Monday, October 23, 2006

report

i used my network on my delicious account to help my find things to post up ot my blog. I have used my blog as an online note pad. I have construted a blog that has got my reseach and timeline in one. I mainly used two web site that are: cnn.com-history of video game consols and dark watcher's consol history. i found the first and posted it to delicious. the second someone posted it up I used it because it had lots of information on it.
I have mainly put a picture with my writing to show what the consol look like.

NUON
Not exactly a video game console, but along the same vein as numerous other multimedia gaming devices (Phillips CDI, Panasonic 3DO, Pioneer LaserActive, etc). VM Labs Inc. had developed a technology called NUON which transformed passive digital video products such as DVD players, digital satellite receivers and digital set-top boxes into complete interactive video game entertainment systems. Technical DescriptionThe powerful NUON processor provided the raw horsepower to decode digital video and audio, while delivering advanced trick modes and an enhanced user interface. At the same time, the NUON operating system provided a powerful platform for interactive content, enhanced movies, 3D videogames and many other applications.
The heart of NUON was the Aries 3 chip. The Aries 3 was based on a unique 128-bit, four-way-parallel very long instruction word processor architecture. In addition to the video and audio decoding and trick-play functions, the chip performs all system-management and CPU functions. More specifically, Aries 3 featured MPEG-1 and MPEG-2 program stream and video decode; MPEG-1 and MPEG-2 Layers 1 and 2 audio decode; 5.1-channel Dolby Digital audio decode; extended DVD trick modes; 32-voice wave table synthesizer; MP3 decode; an integrated Content Scrambling System descrambling module; video scaling, and 3-D videogaming. A hardware block placed on-chip to assist MPEG video decoding was designed to free up the bulk of the VLIW device's programmable processing power: 3,024 MIPS at peak and 864 MIPS typical. OK...if your still with us, it was a powerful chip for it's time
Tomy Kiss-Site
We had an internal debate as to whether or not to include this device, but it is difficult not to call this device a console. In Japan, karaoke remains a popular form of entertainment. Factor in the fact that Bemani (rhythm / music video games) also remains popular in the early 2000s, and you can understand what drove Tomy to create the Tomy Kiss-Site.The Tomy Kiss-Site (Karaoke In Step Sound) made it’s debut on November 2000. The console uses 3-inch mini CD games. The game discs contain the Karaoke music lyrics as well as polygon graphic dancers with CG animated backgrounds. Each disc contained 2 songs, and had "Bemani" type rhythm games built into them.

VTech® V.Smile™
VTech is no stranger to videogame consoles, but they have been silent since their Creativision console from the 1980's. However in July of 2004, VTech made a return appearance with the VTech "V.Smile" TV Learning System.
The "V.Smile" is essentially a videogame console geared towards children between the ages of 3 to 7. It is an interactive learning system, but this is no "Speak & Spell" machine that merely teaches numbers and letters. These are actual videogames that have the learning aspects built into the gameplay (Thus it is worth mentioning on the site).
The console is cartridge-based (called "Smartridges"), and their are up to 25 games available (probably more later). The games use licensed characters such as Spiderman and from the Disney. The games seem to be graphically on par with those from the SuperNES. The console connects directly to your television like a "plug and play" system, and includes a joystick, and one game cartridge called Adventures in Alphabet Park. The joystick is adjustable for both right and left handed users, and a second joystick can be connected for two player game play. The system can run on either three " C" batteries or an AC adaptor that must be purchased separately.

