Mattel Intellivision II
Released in 1982
Shortly after the Intellivision I released nationwide in the United States, Mattel followed up with the new updated Intellivision II unit in 1982. The product retailed for $99.99 USD and showed a few marked improvements. In order to cut costs Mattel featured 16 position removable joysticks on their 'new' system. A LED light was implemented to show owners when the system was on or off, since this was a difficulty with the Intellivision I unit. The power button functioned also as a reset switch and must be held for 5 seconds before the power will shut off, otherwise just pressing it will reset the system.
If the game was not in play the screen would go dark after five minutes in order to prevent burn in. To further reduce burn in, the Intellivision II Owner's Manual states that you should play the system using low contrast levels on your TV anyhow. To set the game on pause, you must simultaneously press 1 + 9 on the control pad. The system caused problems when running certain Coleco brand games such as Donkey Kong, Mouse Trap, and Carnival.
Nintendo Entertainment System (NES)
Released in 1985
Following a series of arcade game successes in the early 1980s, Nintendo made plans to produce its own console hardware that had removable cartridges, a feature not included with the company's earlier Color TV Games product. Designed by Masayuki Uemura and released in Japan on July 15, 1983, the Nintendo Family Computer (Famicom) was slow to gather momentum: during its first year, many criticized the system as unreliable, prone to programming errors and rampant freezing. Following a product recall and a reissue with a new motherboard, the Famicom's popularity soared, becoming the best-selling game console in Japan by the end of 1984. Encouraged by their successes, Nintendo soon turned their attentions to the North American markets.
In June 1985, Nintendo unveiled its American version of the Famicom at the Consumer Electronics Show (CES). With a completely redesigned case and a new name, the Nintendo Entertainment System (NES) proved to be just as popular in America as the Famicom was in Japan, and played a major role in revitalizing interest in the video game industry.
Atari 2600 Junior
Released in 1986
In 1986 the Atari 2600 was re-released as the 2600 Junior. They retailed for $49.99 and came with a controller, RF switch and power cord but were absent of a pack in cartridge. They were made to match the 5200 and 7800 of the same time and some of the Juniors actually sported a JR stamp on them.
The switches are the same as the CX 2600 A except that they are now sliding buttons rather than switches. The switches on the top of the unit were On/Off, Black and White/Color, Game Select, and Rest. Game Difficulty could be switched on the back. The system was much smaller and could conserve space much better than it's predecessor. The RF lead was not attached to this system.
Competition in the video game industry was at an all time high, the Atari 2600 Junior would be a simple low cost Atari 2600 packaged into a small "lunch-box" carton with appeal to younger gamers.
Atari 7800
Released in 1986
The Atari 7800 was Atari's chance at redemption in the video game market. Atari Inc. spent a good part of 1983 interviewing thousands of people on what they wanted and didn't want in a video game console. Atari Inc. through Warner Communications, then worked with General Computer Corporation who earlier had lost a lawsuit with Atari regarding a "Speed-up" board for Atari's Missile Command.
The all new graphics **** called MARIA (Also the code name of the 7800 Project) with almost 100 independent sprites, better color palette on screen, and other powerful features would not only allow game designers the ability to code new and exciting games, but the **** also allowed an original Atari TIA processor to co-exist side by side with MARIA so that the new console could also play all of the original Atari 2600 games as well.
The Atari 7800 was designed to be flexible and expandable and even had an expansion port for future peripherals to tap into the system bus and video circuitry.
Sega Master System (SMS)
Released in 1986
After producing many games for early home video game consoles, Sega decided to develop a console system of its own. The SG-1000 and Mark III were available in Japan in the mid-1980s, but when Sega witnessed the early success of the Nintendo Entertainment System, the company knew it wanted a share of the American console market. So, Sega redesigned the Mark III, renamed it the Sega Master System (SMS for short), and released it in 1986, not long after the NES first came out.
Technically, the Master System was superior to the NES, with better graphics and higher quality sound. The original SMS could play both cartridges and the credit card-sized "Sega Cards," which retailed for cheaper prices than carts but had less code. The SMS also had cooler accessories (like 3D glasses), but this didn't do much good when there weren't very many exciting games.
The Master System technology lived on in Sega's Game Gear, which was basically a portable SMS with some enhancements.
NEC Turbo Grafx 16
Released in 1989
In Japan, shortly after the introduction of Nintendo's Famicom (Japan's version of the NES), the electronics giant NEC entered into the video game market with the introduction of their "next generation" system, known as the PC Engine (PCE). The PCE boasted a 16-bit graphics **** capable of displaying up to 256 colors on screen at once, at a number of resolutions. Although its CPU wasn't much more powerful that of the NES, its spectacular graphics **** and six-channel sound bettered the Famicom in every way. It utilized a sleek new card format (PCE games are either HuCards or Turbochips) to hold its software, rather than bulky cartridges. It was also the first console to boast a CD-ROM drive, for full orchestral soundtracks and even (gasp!) full motion video. The PC Engine was immensely popular in Japan, outselling the Famicom by a significant margin.
In 1989, two years after its Japanese introduction, NEC announced plans to bring the PC Engine overseas, to the booming video game market of the U.S. With a huge library of Japanese software, it seemed to many as though the system couldn't possibly fail.
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