{"title":"Retro Games Console Prints","description":"\u003cp\u003eRetro games console prints for the generation that grew up with cartridges and CRT screens. Our illustrations capture the design details of the consoles that defined home gaming, from the Sega Mega Drive to the Sony PlayStation.\u003c\/p\u003e\n\u003cp\u003eIllustrated by Simon Tyler, author of the forthcoming book Gizmo (Laurence King, 2026). Produced on 250gsm archival matte paper.\u003c\/p\u003e\n\u003cp\u003eA nostalgic addition to any games room, studio, or living space.\u003c\/p\u003e","products":[{"product_id":"nintendo-game-watch-super-mario-bros-ym-105-gizmo","title":"Nintendo Game \u0026 Watch Super Mario Bros YM-105","description":"\u003cp\u003eThe story goes that Gunpei Yokoi was riding the Shinkansen when he noticed a bored businessman idly pressing buttons on his calculator. What if, Yokoi wondered, you could play a game on something that small? The Game \u0026amp; Watch series launched in 1980 and sold 43.4 million units over the next eleven years. It was Nintendo's first major worldwide success - and the foundation for everything that followed.\u003c\/p\u003e\n\u003cp\u003eThe Super Mario Bros edition (model YM-105) arrived in 1988, bringing Nintendo's most famous character to the palm of your hand. Like all Game \u0026amp; Watch titles, it offered a single game on a segmented LCD screen, plus a digital clock and alarm. The graphics were pre-printed on the display; the gameplay was simple but addictive. Yokoi called his approach \"lateral thinking with withered technology\" - using cheap, mature components in creative ways. It's a philosophy Nintendo has followed ever since.\u003c\/p\u003e\n\u003cp\u003eThe clamshell D-pad that Yokoi invented for the 1982 Donkey Kong Game \u0026amp; Watch became the standard control interface for video games. The lessons learned here led directly to the Game Boy. In a very real sense, modern handheld gaming started with these little LCD machines.\u003c\/p\u003e","brand":"Axisophy","offers":[{"title":"Large (70 × 50 cm | 28 × 20 in)","offer_id":45864088830113,"sku":"AXS-GIZ-NINGW-L-700x500-AM-COL","price":50.0,"currency_code":"GBP","in_stock":true},{"title":"XLarge (100 × 70 cm | 40 × 28 in)","offer_id":45864088862881,"sku":"AXS-GIZ-NINGW-L-1000x700-AM-COL","price":80.0,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0483\/1546\/5889\/files\/Axisophy-Nintendo-GameAndWatch-print.jpg?v=1767883402"},{"product_id":"sega-mega-drive-gizmo","title":"Sega Mega Drive","description":"\u003cp\u003eIn 1988, Nintendo controlled 95% of the American console market. The gaming industry had become a one-company show. Then Sega released a sleek black machine with \"16-BIT\" embossed in gold across its face, and everything changed.\u003c\/p\u003e\n\u003cp\u003eThe Mega Drive emerged from Sega's arcade division, where their System 16 boards were powering hits like After Burner and Shinobi. Designer Mitsushige Shiraiwa gave the console a deliberately mature aesthetic, inspired by high-end audio equipment rather than children's toys. The gold lettering wasn't subtle - it was a statement. This was twice the machine Nintendo was selling.\u003c\/p\u003e\n\u003cp\u003eLaunched in Japan on 29 October 1988, the Mega Drive struggled against Nintendo's dominance there. But when it crossed the Pacific as the Genesis in 1989, backed by the most aggressive marketing campaign gaming had ever seen, it found its audience. \"Genesis does what Nintendon't.