XaviXPort
In January at the Consumer Electronics Show 2004 (CES), SSD COMPANY LIMITED debuts their XaviX® technology to the American public. The XaviXPort console was officially released in the US in August of 2004.
XaviXPort is a unique and innovative console that uses peripherals to interact with onscreen games. The console contains image recognition and infrared sensors that can detect player movements. These movements are calculated by a proprietary multiprocessor that measures both velocity and angle. The multiprocessor then translates the actions into onscreen movement.
Getting players to immerse themselves into games with body movements is not something new. However, this is the first time a console has been dedicated to providing this "Get your butt off the couch" interactive gaming experience. What makes XaviXPort even more unique is that the console’s multiprocessor is not installed inside the system itself. The multiprocessor can be found in each game cartridge. This concept has not been seen since the 1970’s with Milton Bradley’s Microvision or the "Pong on a chip" PC-50X Family. This makes XaviXPort an easily upgradable machine
Atari Flashback
We normally would not the not include any of these new wave “Plug N Play” gaming devices, but this one was worth a mention.
“Plug N Play” devices are like a retro return of Pong systems. These machines have built-in games, and require no carts or other gaming media. They connect directly to your television (Thus the plug and play aspect). However unlike Pong, they are not variations of the same game. Normally they contain several gaming classics from a particular videogame console.
The original Atari Flashback was a “Plug N Play” device released in 2004. It was a slightly smaller replica of the classic Atari 7800 system. It came with everything you needed to plug into your TV and start playing. Unlike other “Plug N Play” devices, Atari Flashback came with two controllers for multiplayer gaming.
The Flashback was actually designed to not only play 5 Atari 7800 game classics, but it also played 15 Atari 2600 game classics. As an added bonus, one of the games is a never before released game called “Saboteur” (from the maker of “Yars Revenge”). The game list basically included Atari 2600 Games Adventure™, Air-Sea Battle™, Battlezone™, Breakout®, Canyon Bomber™, Crystal Castles®, Gravitar®, Haunted House™, Millipede®, Saboteur™, Sky Diver™, Solaris™, Sprintmaster, Warlords® and Yars' Revenge. On the Atari 7800 side you got Asteroids®, Centipede®, Desert Falcon™, Charley Chuck’s Food Fight™, and Planet Smashers™. The device sold for retail price of $44.95USD.
DISCover®
It was bound to happen. Perhaps the cause stemmed from Microsoft's Xbox game console with it's computer like architecture. What are we referring to you may ask? It is called DISCover®At the Electronic Entertainment Expo (E3) 2003, Digital Interactive Systems Inc (The "DIS" in DISCover) debuted a patented technology that allowed console gamers the ability to play computer PC games on a console like machine. The machines themselves were merely computer components in a compact casing. It is even driven by Microsoft's Windows XP computer operating system. So what makes it special?The DISCover® patented technology was developed to take the fuss out of computer gaming. Units are preloaded with thousands of scripts that automatically configure all the game requirements needed to run a particular game. No need to adjust computer settings or tweak graphics and frame rate. The gamer simply places a CD computer game into the console, and the game simply starts up like any console game would (and either on TV or monitors). DISCover® also connects itself behind the scenes via dial-up or broadband to the company's server database for script updates and game mods. This technology was called “Drop ‘n' Played”™. The image above was a model used at E3 2003
ZAPiT Game Wave
There have been DVD Players that play games such as NUON. There have been game consoles that play DVD movies (like Playstation 2 and Xbox), but are you ready for another console / DVD hybrid?
The ZAPiT Game Wave was released in November of 2005 in Canada . It is essentially a game console that plays interactive simple group-oriented titles like trivia, traditional board games, word games, and card games. The device can also be used as a basic DVD Player. The Game Wave began selling in the US in 2006 with a retail price of $99.
What makes Game Wave slightly different is its use of individual color coded Infra-Red remote controls that can accommodate up to 6 players simultaneously. Imagine a game show where a player has to buzz in their answer. A player using a red controller for example would interact as the red onscreen player. The audio/visual quality of the games is about on par with an interactive video. The console is geared to casual gamers seeking social interaction, and a group gaming experience.

3DO Interactive


Similar to the goal of the Phillips CD-I, a company called 3D0 set out to create a new standard in multimedia. Their creation became the 3D0 Interactive Multiplayer. It was capable of running 3D0 interactive software (games), Audio CD’s, CD+G, Photo CD, and Video CD’s using an add on. Rather then manufacturing their new system, 3D0 decided to make 3D0 Interactive Multiplayer a franchise. Sanyo, Panasonic and Goldstar all bought rights to manufacture the 3D0 system. Once produced and sold, 3D0 would claim a royalty for each system and $3 for each game sold.



