While working on my academic book project, I wanted to include a discussion on the history of emulation and video game emulators. After doing a little bit of digging, I found that there really wasn’t much published on the subject especially from the academic perspective. A gem that I found was a history written by Sam Pettus in 2000, which was an exhaustive list of emulators and everything tangential (computer and software history) that had details and info about emulators that was unknown by the common/visible histories of emulation today. But so much has changed in the two decades after Pettus’s history that I needed to expand upon it.
Most discussions about emulators revolve around their legality or their use in video game history preservation. So I set out to do some of the research myself, which has led to over 350 emulators being logged into a spreadsheet that I’m still updating. Through this comprehensive (but not exhaustive) accounting of the releases of emulators since their inception, I want to propose 5 distinct periods in their history based upon pivotal events: the Dawn of Emulation, the Golden Age of Emulation, the Silver Age of Emulation, the Bronze Age of Emulation, and the Modern Age of Emulation.
My method
To establish a comprehensive accounting of the first releases of emulators, I relied heavily upon multiple primary sources. First was Pettus’s history, which outlined most emulators up until the millennium. To fill in the gaps and extend that history, I then relied upon popular forums from that early time period (1Emulation, EmuTalk, Next Gen Emu, Emulator Zone) which had News boards announcing the releases of emulators. In addition, the popular sites Zophar’s Domain and Archaic Ruins were also consulted, which served as databases to compile emulators since the 1990s. And lastly, the EMUGen wiki was also used as a secondary source since it contained dates and links to emulators despite having launched much later than the others sources in 2013.
However, each of these announcements were cross-referenced across each other and the archives of the Wayback Machine when current hyperlinks were broken–which was a lot. And lastly the documentation of the emulators themselves was frequently analyzed to confirm information through the readme, about, and license text files. These digital sources and archives reveal a mosaic of information about releases of emulators and some discussion on their cultural impact and the emu-scene itself. This historical analysis of the records included hundreds of pages of forum posts, accounting for thousands of posts to be cross-referenced and fact checked.1 While I did my best, capturing simple information such as release dates, names, authors, and licenses can be difficult: for example, there’s no conclusive record of when Super Mario Bros. for the Nintendo Entertainment System was released in the United States.
History
Through this accounting of the release of emulators, I propose five periods within the history of emulation. Building upon the framework first established by Pettus, my research finds additional periods that have occurred in the subsequent decades. Each of these periods begin after a seismic event that changed the landscape of the emu-scene such as legal cases and technological breakthroughs. However, I exclude the pre-history of emulation—prior to 1964—as these advancements have been thoroughly documented in other historiographies of video games2 and of computers.3
Dawn of Emulation: 1964-1988
- The first instance of emulation (1964) is the backwards compatibility of IBM mainframe computers. The System/360 and System/370 computers could read and use the software from previous generations.
- But the first PC emulator came in 1980 with Microsoft’s Z80 Softcard. This commercial hardware product used specialized software to emulate the CP/M operating system on the Apple II.
- This period is dominated by similar commercial products–hardware in the form of bridge cards, mod chips, peripherals, etc.–that gave users access to the software library of other platforms. Many emulators struggled with compatibility though.
- In 1988 the Sega Genesis/MegaDrive was the first console to be backwards compatible with the PowerBase Converter, which allowed Sega Master System cartridges to be played.
- In 1988 Readysoft announced their A-Max product. This was the first time that a fully functional emulator had been commercially released for a proprietary system. The A-max was a bridge board that could allow Amiga computers to emulate Apple Macintosh computers. Apple of course objected to this product–they worked so hard to prevent clones of their hardware and software from succeeding–and many in the emu-scene though a lawsuit was eminent.
- Notable emulators from this period include: 22NICE (for being the first true software emulator), the Spartan by Mimic Systems, and A64 by QuesTronix.
Golden Age of Emulation: 1989-1998
- But Apple never sued Readysoft after the release of the A-max in 1989. This became known as “The A-max Precedent,” because it solidified views that emulation was legal. Because the commercial A-max product contained no source code or IP of Apple, it seemed like legally they were protected. This paradigm shift encouraged individuals to build their own emulators instead of just companies.
