Microvision FAQ

 Microvision FAQ


Version 0.04


Copyright (c) 1994, 1995   Joseph M. Huber


All rights reserved.  This document may be copied, in whole or in part,

by any means provided the copyright and contributors sections remain

intact and no fee is charged for the information.  Contributors

retain the copyright to their individual contributions.


The data contained herein is provided for informational purposes

only.  No warranty is made with regards to the accuracy of the

information.


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Please mail additional information, opinions, and comments to:


Joe Huber - huber@tribe.enet.dec.com


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Last update: February 9, 1995.


Contributors:

JH) Joe Huber

01) David Belter

02) Rik Morgan (rik@metronet.com)

03) Will Chose

04) Jerry Greiner

05) Bruce Tomlin


TABLE OF CONTENTS


1.0) What is Microvision?

2.0) Microvision Specs

3.0) Cartridge List

4.0) Trivia

5.0) Instructions

6.0) Programming the Microvision

7.0) Repairing the Microvision

    7.1) LCD screen

    7.2) Keypad

8.0) Microvision Dealers



1.0) What is Microvision?


Microvision was introduced by Milton Bradley in 1979.  Designed by Jay

Smith (who later designed Vectrex), Microvision combined the cartridge 

interchangability that was propelling Fairchild and Atari into the 

forefront with the portability that had helped Coleco and Mattel sell 

millions of hand held games.  While the idea was fine (witness the success

of Gameboy and Game Gear), the timing and support were not.  After some

initial success (grossing $8 million in its first year of production,

and boosting Smith Engineering into a million-dollar operation), and an

initial release of seven cartridges (including Block Buster, which came 

with the unit), Milton Bradley rolled out just two new cartridges in 1980, 

and a final two in 1981.  With a small library, no tie in to a home unit,

and a screen resolution that provided little ability to produce meaningful 

graphics, Microvision soon became little more than a memory.


Still, the Microvision was a pioneer, overcoming the limitations of the 

light-emitting-diode displays that were standard for hand-held games at the 

time.  For all the limitations of the unit, many of the games produced were 

quite good. - JH, 02, 05



2.0) Microvision Specs


             Resolution: 16 x 16 LCD

                    CPU: TMS1100 (on cartridge)

                   Bits: 4

                  Speed: ?

                    RAM: ?

Video Display Processor: ?

                  Sound: ?

          Cartridge ROM: 2K masked


The original game units used two 9-volt batteries, but it was discovered 

that not only could Microvision run on one 9-volt battery, but Microvision

owners would sometimes put one of the batteries in backwards.  Later

units only provided terminals for one battery, with the second spot

marked "spare battery storage". - JH, 02



3.0) Cartridge List


Key:


Year - Year of Release


Number - Part Number


Rarity (relative) -              

        C)  Common

        U)  Uncommon

        R)  Rare

        VR) Very Rare

        ER) Extremely Rare


Rating -

        1) Awful

        2) Poor

        3) OK

        4) Good

        5) Very Good


        Format: Rating/# of people rating.

                For example, 3.5/4 would mean 4 people had rated the

                cartridge, with an average rating of 3.5.


Name                            Year    Number  Rarity  Rating  

=======================         ====    ======  ======  ======  

Alien Raiders                   1981    4176    VR      4.7/3   

Baseball                        1980    4063    U       3.0/2   

Block Buster                    1979    4952    C       4.7/3   

Bowling                         1979    4972    U       2.5/2   

Connect Four                    1979    4971    R       4.0/2   

Cosmic Hunter                   1981    4177    VR      4.7/3   

Mindbuster                      1979    4976    R       3.0/2   

Pinball                         1979    4974    U       2.5/2   

Sea Duel                        1980    4064    VR      5.0/2   

Star Trek Phaser Strike         1979    4973    U       4.0/2   

Vegas Slots                     1979    4975    R       2.0/2   



4.0) Trivia


Robert Hoffberg programmed Connect Four and Cosmic Hunter, as well as

assisting on Sea Duel and Baseball.


Cartridge programming was done at Milton Bradley in East Longmeadow, MA,

Texas Instruments in Dallas, TX, and in Santa Monica,CA.


There are at least two different boxes which the Microvision unit was

packaged in.  One lists only the six original carts; the second adds

Baseball and Sea Duel.


Cosmic Hunter and Alien Raiders, the last two releases, have "control"

numbers which don't match the part number on the box (MB8106 for Cosmic 

Hunter, MB8107 for Alien Raiders).