Pioneer LaserActive


What do you call a machine that lets you play music, games, Karaoke, interactive software and over 7,500 movies with the high-quality picture available?A $2000+ technical masterpiece that only the wealthy could afford.
The Pioneer LaserActive was a rare, expensive (unit alone $700), but interesting game playing machine. It was debuted to compete against the 3DO in October of 1993. It provided the ability to play games on Laser Discs (The precursor to the DVD).
The LaserActive used the MPEG-1 video standard for sharp / smooth FMV. It was capable of running popular arcade Laser Disc titles such as Dragon’s Lair and Space Ace.
Also available for the unit was a Laser Karaoke pack that retailed for $350. It came with a miniature mixer and microphone that could play over 250 titles. So how does this machine fit into the world of video game consoles? The Pioneer LaserActive used add-on devices called LD-ROM packs. Each pack retailed from $400 to $600 dollars. The first pack released was the Mega-LD pack that was developed in conjunction with SEGA Enterprises. This pack allowed you to play 8 and 12-inch LaserActive Mega-LD disks, Sega CDs, Genesis carts, and CD+G discs. The pack came with the Mega-LD game: Pyramid Patrol, and the four-in-one game CD that contained Revenge of Shinobi, Golden Axe, Streets of Rage, and Columns.





JVC X'Eye / WonderMega

JVC had helped Sega by delivering the most advanced sound made by a gaming console. A wider range of sounds not only gave the CD games more of an impact, but it was better then most audio CD players at the time. In return for their work, Sega gave JVC the "OK" to create this console. This system could play both Sega Genesis carts and Sega CD games in a single unit.

The Victor WonderMega (Model RG-M1) was released in Japan in April of 1992. At a debut price of 82,800 yen, the WonderMega was a costly version of something you could buy much cheaper by getting a Genesis and Sega CD separately. So why the heck was this machine built? (In case your wondering...JVC is also known as Victor Company of Japan. The letters are flopped of course)






FM Towns Marty


The FM Towns Marty, a.k.a. "FM Towns", a.k.a. "FM Marty Towns. A brief glance at this system, and you might mistake it for a white Turbo Duo, but on closer inspection, you'll notice that the slot on the front isn't for a HuCard, but instead for an actual 3.5" floppy. The Fujitsu Company decided to make an attempt to penetrate the console games market by taking their popular FM TOWNS line of computers, and adding in some special components to create a stand alone video game console. The plan was for the software designed for the FM TOWNS computers to be modified slightly so that the games would work on both the computer and the console. The FM Towns Marty has the distinction of being the first 32-bit video game console.





Atari Jaguar


With Sega and Nintendo battling neck and neck with their 16-bit platforms, Atari seized the opportunity to return to the console market after 7 years. A small company calling themselves 'Flare 1' were on the verge of developing a multiprocessor console. Needing the funding to develop it further, they approached Atari Corp. Atari was trying to develop their own console code named ‘Panther’at the time. They jumped on the offer, and development for the ‘Flare 2’ continued alongside the ‘Panther’. Eventually plans for the 32-bit Panther were scrapped for the renamed 64-bit Jaguar.
The Atari Jaguar was released in the United States on December of 1993. The console was manufactured by IBM. Atari boasted the system as being the first 64-bit console. They also boasted about a host of developers and a hundreds of games being created for the system. The system had amazing technical specs for it’s time. The console contained 5 processors mounted on 3 chips. One was a traditional Motorola 68000, and the other two were nicknamed ‘Tom’ and ‘Jerry’.




Sega CD / Mega CD

In 1991 at the Tokyo Toy show in Japan, Sega unveiled it’s secret project to compete against NEC’s PCEngine CD-ROM add on.

The Mega CD like it’s rival was capable of utilizing the enormous storage capacity of CD media to produce quality games. The Mega CD however was designed with it’s own processor and memory that worked in conjunction with the Megadrive’s (Genesis) processor and memory via an interface port.
The unit was capable of adding 10 extra sound channels to the Megadrive, and provide sprite enhancement features such as scaling and rotation, similar to that of the SuperNES’s Mode 7. Like other CD-based consoles, the Mega CD could also run audio CD’s and CD+G (CD plus Graphics). With the massive amount of storage space on CDs, game producers also saw the capability of using Full Motion Video (FMV) in their games. Unfortunately, when shown on a 16-bit console, the graphics turned out very pixilated and grainy, but that didn't stop them making such games.



