Peripherals

The accessories, add-ons, and gadgets of the retro era

NES Zapper
Nintendo · 1985 · Nintendo Entertainment System
The Zapper succeeded completely as a first-party accessory — it was cheap to manufacture, bundled effectively with one of the platform's most popular games, and defined the light gun genre for the console era.

The NES Zapper was Nintendo's light gun accessory for the NES, bundled with the original console in North America and best known for Duck Hunt, one of the best-selling games of the decade.

Power Glove
Mattel / Nintendo · 1989 · Nintendo Entertainment System
The Power Glove failed as a functional controller but succeeded as a cultural object, demonstrating consumer appetite for motion control that Nintendo would not satisfactorily address until the Wii seventeen years later.

The Power Glove was a motion-sensing wrist controller for the NES designed to be worn like a glove, marketed aggressively as the future of game control — and remembered as one of the most poorly functional accessories ever produced for a major platform.

R.O.B. (Robotic Operating Buddy)
Nintendo · 1985 · Nintendo Entertainment System / Famicom
R.O.B. failed as a functional game peripheral but succeeded completely as a marketing device, giving Nintendo the retail positioning it needed to re-enter the North American market after the 1983 crash.

R.O.B. was a plastic robot peripheral bundled with the NES Deluxe Set, designed to help Nintendo position the NES as a toy rather than a video game console in a retail market burned by the 1983 crash.

NES Advantage
Nintendo · 1987 · Nintendo Entertainment System
The NES Advantage succeeded as a premium first-party accessory, offering genuine build quality and useful features that justified its price for players with serious interest in the NES arcade library.

The NES Advantage was Nintendo's first-party arcade stick for the NES, bringing an 8-way joystick, large face buttons, and a turbo fire switch to home players who wanted an experience closer to their favourite coin-operated machines.

Super Scope
Nintendo · 1992 · Super Nintendo Entertainment System
The Super Scope achieved modest commercial success on the strength of the platform's install base but failed to establish itself as a meaningful part of the SNES experience due to a thin game library and its impractical physical size.

The Super Scope was Nintendo's wireless light gun bazooka for the SNES — a shoulder-mounted, infrared-based successor to the NES Zapper that required six AA batteries and worked with a modest library of dedicated games.

Game Genie
Codemasters / Galoob · 1990 · NES / SNES / Genesis / Game Boy
The Game Genie was a commercial success that sold millions of units across multiple platforms, and its legal victory against Nintendo established a meaningful fair use precedent for game modification that continues to be cited.

The Game Genie was a pass-through cartridge cheat device that allowed players to enter codes modifying game values in real time, enabling infinite lives, invincibility, and other modifications in thousands of games without any ROM modification.

Sega 32X
Sega · 1994 · Sega Genesis / Mega Drive
The 32X failed catastrophically, abandoned by Sega within 14 months, and became the definitive symbol of the company's mid-1990s strategic incoherence — simultaneously launching with the Saturn it was meant to complement rather than compete against.

The Sega 32X was an add-on unit that connected to the Genesis cartridge port and added two 32-bit SH-2 processors and enhanced graphics capability, intended as a stopgap 32-bit upgrade while the Saturn was developed — and remembered as one of gaming's greatest strategic miscalculations.

Sega Activator
Sega · 1993 · Sega Genesis
The Sega Activator was a near-total commercial failure that correctly identified the consumer appeal of motion-based control but applied that concept to a game library and hardware design entirely unsuited to it.

The Sega Activator was an octagonal infrared ring controller placed on the floor, designed to translate full-body movement into game inputs — a concept that predated motion gaming by fifteen years but was fundamentally unsuited to the games of its era.

Menacer
Sega · 1992 · Sega Genesis
The Menacer was a competent light gun that sold moderately but never built the game library or cultural presence needed to distinguish itself from the Super Scope it was designed to compete with.

The Menacer was Sega's wireless infrared light gun for the Genesis, launched to compete with Nintendo's Super Scope and offering a modular design that could be assembled as a full rifle or used as a compact pistol.