The original units did not include an anti-static shield.  These shields,

which fit above the LCD screen, were included with cartridges and also sent

out with repaired units.



5.0) Instructions


BLOCK BUSTER (and unit):


(Two battery version)


Operating Procedures


Inserting the Batteries


1. Turn the console over.  Using a fingernail, lift up the locking tab on

   the battery compartment cover and lift it off.  See Fig. 1.


(Fig. 1 - The back of the Microvision unit, showing the contrast knob above

 the battery compartment.)


(Fig. 2 - The back of the Microvision unit, with the battery compartment

 open and two batteries inserted.)


2. You need two 9 Volt transistor batteries to operate Microvision.  

   Alkaline batteries are recommended for batter performance and longer

   life.  Make sure they are fresh and strong as even new batteries may

   be defective or weak and may cause unsatisfactory operation.

3. Insert the two batteries as shown in Fig. 2 matching the charge 

   marked on the battery symbols indicated on the inside of the

   compartment.

4. Replace the battery cover and turn the console face up.


Inserting the Cartridge


1. First, check to sure the On/OFF switch is down in the OFF position.

   Then, holding the cartridge at an angle, slide the top of the

   cartridge into the slot at the top of the console.  See Fig. 3.


(Fig. 3 - Front of Microvision unit with cartridge being inserted.)


2. Then, press down, snapping the cartridge into place.

3. To remove the cartridge: Make sure the power is off.  Grasp the sides

   of the cartridge at the grooves, squeeze slightly, and pull up.  (DO

   NOT FORCE.)  Then, gently slide the cartridge out.


Contrast Knob


1. When you turn the game on, you may notice that the screen contrast

   needs adjustment.

   Note: The contrast has been factory adjusted to room temperature

         (approximately 70 degrees)

2. Locate the contrast knob on the back of the console (refer to Fig. 1).

   Insert a dime (a fingernail, etc.) into the groove in the knob and

   turn it until you achieve the desired contrast.


Special Cautions


1. It is recommended that you use and store you Microvision console and 

   cartridges at temperatures ranging from 32F to 104F.

2. The liquid crystal display is sensitive to direct sunlight, abrupt

   temperature changes, high humidity or dampness, and dust.  It is 

   best to avoid using your game in areas where the above conditions

   are present.

3. Do not press down on the screen area or subject your game to impact

   or shocks.

4. Do not handle the contacts at the top of the cartridge.

5. If you will not be playing the game for a day or more, it is

   recommended that you remove the cartridge from the console.

6. If you leave the power on for an extended period of time with the

   cartridge in the console, permanent damage to the display will occur.


Battery Replacement


1. When the batteries are losing power, the screen may blank out or the

   display could appear erratic.

2. Turn the power off, remove the battery cover, and replace your old

   batteries with fresh 9 volt (alkaline type) batteries.


                                IMPORTANT


Turn the power off when not playing the game.  Microvision will alert

you periodically with a signal if you leave the power on when you are 

not playing the game.


Game Play for Block Buster


Object:


Knock out all the blocks in the 3-layer wall using a ball & paddle.


1. Slide the ON/OFF switch up to ON.  The option screen will appear.

2. Press the BALLS key to select the number of balls that you want to

   play (1, 3, 5, 7, or 9).

3. Press the SPEED key to select the speed of the serve (Fast or Slow).

4. Press the PADDLE key to select the width of the paddle (Triple or

   Double).

   Note: The Double width paddle, because it only allows for diagonal

         play, requires a greater degree of skill to master.

5. Press GO and the score screen appears.  Press GO again and the wall

   and paddle appear on the screen.

   Note: If you do not press another key on the keyboard within

         approximately 10 seconds, the game will signal you and will

         display the score on the screen.  This is to remind you that

         the game is still on.

6. Turn the Control Knob on the console to move the paddle from side to

   side.

7. Press GO to serve the ball.  Bounce the ball off the paddle into the

   wall.  When the ball hits the wall, it eliminates a block.  Try to 

   volley the ball as many times as you can.  If you eliminate all the

   blocks, a new wall appears and the same ball is still in play.

8. When you miss a ball, your score and the number of balls you have

   left appears on the screen.

9. Press GO to show the wall and paddle.  Press GO again to serve the

   next ball.

10. If you have the speed set on Slow, the pace quickens when you hit

    a block in the top row.  If you have the speed set on Fast, the rate

    will remain fast at all times.

