RF Generation.  The Classic and Modern Gaming Databases.RF Generation.  The Classic and Modern Gaming Databases.

Posted on Jul 12th 2008 at 08:38:33 PM by (Marriott_Guy)
Posted under System Overview, Emerson, Arcadia, Bandai, Intellivision

[img width=300 align=right]http://www.rfgeneration.com/images/hardware/U-026/bf/U-026-H-00010-A.jpg[/img]In 1982, Emerson Radio Corporation decided to enter the video game hardware arena with their release of the Arcadia 2001. Better known for their development of affordable electronic products, this move was not entirely a big surprise. Emerson was always looking for market niches to penetrate to utilize their existing electronics manufacturing team. As with their previous releases of low-end, price friendly electrical component ventures, the Arcadia 2001 would eventually suffer the same fate.

The Arcadia 2001 is not necessarily a bad looking machine. The sturdy, brown plastic housing has a nice accent of wood grain trimming (which was very popular at that time). The console sports a very clean user interface, located in the front and center of the unit. Soft, rounded, gold colored buttons provide easy access to the main systems functions (Reset, Select, Option, Start). The square shaped Power button that flanks these buttons to the right does not really quite fit into the scheme - almost as if this was an afterthought of the chassis design team. The two, non-detachable keypads (Intellivision-type clone) rest in cradles to the left and right, though do not truly fit visually into the design of the console (maybe another afterthought). The Arcadia 2001 does sport one of the longest video RF cables I have seen - 12' long. The plug for the 12 Volt external power supply and a channel 3/4 switch adorn the back side of this system. There are two (2) screw 'holes' on the back as well. I have no idea what these are used for.

Underneath the hood, the Arcadia 2001 was powered by Signetics 2650 CPU running at 3.58 MHz which produced games in 8 colors and at a screen resolution of 208 x 108. The best way to describe games for the Arcadia 2001 is to think of an Atari 2600 release and inject it with a heavy does of steroids. The Arcadia 2001 was a more powerful machine that the console it was intended to dethrone, but Emerson lacked a critical component for success in the console wars - third party support.
 
[img width=300 align=right]http://www.rfgeneration.com/images/hardware/U-026/bb/U-026-H-00010-A.jpg[/img]Cartridges came in two different sizes and are black in color (USA) with well rendered artwork adorning the front of the cart (almost like a mini water color painting) and game instructions on the back. The title is displayed along the 'spine' of the cartridge in easy to read 'rainbow' lettering. The silver colored boxes are similar in size to the Atari 2600, but much more sturdy and are handsomely numbered. Many games come packaged with a controller overlay identical to the same concept used by Intellivision.  A number of popular games were developed for the Arcadia 2001, including Pacman, Galaxian and DefenderAtari successfully sued Emerson, and other companies, claiming they had exclusive rights to these game franchises. These games never saw the light of day and resulted in a waste of a great deal of capital. This left Emerson scrambling for suitor(s) to develop game software. With the Atari 5200 and the Coleco Colecovision about to be released, both being superior systems, development for the Arcadia 2001 was non existent. A total of 35 games (most arcade clones) were released for this system. Surprising, this console was manufactured and released in many different countries outside of the USA. All are basically the same, but differ in one significant way - cartridge size. Games are not necessarily compatible with all systems.

Development for the Arcadia 2001 ceased about one year after it's debut. Unable to compete with technologically superior consoles that were released at virtually the same time (Atari 5200 and Coleco ColecoVision) coupled with the lack of third party software support sealed this system's fate.
 
Prices seem to fluctuate greatly on this system and appear to be dependant on the respective model. Though this console was a relative failure and a mere blip on the radar, it is not that rare and can be easily obtained.



The link to the full review of this system (including ratings, pictures and video):
http://www.videogameconso...rary.com/pg80-arcadia.htm

Thanks all.