Sega 32X / Mega 32X


It was the winter of 1994, and new more powerful consoles were entering the videogame market. Gamers were enjoying new 3D arcade games, and the 16-bit Genesis / Megadrive seemed to be feeling it’s age. It was January 8th 1994 when Sega CEO Hayao Nakayama directed his company to produce a 32-bit cartridge-based console to be in stores by Christmas 1994. The project was dubbed Jupiter. The project was given to ‘Sega of America’ while their Japan sector worked on a CD-Based console. Not happy with the idea of developing a simple console that had a 32-bit processor and more colors, Joe Miller of Sega of America chose to make the project an add on for the Genesis / Megadrive. Sega of America began development on the add on called project Mars without any knowledge of the 32-bit CD console being developed by their Japanese counterparts.


Bandai Playdia


The Playdia Quick Interactive System was one of Bandai’s next attempt at entering the videogame console industry. It was released in 1994 in Japan only, and marketed as a family oriented system.
Geared toward a younger audience, the Playdia was somewhat smaller then most consoles. It’s blue casing giving it a more “Toy” feel. The Playdia controller used infrared waves instead of cords and was made to be used either on or away from the machine (see images).
Using CD-based games, the Playdia could produce impressive anime style Full Motion Video (FMV). Most of the games were interactive educational titles. Bandai did however make a few interactive games based on their franchise series such as "Gundam", "Sailor Moon". “Ultra Man” and "Dragon Ball Z". However, the games lacked real gameplay. Simply being an interactive cartoon, the player simply instructs the onscreen character by selecting prompted menu choices using the Playdia control pad.




NEC PC-FX

With Sony and Sega releasing their 32-bit CD consoles on the market, NEC wanted a piece of the action. The maker of the successful PC Engine teamed up with 3rd Party software developer Hudson Soft of Japan to create a 32-bit CD based console capable of the highest quality FMV in any home video game system to date.
The NEC PC-FX strayed from the common console design. The console resembled a PC desktop tower, and even included 3 expansion ports for additional upgrades, and peripherals. NEC decided not to load it up with 3D generating hardware, and instead focused on making PC-FX a killer 2D machine. Focusing on FMV (Full Motion Video) and 2D capabilities, the PC-FX used a custom chip capable of Run Length JPEG compression technology. The result was animation and FMV using full screen true color at 30 frames per second.
The PC-FX is the king of systems for Anime and/or Hentai fans. The PC-FX could also play audio CDs (with an expansive CD menu control screen), CD+Gs, and Kodak CDs for viewing your home photos.




Neo Geo CD

Through the 1990’s SNK was ruling the arcades. Their cartridge based Neo Geo AES made their arcade hits playable at home, but the high price tag kept it out of the hands of many gamers. With other consoles switching game formats, SNK saw an opportunity to also use the large storage capacity of CD to make their hit games cheaper to manufacture. Of course this would make games more affordable to the general gaming public.
In 1994, SNK released the Neo Geo CD in Japan (and shortly after in the U.S).The Neo Geo CD did in fact make SNK titles affordable. SNK also used the CD storage medium to add new features to existing titles such as improved music, art galleries, hidden goodies, and new play modes.
Even with the cheaper cost, the console was plagued with unbearable load times. The Neo Geo CD used a single speed CD-ROM that had trouble loading larger game titles. This hurt console sales severely. SNK attempted to reduce game sizes and load times by removing some game frames, but in doing so also reduced the games overall quality.
In 1996 SNK took steps to speed up the console by adding a double speed CD-ROM. The redesigned unit called Neo Geo CDZ was released in limited quantities in Japan only. The console did speed games up somewhat, but had a design flaw that caused the console to overheat after limited gameplay time.

Neo Geo


SNK (Shin Nihon Kikaku, translated as "New Japanese Project"), a small third party software developer for the Nintendo NES, decided to try their hand in the arcade market in 1989. It seemed like a bad business decision since gamers no longer flocked to arcades. Nonetheless SNK released the MVS (Multi-Video System). The MVS allowed the arcade operator to house many different video games in a single cabinet.


