famous stories are described carefully

Several of the best-known episodes in game history spent years as rumor before anyone tested them, and a few turned out to be true only in part. Landfill legends, competing claims to have been first, tangled ownership fights over a puzzle game that crossed the Iron Curtain, and huge sales figures quoted with no filing behind them all belong to this group. Where an excavation, a court record or a filing has settled the question, the entry says so. Where nothing has, it describes the claim as a claim.

The kinds of source the archive leans on

Research draws on institutional collections, primary documents, specialist scholarship and reporting published at the time. Those consulted most regularly include:

  • The Strong National Museum of Play, whose collections and curatorial research cover the hardware and the business records alike.
  • The Computer History Museum, for computing hardware, engineers' oral histories and the laboratory era that preceded any market.
  • The Smithsonian Institution and the Library of Congress, for American cultural context and preserved media.
  • The United States Patent and Trademark Office, for filings that establish what was invented and when it was claimed.
  • Brookhaven National Laboratory and university archives, for the experiments that predate the industry entirely.
  • IEEE Spectrum and the Association for Computing Machinery, for technical developments explained by people who understand them.
  • Published court opinions and regulatory filings, often the most reliable surviving record of what a company actually did.

Book-length research matters as much as institutional material. Works consulted repeatedly include Tristan Donovan's Replay, Steven Kent's The Ultimate History of Video Games, Jimmy Maher's The Future Was Here, David Kushner's Masters of Doom and Blake Harris's Console Wars. Every entry lists the sources supporting it, and nothing is listed unless it was used.

Where the record is thin

The surviving documentation is uneven, and the archive would rather say so than pretend otherwise. American, Japanese and British material is comparatively rich, because those markets had trade press, corporate filings, active collectors and eventually museums that took games seriously. The record is thinner for the Soviet Union and Eastern Europe, Brazil, South Korea before its broadband era, China and much of South Asia, Africa and Latin America, though important things happened in all of them. Entries covering them usually rest on fewer sources.

What is deliberately left out

Releases without demonstrated historical consequence are left out, as are review scores, rumor, unannounced projects, personal details about people in the industry, and internal company matters never documented publicly. The archive also avoids precise financial figures that cannot be traced to a filing or an audited report, preferring a qualitative description that is true to a figure that is merely plausible.