- While the previous age was dominated by commercial hardware products, the Golden Age was a wave of free software made by individuals (or sometimes small teams). There was an explosion of emulators being developed during the 90’s, most of which were hobby projects that weren’t very functional and quickly abandoned by their creators. Developing emulators what could run at a normal frames-per-second, were compatible with (nearly) all commercial ROMs, and could play sound at normal speeds proved to be incredibly difficult.
- Sega v. Accolade (1992) rules in favor of reverse engineering and limits the reach of copyright on video game code. Another win for the emu-scene.
- This period was also when the SNES emulator war occurred, where developers of opposing SNES emulators had a public falling out and nasty drama. It was eventually ended when the developers merged their emulators into SNES9x, which is the leading SNES emulator to this day.
- Emulators and ROM sites went mainstream, and coupled with the commercial success of cartridge dumpers in the US & UK and the height of the WAREZ scene in the 90s meant that pirated software and games were well known.
- On March 22, 1998, the Interactive Digital Software Association (IDSA) mounts an all-out attack against ROM sites, threatening legal action for their software piracy. Over the course of six months nearly all ROM sites are shut down, along with a fair amount of emulation sites as well.
- Notable emulators from this period include: SNES9x (see above), NESticle, the Family Computer Emulator by Haruhisa Udagawa, and Virtual Game Boy by Marat Fayzullin.
Silver Age of Emulation: 1999-2008
- It takes the emu-scene over a year to recover from the IDSA action. This is also coupled with the passing of the Digital Millennium Copyright Act (DMCA) of 1998, which criminalizes the production and dissemination of technology that circumvents copyrighted works. Emulator development and the emu-scene went underground.
- Technology progressed so that high-level emulation was possible (as low-level emulation was the standard) and compatibility became high for emulators. High-level emulation emulates the functionality of a piece of hardware, without getting too deep into the specifics of how the hardware implements it. While low level emulation aims to emulate the hardware as faithfully as possible.
- The wave of small hobby projects has died down as emulators jockey to become the best of their platform. Compatibility again is on the rise and those emulators released are in better position than their peers from the previous age.
- Two high profile legal cases seem to solidify the legality of emulators in Sony v. Bleem (2000) and Sony v. Connectix (2000).
- Two major events signaled the end of the Silver Age in 2008: first was the release of the app stores for Android and the iPhone, and second was when the Dolphin emulator went open source. These two events signaled a change in the emu-scene once again as the mobile revolution meant that players were looking for handheld emulators and nostalgic for their video game past. When Dolphin became open source, it signaled its shift into the gold standard for modern emulation in the next age.
- Notable emulators from this period include: Virtual Game Station by Connectix, UltraHLE, DreamSNES, VisualBoy Advance, Ensata, and PCSX2.
Bronze Age of Emulation: 2008-2024
- With the mobile revolution comes a wave of Android emulators during 2008 & 2009. Later comes a wave of unofficial iPhone emulators as Apple takes a stance against emulation. These emulators signal a shift into handheld emulation which is later carried out by dedicated emulator devices starting in the late 2000s. The first dedicated emulation handheld was either the GP2X Wiz or the Dingoo A320, but both came out in 2009.
- With the new platform(s) comes a change in emulation as well. While there were some emulators ported to consoles in the previous age, the Bronze Age especially becomes a period of multi-platform-ability for emulators. Now you can emulate and play retro games on current consoles, and almost any platform has the potential for a port of SNES9x or VisualBoy Advance.
- Front ends for emulation also become popular during this period. A successful front end of this era is RetroArch or LibRetro, which consolidates many emulators and platforms into one. Front ends are especially important during this period for handheld emulators mentioned previously (Retroid Pocket series, Anbernic RG series, Miyoo Mini series, and Powkiddy RGB series).4 RetroPie is another popular front end as many players make use of the Raspberry Pi to build emulation devices.
- As mentioned previously, during this period the Dolphin emulator becomes the standard for emulation broadly. Its team of developers have pushed the platform above and beyond what the Gamecube or Wii could previously accomplish due to the emulator going FOSS. The community around Dolphin development are constantly refining the emulator to not only have near perfect compatibility, but also increasing amounts of QOL improvements such as graphical hacks (widescreen support, new textures), multiplayer capabilities, and improved performance (playing games at increased FPS and 4K resolution).