Phillips CD-i

In the mid 1980’s Phillips and Sony partnered up to create a new CD standard containing interactive combinations of sound, images, and computer instructions. This CD standard also required specific types of players. So in 1991 Phillips created the Phillips CD-I 210 as a "multimedia" system capable of playing Interactive CD-I software discs, Audio CDs, CD+G (CD+Graphics), VCDs (Video CDs), and Karaoke CDs. You could essentially enjoy different types of media on the same machine.

People were not quite ready for the ‘multimedia’ experience and clung to their VCR’s, home computers, and video game consoles. With dwindling sales and with the videogame market doing well, Phillips decided to reintroduce the machine as videogame console. The Phillips CD-I 450 was designed to look more like a console and included a pack in game called "Burn Cycle".




Commodore 64GS


In 1982 a low cost home computer was released and achieved amazing success. The computer was called the Commodore 64.By 1990, Commodore set their attentions on the videogame console market. They followed the same concept as other computer companies (Fujitsu with the FM Towns Marty, and before that the Amstrad GX400, and the Amign CD32). Their new system was called the Commodore 64GS (GS = Game System). This unit was basically just a repackaged Commodore 64 computer without a keyboard, port access (Disk drive, etc), or standard ROM chip. Cartridges were loaded through the top port, and the machine came packaged with a joystick and a couple of games to get you started.Since the console was essentially a computer in new skin, it was compatible with all existing Commodore 64 carts. The Commodore 64GS also spurred development of newer cartridges released specifically for the console.The C64GS never achieved the level of success that it's computer big brother did. For a little more money you could own the Commodore 64 computer (cheaper by this time) and still play the same carts, a vast library of disk / cassette games (Not to mention other computer perks). The console suffered poor sales and was pulled from store shelves. It was never released outside of Europe

Coleco Gemini

Coleco's return to the gaming market after the Telstar was a shaky one. The introduction of cartridge systems forced the company to dump over a million obsolete Telstar machines at a loss of 22.3 million dollars. It's no wonder they gambled on copying the Atari 2600 which was the most successful console of it's time.
So the Coleco Gemini was created in 1982. It was an exact clone of the 2600 system, which Atari could do nothing about (Since the court ruled that the Atari technology contained no patented material, was made up of all "off-the-shelf" hardware, and no copyrighted software). So Coleco marketed the Gemini slightly cheaper then the Atari 2600, and capitalized on the Atari success.


ColecoVision

After nearly bankrupting itself in 1978 with overstocked Telstar units, Coleco once again entered the console market looking to de-throne Atari 2600 and Intellivision the current kings of the hill.
Colecovision was released in 1982 and boasted amazing specs for it's time which showed in it's arcade conversions. To secure their success Coleco reached out to a Japanese based company called "Nintendo", and paid $250,000 for the rights to a super popular arcade game called Donkey Kong. Donkey Kong became a pack in game with the console.


Emerson Arcadia 2001

Emerson Arcadia 2001 was supposed to be the Atar 2600 killer. A great console with great games. Unfortunately they fell prey to complete lack of third party development, and the lack of Arcade game titles. Similar to other consoles before it, they were forced to release arcade clones.
The system didn't grasp much attention, and soon found it's way to the bargain bin at the cost of $99. The release of the Colecovision months later sealed the Arcadia's fate. The Emerson Arcadia 2001 died after only a year and a half with 35 game releases. Most never recall it existed. Many clones of it (such as the Leonardo were released across the world though. It was also licensed and distributed in Japan by Bandai for 19,800 yen



Vectrex

The Vectrex was released in November 1982 by General Consumer Electronics (GCE). It wasn't just your average game console. To this day there has never been a videogame system quite like it.
The legendary GCE/Milton Bradley Vectrex is the world's only standalone vector graphic home video game system. The console was cartridge based like all other consoles, but the unit came with a 9-inch monochrome monitor, an attached joystick, and even a built in game called Mine Storm.





SG-1000 Mark I / SG-1000 II Mark II


Sega's SG-1000 (Sega Game 1000) (a.k.a Mark I) was the company's first attempt at home consoles. It was initially test-marketed in 1981, and finally released to Japanese consumers in June of 1983. It was a pretty advanced system for its time, and featured impressive technical specifications . The system would be sold in Japan until 1985, and did make it in two overseas markets, Australia & New Zealand.
In 1984, Sega released an updated version of the console called the SG-1000 Mark II. This remodeled version used gamepads instead of the original joysticks, and had mounts to store them on each side. It also featured a slot which allowed a keyboard attachment called SK-1100 , and was compatible with software from the Sega SC-3000 computer.