\" By 1991, a blue hedgehog named Sonic had given the console its killer app, and Sega had grown from an $813 million company to a $3.6 billion giant. The first console war had begun, fought in living rooms and playgrounds across the world.\u003c\/p\u003e","brand":"Axisophy","offers":[{"title":"Large (70 × 50 cm | 28 × 20 in)","offer_id":45864088600737,"sku":"AXS-GIZ-SEGAMD-L-700x500-AM-COL","price":50.0,"currency_code":"GBP","in_stock":true},{"title":"XLarge (100 × 70 cm | 40 × 28 in)","offer_id":45864088633505,"sku":"AXS-GIZ-SEGAMD-L-1000x700-AM-COL","price":80.0,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0483\/1546\/5889\/files\/Axisophy-Sega-Megadrive_mockup-1.jpg?v=1767884085"},{"product_id":"sony-playstation-1-gizmo","title":"Sony PlayStation 1","description":"\u003cp\u003eIn June 1991, Sony announced a partnership with Nintendo to build a CD-ROM add-on for the Super Nintendo. The next day, Nintendo publicly abandoned the deal. Sony's president Norio Ohga was furious. He turned to engineer Ken Kutaragi and said: \"Just do it.\" Three years later, on 3 December 1994, the PlayStation went on sale in Japan. Nothing in gaming would ever be the same.\u003c\/p\u003e\n\u003cp\u003eKutaragi had been watching his daughter play a Nintendo Famicom when he first saw the potential of video games. He'd secretly designed the sound chip for the Super Nintendo, nearly getting fired when Sony's executives discovered he'd been collaborating with their rival. But Kutaragi had a vision: a console built around CD-ROM technology, capable of 3D graphics that would make cartridge-based systems look primitive. When Nintendo's betrayal gave him the chance, he built it.\u003c\/p\u003e\n\u003cp\u003eThe grey box with its distinctive logo - an interlocking P and S - arrived as an outsider challenging two established giants. Within a decade, it had sold 102 million units, becoming the first console ever to break 100 million. Final Fantasy VII. Metal Gear Solid. Resident Evil. Tekken. Gran Turismo. The PlayStation didn't just win a console war; it transformed gaming from a children's toy into mainstream adult entertainment. TIME magazine named Kutaragi one of the 100 most influential people of 2004, calling him \"the Gutenberg of video games.\"\u003c\/p\u003e","brand":"Axisophy","offers":[{"title":"Large (70 × 50 cm | 28 × 20 in)","offer_id":45864088240289,"sku":"AXS-GIZ-SONPS1-L-700x500-AM-COL","price":50.0,"currency_code":"GBP","in_stock":true},{"title":"XLarge (100 × 70 cm | 40 × 28 in)","offer_id":45864088273057,"sku":"AXS-GIZ-SONPS1-L-1000x700-AM-COL","price":80.0,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0483\/1546\/5889\/files\/Axisophy-Sony-Playstation1-print.jpg?v=1767885321"},{"product_id":"milton-bradley-simon-gizmo","title":"MB Simon","description":"\u003cp\u003eFour colours. Four sounds. Infinite frustration. Milton Bradley's Simon, released in 1978, reduced electronic gaming to its purest form - a memory test that started simple and became merciless. The flying-saucer design, attributed to Ralph Baer and Howard Morrison, is one of the most iconic shapes in toy history.\u003c\/p\u003e\u003cp\u003eThis Gizmo print distils Simon to its essential geometry - the perfect circle divided into four quadrants, each a different colour. A device so simple that anyone could play it, and so difficult that almost nobody could master it.