- On May 27, 2023, the Dolphin emulator team announced that they were retracting their desire to publish the emulator on the Steam store. Prior to this, the Dolphin emulator was going to come to the Steam platform, which of course would mean it gained visibility and accreditation. But Valve reached out to Nintendo in anticipation and sides with the game corporation after they voice their opposition to Dolphin being released on the platform. This of course couples with the announcement of the Nintendo vs. Yuzu lawsuit to signal a seismic shift in the legality and ethics of emulation.
- This age ends with the announcement of the Nintendo vs. Yuzu lawsuit. This case is settled out of court, but the legal argument from Nintendo signaled a nearly iron-clad approach that skirted the previous precedent for emulators. While other cases protected emulators so long as they didn’t use the source code or infringed on intellectual property, the lawsuit from Nintendo instead argued against DRM. Because of modern digital copy protection on console operating systems (such as the Switch) and on their games, it is impossible for modern emulators to function without cracking the DRM of both. Cracking digital protection such as this and distributing services to do so is very much illegal and highly enforced by other laws and acts, meaning Nintendo would likely win with this legal argument. As such, this signals a new approach to lawsuits from game corporations against emulation that are stronger and more likely to be won.
- Notable emulators from this period include: Cemu, Citra, RPCS3, Mednafen, Dxbx, and the “oid” series of emulators (Gameboid, Snesoid, etc.).
Modern Age of Emulation: 2024-Present
- In April 2024, Apple changes its stance on emulators and allows them on their App Store. This embrace of emulators has the potential to change the emu-scene dramatically.
- The fallout of Nintendo vs. Yuzu is another seismic shift in the emu-scene. Due to this threat many emulators pre-emptively shut down or are taken offline by their creators.
- Legality of emulators is called into question once again. In hindsight, many of the legal “victories” for emulation and emulators still ended in defeat: Accolade, the Bleem! company, and Connectix all went bankrupt not long after their legal battles. And while these cases set a precedent, they were also made by lesser courts (as opposed to the Supreme Court) over two decades ago. This means the legal defense of emulators is actually in a grey zone, where game corporations like Nintendo don’t want to take emulators to court for fear of codifying the legality any more, but at the same time they threaten legal action to any emulator they see as a threat.
- During this age it is apparent that there is a “Cold War,” between game publishers and developers of emulators. The nuclear big red button of legal action would likely disrupt the tension between the two, and neither party really wants to press it. However, this looming threat is only getting closer and someday soon it will be pressed and the emu-scene–and by extension all of video games–will be changed forever.
- This period or age will likely be rebranded or could be coined “The Great Emu-War” based upon what happens in the near future.
Conclusion
So why the history of emulators? Well I think it’s important to track when these software programs were released, how they changed the video game community, and how they were influenced by the current culture. A greater cultural study on emulators, emulation, and the emu-scene is needed and could build off this history. I hopefully will finish my spreadsheet soon and update this blog post accordingly, but I stand by my divisions of the history of emulation.
Emulation is a medium like others worthy of its own history and analysis, because playing a game through an emulator is vastly different from playing it on original hardware. So if there are histories of radio, television, and movies, why not a history of emulation?
- Worth mentioning that almost 90% of posts in these news forums are updates to previous releases. After a while you see that many emulators got frequent updates announced while most did not. Big names like MAME were updated almost weekly. ↩︎
- Malliet, S., & De Meyer, G. (2005). The history of the video game. Handbook of computer game studies, 23-45.
Nooney, L. (2023). The Apple II Age: How the computer became personal. University of Chicago Press.
Spring, D. (2015). Gaming history: computer and video games as historical scholarship. Rethinking History, 19(2), 207-221.
Wolf, M. J. (Ed.). (2007). The video game explosion: a history from PONG to Playstation and beyond. Bloomsbury Publishing USA. ↩︎ - Denley, P., & Hopkin, D. (Eds.). (1987). History and computing (Vol. 1). Manchester University Press.
Swade, D. (2022). The history of computing: a very short introduction. Oxford University Press.
Mahoney, M. S. (2011). Histories of computing. Harvard University Press. ↩︎ - Linux and Windows-powered handhelds such as Ayn Odin/Loki, and of course Valve’s Steam Deck, have their own OS and often don’t use Front Ends or specialized software to consolidate emulators. But they are worth mentioning at least, Windows-powered handhelds are another market that gained popularity during this period. ↩︎