Famicom Disk System

To understand the reason for the Famicom Disk System's existence, you need to look back to 1985. While video game consoles were dead in the US, the Famicom boom was taking hold of Japan's populous. However, the game's time honored ROM cart manufacturing was expensive. Even the simplest games retailed for over 5000 yen, bringing them beyond the reach of most children's allowances. Nintendo's answer? Release games on disks, which are much cheaper than cartridges to make. A disk's contents can also be changed easily and at low cost to the buyer. And so the Famicom Disk System was born


Sharp Twin Famicom
The Twin Famicom from Sharp was released around 1986 in Japan as a product licensed by Nintendo. It was basically a combination Famicom (NES) and Famicom Disk System in one 70's looking unit (in pinks, reds, and blues). Sharp also released a black version of the system shown above, for those looking for something more manly (haha).






Amstrad GX4000


Amstrad's GX4000 was the second UK-developed console to be released on the market. The console retailed at £99, and came with a main adapter, TV lead, two paddle control units and a game called "Burnin' Rubber". It featured a unique case design that looked like a space ship. It was even demonstrated as such on the packaging. Does this mean it was Space Age? Well, no, not really.Amstrad, seeing the ever increasing money to be made in console video game market, followed in the same footsteps as many other computer companies had. The GX4000 was actually a modified CPC6128+ computer. This allowed The GX4000 to be compatible with a majority of CPC+ computer line software.


Sega Mark III / Master System

To compete with the Nintendo Famicom in Japan, Sega released the successor to the Mark I/II and called it Sega Mark III in 1984.
The Mark III could produce great 8 bit graphics with specs superior to the Famicom. The console had two game formats which were cartridges and a Sega "Game Card" format. The cards held only 256K of data (cartridges held over 4 times that amount), but the advantage to both Sega and the consumer was the fact that the cards were cheaper to manufacture, and sold for less then the carts did. Sega also introduced 3D glasses that could be used in some of their games. The Mark III was also backwards compatible with SG-1000 / Mark I & II software.

Atari 7800

The Atari 7800 Pro System was originally designed around 1983 and 1984, but was never released during that time frame because of the "Great Videogame Crash of 1984". Around 1985 Nintendo had revitalized the videogame industry with it's release of the NES. This prompted then Atari CEO Jack Tramiel to try at the console market once again in 1986.






Turbografx 16 / PC Engine


On October 30, 1987 the first 16-Bit home videogame console was released in Japan by NEC. The PC Engine was clearly a "next generation" system with it's amazing specs, and wallet sized card games called "HuCards".
The PC Engine was immensely popular in Japan, outselling the Famicom by a significant margin. Two years after its Japanese introduction, NEC announced plans to bring the PC Engine overseas. NEC dubbed the US release Turbografx-16, and prepared to dominate both Nintendo and Sega as they did in Japan.


APF Imagination Machine

The APF Imagination Machine is by far one of the most unique systems we have come across. In the late 1970's, a company by the name of APF Technologies released a simple cartridge based system similar to other consoles on the market. The console called the APF M1000 was a simple stand-alone unit that marketed for $130USD and featured a built in game called Game Rocket Patrol. However the M1000 / MP1000 console was merely a portion of the true "Imagination Machine".


1292 Video System Family

The 1292 Advanced Programmable Video System was first created in 1976 by a company called Radofin. Radofin then licensed the technology to other companies throughout the United Kingdom. Acetronic, Prinztronic, Fountain, Grandstand, Audiosonic, Hanimex and Lansay, each made consoles based on Radolfin's design for different parts of the world. Some of these variations were identical to the 1292 Advanced Programmable Video System, but sported different labels based on the maker. Other companies altered the original external design completely.



Fairchild Channel F

With so many "Pong" clones on the market at this time, The Fairchild Channel F was a breath of fresh air. The Channel F was the first programmable cartridge based video game console to enter the videogame market. Initially, it was called the "Fairchild Video Entertainment System", but was later changed. It was developed by Fairchild Semiconductors and released in August of 1976.



