Template:Short description Template:Distinguish Template:More citations needed Template:Infobox CVG system The Microvision (aka Milton Bradley Microvision or MB Microvision) is the first handheld game console that used interchangeable cartridges<ref>Template:Cite book</ref><ref name=NGen40>Template:Cite magazine</ref> and in that sense is reprogrammable.<ref name=":1" /> It was released by the Milton Bradley Company in November 1979<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> for a retail price of $49.99,<ref name=":0" /><ref name=":2">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> equivalent to $212.00 in 2023.

The Microvision was designed by Jay Smith, the engineer who later designed the Vectrex video game console.<ref name=NGen40/> The Microvision's combination of portability and a cartridge-based system led to moderate success, with Smith Engineering grossing $15 million in the first year of the system's release. However, its small game library, its small screen, and a lack of support from established home video game companies led to its demise in 1981.<ref>Donald Melanson, March 3, 2006, A Brief History of Handheld Video Games Engadget</ref> According to Satoru Okada, the former head of Nintendo's R&D1 Department, the Microvision inspired the Game Boy, the follow-up to Game & Watch, after Nintendo designed around Microvision's limitations.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>

ProductionEdit

File:Microvision - Block Buster (1979) - Gameplay screenshot.svg
Screenshot of Block Buster, which came packaged with the Microvision

Unlike most later consoles, the Microvision did not contain an onboard processor (CPU). Instead, each game included its own processor contained within the removable cartridge.<ref name='hh_museum' /><ref name='simply_eighties' /><ref name='mus_obs' /> This meant that the console itself effectively consisted of the controls, LCD panel and LCD controller.<ref name='hh_museum' /><ref name='mus_obs' />

The processors for the first Microvision cartridges were made with both Intel 8021 (cross licensed by Signetics) and Texas Instruments TMS1100 processors. Due to purchasing issues, Milton Bradley switched to using TMS1100 processors exclusively including reprogramming the games that were originally programmed for the 8021 processor. The TMS1100 was a more primitive device, but offered more memory and lower power consumption than the 8021. First-revision Microvisions needed two batteries due to the 8021's higher power consumption, but later units (designed for the TMS1100) only had one active battery holder. Even though the battery compartment was designed to allow the two 9-volt batteries to be inserted with proper polarity of positive and negative terminals, when a battery was forcefully improperly oriented, while the other battery was properly oriented, the two batteries would be shorted and overheat. The solution was to remove terminals for one of the batteries to prevent this hazard. Due to the high cost of changing production molds, Milton Bradley did not eliminate the second battery compartment, but instead removed its terminals and called it a spare battery holder.Template:Citation needed

ProblemsEdit

File:Milton-Bradley-Microvision-Casing-Open-02.jpg
The uncovered LCD screen of a Microvision, showing screen damage

Microvision units and cartridges are now somewhat rare.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> Those that are still in existence are susceptible to three main problems: "screen rot," ESD damage, and keypad destruction.

Screen rotEdit

The manufacturing process used to create the Microvision's LCD was primitive by modern standards. Poor sealing and impurities introduced during manufacture have resulted in the condition known as screen rot. The liquid crystal spontaneously leaks and permanently darkens, resulting in a game unit that still plays but is unable to properly draw the screen. While extreme heat, which can instantly destroy the screen, can be avoided, there is nothing that can be done to prevent screen rot in most Microvision systems.<ref name=":1">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>

ESD damageEdit

A major design problem on early units involves the fact that the microprocessor (which is inside the top of each cartridge) lacks ESD protection and is directly connected to the copper pins which normally connect the cartridge to the Microvision unit. If the user opens the protective sliding door that covers the pins, the processor can be exposed to any electric charge the user has built up. If the user has built up a substantial charge, the discharge can jump around the door's edge or pass through the door itself (dielectric breakdown). The low-voltage integrated circuit inside the cartridge is extremely ESD sensitive, and can be destroyed by an event of only a few dozen volts which cannot even be felt by the person, delivering a fatal shock to the game unit. This phenomenon was described in detail by John Elder Robison (a former Milton Bradley engineer) in his book Look Me in the Eye; Robinson described the issue as having been a significant enough issue during the 1979 holiday season (with up to 60% of units being returned as defective) that it resulted in significant panic among Milton Bradley staff and required extensive modifications to both later Microvision units and Microvision factories (the former being of his own design) to better dispel stray static charges.<ref name="Robinson">Template:Cite book</ref>

Keypad destructionEdit

The Microvision unit had a twelve-button keypad, with the switches buried under a thick layer of flexible plastic. To align the user's fingers with the hidden buttons, the cartridges had cutouts in their bottom (over the keypad). As different games required different button functions, the cutouts were covered with a thin printed piece of plastic, which identified the buttons' functions in that game. The problem with this design is that pressing on the buttons stretched the printed plastic, resulting in the thin material stretching and eventually tearing. Having long fingernails exacerbated the condition. Many of the initial games were programmed to give feedback of the keypress when the key was released instead of when the key was pressed. As a result, users may press on the keypad harder because they are not being provided with any feedback that the key has been pressed. This resulted from a keypad used for prototyping being different from the production keypad; the prototyping keypad had tactile feedback upon key pressing that the production units lacked.Template:Citation needed