\u003c\/p\u003e","brand":"Axisophy","offers":[{"title":"Large (50 × 70 cm | 20 × 28 in)","offer_id":45864085618849,"sku":"AXS-GIZ-SMN-P-500x700-AM-COL","price":50.0,"currency_code":"GBP","in_stock":true},{"title":"XLarge (70 × 100 cm | 28 × 40 in)","offer_id":45864085651617,"sku":"AXS-GIZ-SMN-P-1000x700-AM-COL","price":80.0,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0483\/1546\/5889\/files\/Axisophy-MBSimon-mockup-1.jpg?v=1771858202"},{"product_id":"texas-instruments-speak-and-spell-gizmo","title":"Speak \u0026 Spell","description":"\u003cp\u003eTexas Instruments changed the way children learned to read. Released in 1977, the Speak \u0026amp; Spell was the first consumer device to use digital speech synthesis - a technology so advanced that NASA later used a variant aboard the Space Shuttle. Its bright orange casing and membrane keyboard became one of the most recognisable designs of the late twentieth century.\u003c\/p\u003e\u003cp\u003eThis Gizmo print strips the Speak \u0026amp; Spell back to its essential geometry - the distinctive wedge profile, the flip-up display panel, the grid of letter keys. A device that made computing personal before personal computers existed.\u003c\/p\u003e","brand":"Axisophy","offers":[{"title":"Large (50 × 70 cm | 20 × 28 in)","offer_id":45864085553313,"sku":"AXS-GIZ-SNS-P-500x700-AM-COL","price":50.0,"currency_code":"GBP","in_stock":true},{"title":"XLarge (70 × 100 cm | 28 × 40 in)","offer_id":45864085586081,"sku":"AXS-GIZ-SNS-P-1000x700-AM-COL","price":80.0,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0483\/1546\/5889\/files\/Axisophy-SpeakAndSpell-mockup-1.jpg?v=1771858127"},{"product_id":"atari-touch-me-gizmo","title":"Atari Touch Me","description":"\u003cp\u003eBefore Simon became a household name, Atari got there first. The Touch Me, originally an arcade cabinet in 1974 and then a handheld in 1978, was the first electronic memory game - press the buttons in sequence, match the pattern, repeat. It should have been the one everyone remembered. But Milton Bradley's Simon arrived the same year with better design, better sounds, and better marketing, and Touch Me was quickly forgotten.\u003c\/p\u003e\u003cp\u003eThis Gizmo print captures the handheld Touch Me's distinctive form - the four coloured buttons arranged in a row, the small speaker grille, the utilitarian Atari design language that prioritised function over charm. A device that history treated unkindly, but which deserves its place in the story.\u003c\/p\u003e","brand":"Axisophy","offers":[{"title":"Large (50 × 70 cm | 20 × 28 in)","offer_id":45864085422241,"sku":"AXS-GIZ-ATM-P-500x700-AM-COL","price":50.0,"currency_code":"GBP","in_stock":true},{"title":"XLarge (70 × 100 cm | 28 × 40 in)","offer_id":45864085455009,"sku":"AXS-GIZ-ATM-P-1000x700-AM-COL","price":80.0,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0483\/1546\/5889\/files\/Axisophy-Atari_TouchMe-mockup-1.jpg?v=1771858067"},{"product_id":"entex-space-invader-gizmo","title":"Entex Space Invader","description":"\u003cspan\u003e\u003c\/span\u003e\n\u003csvg aria-hidden=\"true\" fill=\"currentColor\" height=\"16\" viewbox=\"0 0 20 20\" width=\"16\" xmlns=\"http:\/\/www.w3.org\/2000\/svg\"\u003e\u003cpath d=\"M14.128 7.16482C14.3126 6.95983 14.6298 6.94336 14.835 7.12771C15.0402 7.31242 15.0567 7.62952 14.8721 7.83477L10.372 12.835L10.2939 12.9053C10.2093 12.9667 10.1063 13 9.99995 13C9.85833 12.9999 9.72264 12.9402 9.62788 12.835L5.12778 7.83477L5.0682 7.75273C4.95072 7.55225 4.98544 7.28926 5.16489 7.12771C5.34445 6.96617 5.60969 6.95939 5.79674 7.09744L5.87193 7.16482L9.99995 11.7519L14.128 7.16482Z\"\u003e\u003c\/path\u003e\u003c\/svg\u003e\n\u003cmeta charset=\"utf-8\"\u003e\n\u003cp\u003eIn 1981, if you couldn't get to an arcade, Entex brought the arcade to you. The Space Invader was a tabletop LED game that did something remarkable for its time - it actually felt like Space Invaders. Not a rough approximation, not a compromise. The cascading rows of LED aliens, the joystick, the satisfying clatter of the keys. Close enough to the real thing to matter.