RCA Studio II


RCA could not let the fact that they let the Odyssey slip through there fingers (Ralph Baer the designer of Odyssey approached RCA with the deal first), and into the hands of there TV rival Magnavox. RCA Studio II was their answer to the Magnavox Odyssey. Released in 1976 a few months after the release of the Fairchild Channel F, it would have been the first programmable console (Fairchild beat them to the release gate).


Intellivision

Intellivision was released in 1979 by Mattel. It was also released under different names to expand its market. The Intellivision was released in Sears stores as the Super Video Arcade, at Radio Shack as the Tandyvision I, and as the GTE/Sylvania Intellivision.

Intellivision was the main competitor of the Atari 2600. It's graphical capabilities were much better than Atari's console.It was the system to own for playing sports games, but also had a fair amount of action games and strategy games thrown into the mix as well. While Intellivision excelled at graphics and sound, the Atari 2600 was more capable of handling action games due to its superior speed.



Bandai TV Jack Family


Bandai had been following the videogame industry as both a manufacturer and distributor for years. Bandai had released Pippin, Playdia, and Satellaview (BS-X) in the 1990's, and they distributed Vectrex, Intellivision, and Arcadia.
Before all of those consoles, Bandai introduced a successful console line called "TV Jack" in Japan.
In 1977, Bandai debuted TV Jack 1000 in Japan. The TV Jack 1000 was a color pong unit similar to most pong clones. It contained the on board controllers, and four selectable pong variations (Practice, Tennis, Hockey, Racquetball).
Shortly after that same year the TV Jack 1200 was released. This model allowed for 2 more attachable paddles for 4-player action.
The TV Jack 1500 took things a step further by providing corded paddles (not removable), and 8 selectable built in games.
The TV Jack 2500 was a simple remake of the original model. It supported the same four selectable pong variations (Practice, Tennis, Hockey, Racquetball), but this time each variation had 5 modes (Basically 20 selectable variations). The selling point of this unit was it's size. This model was made small and compact (45cm × vertical 25cm).
The TV Jack 3000 brought back 4-player support, and included 10 selectable built in games.
The TV Jack 5000 was the slight evolution to the console line in 1978. Rather then built in games, this console used cartridges. Not the ROM cartridges of later systems, but carts containing "Pong on a Chip" technology similar to the PC-50X Cart Family. This gave the TV Jack 5000 larger game support.Bandai ended this console line with the TV Jack 8000 a.k.a Bandai Supervision 8000. It was the first programmable cartridge based console to be released in Japan.



VISICOM Video Computer System


The VISICOM Video Computer System Model COM-100 is a remodeled clone of the RCA Studio II, but with small enhancements.
Apparently, the original Studio II should have been a color console, but the units were shipped out with only black & white video output. The VISICOM corrects this issue by allowing Studio II games to be played in NTSC color.
The Studio II also forced players to use the face mounted keypads for directional control. The VISICOM corrected this issue by providing joystick controllers.
The VISICOM was sold in Japan in 1978 for 54,000 Yen.



Bandai Supervision 8000


Bandai had continued their successful TV Jack console line since 1977. The final evolution of the TV Jack series came about in 1979 with the release of TV Jack 8000. This version was named Supervision 8000 or Bandai TV Jack Micro Computer System. This release not only marked the series first programmable cartridge capable console (Actually one of the first Japan cartridge based-systems), but also marked Bandai's attempt to also delve into the computer markets. It was developed with the help of Logic Systems International (L.S.I).


Bally Astrocade

The Bally Professional Arcade (a.k.a. Bally Computer System, a.k.a. Bally Astrocade) was released in 1978 in order to compete with the Atari 2600. The console was designed by their "Midway Games" division (Funny to know that the makers of Mortal Kombat once made a videogame console ).With a small keypad built into the console, the unit was capable of writing very simple basic programs, as well as playing it's cassette shaped games. The Astrocade also came with 4 built in games (Gunfight, Checkmate, Calculator, Scribbler).