Terry (a.k.a. Marriott_Guy)
The Video Game Console Library
http://www.videogameconsolelibrary.com



Posted on Nov 15th 2007 at 03:34:52 AM by (Marriott_Guy)
Posted under System Overview, Bandai, TV Jack, Super Vision 8000, Mattel, Intellivision

[img width=300 align=right]http://www.rfgeneration.com/images/hardware/J-112/hw/J-112-H-00010-A_00.jpg[/img]Notable game developer Bandai was very involved in hardware development and manufacturing beginning in 1977 with its popular line of TV-Jack pong based consoles (six total releases within two years). Building on their mild success in this arena, the Bandai Super Vision 8000 debuted in 1979 and was the very first programmable game cartridge system released in Japan. This timeline (1979) and notoriety (initial entry and the developer, Bandai) may be a surprise to some simply due to the fact that Japan has been a leader in video game technology for some time, with big hitters Nintendo and Sega in the fold.

While the video game player in the USA had been exposed to the new programmable game cartridge systems (Fairchild Channel F, Atari VCS, APF MP-1000, Bally Professional Arcade, Odyssey 2) beginning in 1976, pong based consoles enjoyed a prolonged following within the Japanese market. This initially retarded the growth, development and embracement of new technology. The release of the Super Vision 8000 was a small, but significant, step taken by Bandai in changing the atmosphere within the hardware gaming market in Japan.

Constructed of hard, thick plastics, the light grey chassis of the Super Vision 8000 is accented well with classic black molding resulting in a clean, crisp look. Cradles for the two included controllers flank the respective sides. This console will never be mistakenly described as being small. The Super Vision 800 is a healthy sized piece of hardware, relatively rectangular in design with a gradual incline of roughly 15 degrees from the bottom to the top. The seven (7) confirmed games were rendered in 16-bit color across three sound channels, graphically in between the output of the Atari VCS and the Mattel Intellivision. Powered by an 8-bit NEC D780C running at 3.58 MHZ that was complimented by a AY-3-8910 coprocessor, this advanced piece of hardware was quite revolutionary, as well as expensive, at that time in Japan. With an initial offering of around 60,000 yen ($560 USD, $1,300 USD comparable in 1979), the Super Vision 8000 was priced out of the reach of most Japanese gamers.

[img width=300 align=left]http://www.rfgeneration.com/images/hardware/U-013/bf/U-013-H-00010-A.jpg[/img]This console is often mistaken for being a clone of the Mattel Intellivision, primarily due to controller design. However, the exact opposite actually applies. The Super Vision 8000 was released prior to the Intellivision, and the internal hardware specifics are completely different and not compatible at all. The story behind the controller similarity is varied, with half of those with actual knowledge of both systems siding with the thinking that Mattel was the original developer, the other stating it was Bandai. There seems to be more historical data to side with the former in this debate.

Though the hardware technology at the time (1979) in Japan was not as advanced as that in the USA, there is evidence that the Super Vision 8000 was developed independently, and prior to, the Intellivision. Further, there are claims that Bandai was going to sue Mattel for patent right violation(s) when the initial Intellivision was displayed at a gaming demonstration forum. There seems to be some validity to this story since Bandai gained the rights in 1980 to be the sole manufacturer of the Intellivision console in Japan. With the Super Vision 8000 not selling well at the time (due to the high price and a changing Japanese market), Bandai focused their efforts on production of Intellivision units. This eventually lead to the cessation of production and development for of the Super Vision 8000 within one year of its release.
[img width=300 align=right]http://www.videogameconsolelibrary.com/images/1970s/79_Bandai_Super_Vision_8000/79_Bandai_games.jpg[/img]
Bandai, though mostly known now as a great game developer, was a big player in the video game hardware industry in Japan and paved the way for juggernauts like Nintendo and Sega. The Super Vision 8000 is an extremely rare system and is considered to be a holy grail amongst console collectors. Games for this system will run you around $80-$100 USD due to their rarity. The system itself was not sold in great quantities. Finding one at all (working or non) is quite a chore. To land yourself a working, CIB unit, expect to lay out $700+, plus S/H. This is definitely a system that should be targeted by only the most serious of console collectors.


                                                                                                                                                                                                                                               
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