11. When you have played all the balls chosen at the beginning of the

    game, the game is over and you will see your score.

12. Press GO to return to the option screen.  Press GO to show the score

    screen.  Press GO to show the wall and paddle.  Press GO again to

    serve the ball.


Scoring


You get 1 point for each block you hit in the bottom row, 2 points for 

each block in the middle row, and 3 points for each block in the top

row.  Each complete wall totals 96 points.  (After reaching 999 points,

you must and 1,000's to the score that shows on the screen.)


Remember - Turn the power off when not playing the game.


= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =


(One battery version - instructions and figures remain exactly the

 same except as follows)


Operating Procedures


FOR BEST RESULTS USE ALKALINE BATTERIES ONLY!

Alkaline batteries are recommended for better performance and longer life.

Make sure they are fresh and strong as even new batteries may be defective

or weak and may cause unsatisfactory operation.


Inserting the Batteries


1. Turn the console over.  Using a fingernail, lift up the locking tab on

   the battery compartment cover and lift it off.  See Fig. 1.


(Fig. 1 - The back of the Microvision unit, showing the contrast knob above

 the battery compartment.)


(Fig. 2 - The back of the Microvision unit, with the battery compartment

 open and two batteries inserted - the one on the left marked "functioning

 battery", the one on the right marked "spare battery storage".)


2. Only ONE 9 volt transistor battery is needed to operate Microvision.  

   We suggest you buy two alkaline batteries, use one to operate the

   unit and keep the other as a spare in the easily accessible Spare

   Battery Storage area [remember the spare is always there when you

   need it!].  See Figure 2. for the proper positioning of the

   functioning battery and the spare battery.

3. Make sure the functioning battery is inserted properly.  To make the

   proper connection, insert the terminal heads as shown in the detailed

   diagram on the bottom of the battery compartment in the console, 

   itself.

4. Now insert the spare battery in the Spare Battery Storage area right

   next to the functioning battery.

5. Replace the battery cover and turn the console face up.


= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =



6.0) Programming the Microvision


Programming the Microvision is complicated by the fact that, unlike nearly

every other cartridge based system, the CPU for each Microvision cartridge

is included on the cartridge.  Furthermore, the game code is included on

the same chip. - 02


The LCD driver chip is a 40 pin chip located in the Microvision base unit. 

The lines are Pwr, Gnd, 32 outputs to the LCD, 4 inputs from the 

microcomputer, strobe input and latch input.  The LCD driver chip is very 

primitive.  Screen contents must be latched 4 bits at a time, with a

total of 8 packets making up one screen.  After all 8 packets have been

latched, they must be strobed in to complete one multiplex.  Up to 12

multiplex levels are possible.  Finally, the voltage on the LCD must

be inverted by turning the latch on, then toggling the strobe, and

finally the shutting the latch off.  The voltage must be inverted

roughly 35 times per second, or the LCD glass will be etched with

electrons.  


Be forewarned, when working with Microvision cartridges, that they (or, more 

specifically, the built in CPUs) are very susceptible to electrostatic 

discharges.



7.0) Repairing the Microvision


7.1) LCD screen


(To be added.)


7.2) Keypad


(To be added.)



8.0) Microvision Dealers


Microvision units and cartridges are nearly impossible to find.  When 

they are available, it's usually at a premium - I've seen asking prices

as high as $30 for a cartridge, $75 for a unit.  However, even as a 

dedicated fan or garage sales, thrift stores, and flea markets, I've

only once come across any Microvision equipment, and at that it didn't

come cheaply.


Given the relative scarcity of Microvision products, few dealers can

keep an inventory of such items.  Therefore, while the following dealers 

have been known to sell Microvision products, there is no guarantee that

they currently stock any items.


Note: the following are listed alphabetically.  Inclusion on this list 

carries with it no recommendation, either positive or negative, about 

the dealer.  Additional dealers who sell a line of Microvision products 

via mail order will be gladly added to the list.


JerryG Visionaries

        Snail Mail: 14700 NW Bonneville Loop

                    Beaverton, OR 97006

        EMail (preferred): jerryg@hevanet.com


Steven J. Tucker

        Snail Mail: 9897 York Road

                    North Royalton, OH 44133

        EMail: dh395@cleveland.Freenet.Edu


Video Magic (Frank Polosky)

        Snail Mail: P.O. Box 9542

                    Pittsburgh, PA 15223

        Phone: (412) 781-2241



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