Friday, October 13, 2006






Sega Saturn
1995

Introduced in the spring of 1995, Sega's Saturn, a 32-bit system with more RAM and a CD drive, wooed many gamers from 16-bit rivals. With 3D graphics and digital sound, the Saturn initially did well, selling 100,000 units in the first three days, according to Sega. Over time the system did not do as well as expected and was overshadowed by Sony's PlayStation, released in the U.S. later in the year.



Sony PlayStation
1995

Sony's PlayStation began its life as a CD attachment for the Super NES. When Sony and Nintendo disagreed on how the new device would be marketed, Sony decided to further develop the PlayStation into a game machine of its own. The PlayStation was released in the United States in September 1995, starting the era of 32-bit video games and taking off in popularity. As of May, 2000, one out of every four households in the United States owned a PlayStation.



Nintendo N64
1996

Nintendo skipped the 32-bit era, dismissing the Sega and Sony console threats while working on its own next-generation machine. The N64, released in the U.S. in 1996, gave a 64-bit boost to the company's classic hits, and featured the more 3-dimensional feel that gamers had come to crave. The N64's imagery was produced by Silicon Graphics, the computer company that brought tornadoes and dinosaurs to life on the big screen. While still a viable force in the gaming world, the N64 is beginning to show its age and gamers are anticipating the release of Nintendo's next console, the GameCube, in 2001.




Sega Dreamcast
1999

The first console game machine to sport 128-bit architecture, Sega's Dreamcast packed hardware normally found only in a powerful PC. It boasted a 200 MHz processor, a 64 channel audio chip and 26 megabytes of RAM, all dedicated to playing games. This computing power translated into faster, smoother and more detailed action on the screen. The Dreamcast also had a built-in 56K modem to capitalize on the surging popularity of online games.



Sony PlayStation 2
2000

One of the most widely anticipated game console products, the U.S. version of PlayStation 2 will offer faster game playing speeds, better picture quality and added features DVD movie playback. PS2 contains an expansion bay roomy enough to house a 3.5-inch hard drive as well as a network adapter for Internet access. Despite critical shortages in manufacturing parts, Sony said it still expects to ship 3 million units in North America before March 2001.




Microsoft Xbox
2001

The Xbox is expected to sport many off-the-shelf PC components when it arrives in stores in late 2001. It will have a stripped down Windows operating system, a 700 MHz processor, 8-gig hard drive, 64 MB of memory, an Ethernet port and a DVD drive. Microsoft is banking on developers accustomed to working with personal computers to produce new games. But some are wondering if the Xbox will suffer for its PC pedigree, since many PC games are optimized for keyboard use and single players.



Nintendo GameCube
2001

Expected to launch sometime in the Fall of 2001, the GameCube is Nintendo's foray into the 128-bit generation. With a 405 MHz processor and strong lineup of games, GameCube will likely include popular Nintendo titles like Pokemon, Mario and Zelda. Games will come on 3-inch disks on a format incompatible with standard CD and DVD drives, partly to reduce piracy. For that reason, it's not expected to include DVD playback as an option. Other features include wireless game pads and a modem for Internet play.

Tuesday, October 10, 2006

Nintendo Super NES

1991


Nintendo's entry into the 16-bit gaming business came packaged with "Super Mario World." It lagged behind the Sega Genesis in popularity for some time but eventually caught up and evened the race between the two systems. The Super NES and Sega shared the top of the video game market for the next five years or so, until the advent of 32-bit games. This era of competition had the effect of increasing the selection of games available, with a wider variety of third-party games then ever before being developed and marketed for both systems.
Sega Genesis

1989


The Genesis, Sega's entry into the video game market, was released in Japan in 1988 as the MegaDrive. The console, with its 16-bit processor, gave Nintendo its first run for its money. Sega arcade games translated well to the Genesis, and 3rd party game designers began to defect from Nintendo and produce for the more advanced Genesis. Sega also released Sonic the Hedgehog in 1991, a direct response to Nintendo's Super NES. The game capitalized on the speed of the Genesis processor and soon became a hit.
NEC Turbografx-16


1989


The Turbografx-16 was released in Japan as the PC-Engine in 1988. It had an 8-bit CPU with a 16-bit graphics chip, and was the first system to have a CD player attachment. The console lost out in the market to the Sega Genesis, due partially to a smaller game selection and a less powerful 8-bit CPU.