The console's living magazine with actually turnable pages. Two issues on the stand — including the 3-D family launch.
A live MAGPIE POWERED issue: every cart is a Grand Prix, your best run scores F1-style, and the points stack across the catalogue into one season-long campaign — a turnable page per game.
The private ops deck — Dream Pro, workshops, classroom licenses, commissions. Members only; the door needs the code.
The one that started it all. 4 shades of glory, cart burner, dream engine, hall of fables.
Atomic Grape translucent shell. Same heart, 32,768 colors.
Landscape. Shoulder buttons. 240×160 of widescreen dreams.
A whole 8-bit living room: toaster deck, wired pad, humming CRT.
16-BIT wedge. FM-flavored synths. Blast processing for your feelings.
Woodgrain, six silver switches, one red button. Est. 1977 (spiritually).
Software-polygon 3D. Lazy-cam collectathon, an on-rails wing shooter, a sprite-scaled kart cup.
The disc era. A full ATB-battle JRPG with limit breaks, a neon anti-grav racer, and a foggy survival walk.
The lunchbox of legends. A platform fighter with stocks & smashes, a sailing adventure, a tilt-maze roller.
One game, one device, collect the shelf. Segment LCD with ghost segments.
Stereo red, zero regrets. Ophthalmologist not included.