Technical specificationsEdit

Template:More citations needed

File:Milton-Bradley-Microvision-Cartridge-Motherboard.jpg
The PCB of a Sea Duel game cartridge, showing the TI3496 processor from the TMS1100 family
  • CPU: Intel 8021/TI TMS1100 (on cartridge)
  • Screen type and resolution: 16 × 16 pixel LCD<ref name=NGen40/><ref name=":2" />
  • Register width: 4 bit (TMS1100), 8 bit (8021)
  • Processor speed: 100 kHz
  • RAM (integrated into CPU): 64 bytes
  • ROM: 2K (TMS1100), 1K (8021)
  • Cartridge ROM: 2K (TMS 1100), 1K (8021) masked (integrated into CPU; each game's CPU was different)
  • Video Display Processor: LCD Custom Driver (made by Hughes)
  • Sound: Piezo beeper
  • Input: Twelve button keypad, one paddle
  • Power requirements: One or two 9 volt batteries on earlier Microvision consoles, one 9 volt battery on later Microvision consoles
  • Power Dissipation: 110 mW (TMS 1100), 1 W (8021)

GamesEdit

While the game cartridge plastic cases were beige colored in the USA, in Europe they came in a variety of different colors, and the games were numbered on the Box. The age range in Europe for the console and its games was from 8 to 80 years old or 8 to Adult.

There were Template:Table row counter titles known to have been released.

Template:Legend
# US title Overseas titles Game number (EU) Release date Microprocessor/s<ref>{{#invoke:citation/CS1|citation CitationClass=web

}}</ref>

PCB Revision(s)
1 Template:Flagicon Block Buster

4952

Template:Flagicon Block Buster
Template:Flagicon Block Buster
Template:Flagicon Block Buster
Template:Flagicon Block Buster
Template:Flagicon Casse Brique
Template:Flagicon 1
Template:Flagicon 1
Template:Flagicon 1
Template:Flagicon 1
Template:Flagicon 1
Template:Dts TI MP3450A 4952 REV A

4952-56 REV A

4952-79 REV B

2 Template:Flagicon Bowling

4972

Template:Flagicon Bowling
Template:Flagicon Bowling
Template:Flagicon Bowling
Template:Flagicon Bowling
Template:Flagicon Bowling
Template:Flagicon 2
Template:Flagicon 2
Template:Flagicon 2
Template:Flagicon 2
Template:Flagicon 2
Template:Dts TI MP3475NLL 4952 REV A
3 Template:Flagicon Connect Four

4971

Template:Flagicon Connect 4
Template:Flagicon 4 Gewinnt
Template:Flagicon Vier Op'n Rij
Template:Flagicon Forza 4
Template:Flagicon Puissance 4
Template:Flagicon 5
Template:Flagicon 5
Template:Flagicon 5
Template:Flagicon 5
Template:Flagicon 5
Template:Dts Signetics Intel 8021

TI MP3481NLL

4971 REV C

4952 REV -

4 Template:Flagicon Pinball

4974

Template:Flagicon Pinball
Template:Flagicon Pinball
Template:Flagicon Flipper
Template:Flagicon Flipper
Template:Flagicon Flipper
Template:Flagicon 4
Template:Flagicon 4
Template:Flagicon 4
Template:Flagicon 4
Template:Flagicon 4
Template:Dts TI MP3455NLL 4952 REV A
5 Template:Flagicon Mindbuster

4976

N/A N/A Template:Dts TI MP3457NLL 4952 REV A
6 Template:Flagicon Star Trek: Phaser Strike
(later just Phaser Strike)

4973

Template:Flagicon Shooting Star
Template:Flagicon Shooting Star
Template:Flagicon Shooting Star
Template:Flagicon Shooting Star
Template:Flagicon Shooting Star
Template:Flagicon 3
Template:Flagicon 3
Template:Flagicon 3
Template:Flagicon 3
Template:Flagicon 3
Template:Dts TI MP3454NLL 4952 REV A
7 Template:Flagicon Vegas Slots

4975

N/A N/A Template:Dts TI MP3474-NLL 4952-56 REV -
8 Template:Flagicon Baseball

4974

N/A N/A Template:Dts TI MP3479-N1NLL 4952-56 REV -
9 Template:Flagicon Sea Duel

4064

Template:Flagicon Sea Duel
Template:Flagicon See-Duell
Template:Flagicon Duel
Template:Flagicon Duello Sul Mare
Template:Flagicon Bataille Navale (Battleship)
Template:Flagicon 6
Template:Flagicon 6
Template:Flagicon 6
Template:Flagicon 6
Template:Flagicon 6
Template:Dts TI MP3496-N1 4952-56 REV -
10 Template:Flagicon Alien Raiders

4176

Template:Flagicon Space Blitz
Template:Flagicon Blitz
Template:Flagicon Blitz
Template:Flagicon Blitz
Template:Flagicon Blitz
Template:Flagicon 7
Template:Flagicon 7
Template:Flagicon 7
Template:Flagicon 7
Template:Flagicon 7
Template:Dts TI M34009-N1 4952-79 REV B
11 Template:Flagicon Cosmic Hunter

4177

N/A N/A Template:Dts TI M34007-N1 4952-79 REV B
12 N/A Template:Flagicon Super Block Buster
Template:Flagicon Super Blockbuster 611497800
Template:Flagicon Super Block Buster
Template:Flagicon Super Casse Brique (Super Brick Breaker) 611497801
Template:Flagicon 8
Template:Flagicon 8
Template:Flagicon 8
Template:Flagicon 8
Template:Dts TI M34047-N2LL 7924952D02 Rev B
13 Barrage ? ? Template:DtsUnreleased
(supposed to be released in 1982)
?

In popular cultureEdit

The Microvision was featured in Friday the 13th Part 2 (1981).<ref name=":0">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>

ReviewsEdit

  • 1980 Games 100 in Games<ref>{{#invoke:citation/CS1|citation

|CitationClass=web }}</ref>

See alsoEdit

ReferencesEdit

Template:Reflist

Template:Commons cat Template:Second generation game consoles Template:Handheld game consoles Template:Milton Bradley