\u003c\/p\u003e\n\u003cp\u003eHandheld and tabletop games of this era have a particular quality: they solved an impossible problem with the technology available and made it feel like enough. The Entex Space Invader was one of the best of them - a device that understood exactly what it was trying to do and did it with conviction.\u003c\/p\u003e\n\u003cp\u003eThis Gizmo art print captures the Space Invader in precise technical illustration - the distinctive red and black casing, the joystick, the LED grid that stood in for a universe of descending aliens.\u003c\/p\u003e","brand":"Axisophy","offers":[{"title":"Large (50 × 70 cm | 20 × 28 in)","offer_id":45864084930721,"sku":"AXS-GIZ-ENSI-P-500x700-AM-COL","price":50.0,"currency_code":"GBP","in_stock":true},{"title":"XLarge (70 × 100 cm | 28 × 40 in)","offer_id":45864084963489,"sku":"AXS-GIZ-ENSI-P-1000x700-AM-COL","price":80.0,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0483\/1546\/5889\/files\/Axisophy-Entex-SpaceInvader-mockup-1.jpg?v=1773752880"},{"product_id":"shinsei-blastergame-gizmo","title":"Shinsei Blastergame","description":"\u003cspan\u003e\u003c\/span\u003e\n\u003csvg aria-hidden=\"true\" fill=\"currentColor\" height=\"16\" viewbox=\"0 0 20 20\" width=\"16\" xmlns=\"http:\/\/www.w3.org\/2000\/svg\"\u003e\u003cpath d=\"M14.128 7.16482C14.3126 6.95983 14.6298 6.94336 14.835 7.12771C15.0402 7.31242 15.0567 7.62952 14.8721 7.83477L10.372 12.835L10.2939 12.9053C10.2093 12.9667 10.1063 13 9.99995 13C9.85833 12.9999 9.72264 12.9402 9.62788 12.835L5.12778 7.83477L5.0682 7.75273C4.95072 7.55225 4.98544 7.28926 5.16489 7.12771C5.34445 6.96617 5.60969 6.95939 5.79674 7.09744L5.87193 7.16482L9.99995 11.7519L14.128 7.16482Z\"\u003e\u003c\/path\u003e\u003c\/svg\u003e\n\u003cmeta charset=\"utf-8\"\u003e\n\u003cp\u003eNot every piece of electronic history made it into the Western market. The Shinsei Blastergame, released in 1980, was one of the Japanese tabletop games that stayed largely unknown outside its home country - which is precisely why it's interesting now. A desktop LED shooter from a company that collectors rate highly but most people have never heard of.\u003c\/p\u003e\n\u003cp\u003eShinsei built good games. The Blastergame has the purposeful design of something made by people who cared about the object as well as the electronics inside it - the controls, the casing, the satisfying logic of an LED grid that turned a few lit dots into incoming enemies.\u003c\/p\u003e\n\u003cp\u003eThis Gizmo art print captures the Blastergame in precise technical illustration - a small piece of Japanese electronic history that deserves to be seen.\u003c\/p\u003e","brand":"Axisophy","offers":[{"title":"Large (50 × 70 cm | 20 × 28 in)","offer_id":45864084734113,"sku":"AXS-GIZ-SSBG-P-500x700-AM-COL","price":50.0,"currency_code":"GBP","in_stock":true},{"title":"XLarge (70 × 100 cm | 28 × 40 in)","offer_id":45864084766881,"sku":"AXS-GIZ-SSBG-P-1000x700-AM-COL","price":80.0,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0483\/1546\/5889\/files\/Axisophy-Shinsei-Blastergame-mockup-1.jpg?v=1773753096"}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0483\/1546\/5889\/collections\/Axisophy-Nintendo-GameAndWatch-print.jpg?v=1771504139","url":"https:\/\/axisophy.com\/collections\/retro-games-console-prints.oembed","provider":"Axisophy","version":"1.0","type":"link"}