Multitap
Hudson Soft / Sony · 1993 · Super Nintendo / PlayStation
The Multitap succeeded as an essential accessory on multiple platforms, enabling the four-player party games that defined the social gaming culture of the 1990s and driving meaningful attach rate revenue.

The Multitap was a multi-port adapter allowing up to four or five players to connect simultaneously to a single console, enabling the multiplayer party games that became a defining feature of the SNES and PlayStation eras.

Atari Driving Controller
Atari · 1977 · Atari 2600
The Atari Driving Controller succeeded as a well-designed specialist peripheral that correctly identified the need for analogue steering input decades before the industry standardised it, though its narrow game compatibility limited its reach beyond the pack-in title.

The Atari Driving Controller was a dedicated paddle-style dial controller bundled with Indy 500 for the Atari 2600, using a rotary encoder to provide 360-degree analogue steering input decades before analogue sticks became standard.

Vectrex
General Consumer Electronics / Milton Bradley · 1982 · Vectrex (standalone system)
The Vectrex was a technically remarkable system that succeeded as an engineering achievement but was commercially destroyed by the 1983 crash rather than any fault of its own design, and its collector following today is the strongest of any pre-NES platform.

The Vectrex was a unique all-in-one home gaming unit with a built-in vector display monitor, producing crisp, geometric graphics unlike any other home system and avoiding the colour and resolution limitations of television output entirely.

VMU (Visual Memory Unit)
Sega · 1998 · Sega Dreamcast
The VMU succeeded as one of gaming's most creatively ambitious accessories, delivering genuine second-screen and standalone-play experiences a full console generation before the industry revisited the idea, even if most owners used it as a simple memory card.

The Visual Memory Unit was the Dreamcast's memory card, but with a twist that made it one of the most ambitious controller accessories ever produced: a built-in LCD screen, d-pad, and buttons that turned the humble save-file holder into a standalone handheld gaming device.

Rumble Pak
Nintendo · 1997 · Nintendo 64
The Rumble Pak succeeded completely and permanently: it proved the value of tactile feedback so decisively that vibration became a built-in standard on nearly every console controller that followed, making it one of the most influential accessories in gaming history.

The Rumble Pak was Nintendo's force-feedback accessory for the Nintendo 64, the first mainstream device to make a home console controller physically vibrate in response to on-screen events — a feature so successful it became a permanent standard of the industry.

Game Boy Camera & Printer
Nintendo · 1998 · Game Boy
The Game Boy Camera and Printer succeeded as inventive, low-cost novelties that expanded the handheld into an entirely new category, and their charming lo-fi aesthetic has given them a lasting cult following far beyond their modest technical capabilities.

The Game Boy Camera and its companion Game Boy Printer turned Nintendo's handheld into a digital photography toy, letting players capture low-resolution black-and-white photos, doodle on them, use them in minigames, and print them onto adhesive thermal paper.

Steel Battalion Controller
Capcom · 2002 · Xbox
The most extravagant peripheral ever bundled with a game, and the only one that punishes failure by erasing your progress — a commercially absurd object that remains the high-water mark of simulation-as-hardware.

Forty-four inputs across three pieces of hardware, including foot pedals and a physical eject lever you had to hit before your mech exploded. It cost $200 and came with a game attached.

Famicom Disk System
Nintendo · 1986 · Famicom
A commercial dead end that nonetheless prototyped digital distribution two decades early — cheap, catalogue-driven, storage-reusing software delivery, defeated by the very cartridge economics it was invented to escape.

Nintendo put rewritable disks in the Famicom and installed kiosks across Japan where you could have a new game written onto your old one for ¥500 — digital distribution, in 1986, staffed by a human being.

SegaScope 3-D Glasses
Sega · 1987 · Sega Master System
Technically legitimate and commercially hopeless — Sega shipped a correct implementation of active-shutter stereoscopy in 1987, and proved only that the eight-game library, halved frame rate and $50 price were as fatal then as the format would prove to be twenty years later.

Active-shutter LCD 3D glasses, on an 8-bit console, in 1987 — the same technology living rooms would rediscover twenty-three years later, running at half the frame rate and supporting eight games.