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{{Short description|Gaming generation from 1976 to 1992}}
{{CVG history}}
{{good article}}
This article deals with the ] of ] '''prior to the ]'''.
{{Use mdy dates|date=August 2020}}
{{VG history|expandmenu=2}}
In the ], the '''second-generation''' era refers to computer and video games, ]s, and ] available from 1976 to 1992.<!--1992 is the correct date and not a typo. The 2600 was discontinued in this year. It supported by a citation at the very end of the article's lead section. Do not change to 1982 without first discussing on article talk page and establishing a consensus to do so.--> Notable ] of the second generation include the ], ], ], ], and ]. The generation began in November 1976 with the release of the Fairchild Channel F.<ref>{{Cite book|url=https://books.google.com/books?id=B71fDwAAQBAJ&q=fairchild+channel+f+november+1976&pg=PT25|title=The Nostalgia Nerd's Retro Tech: Computer, Consoles & Games|last=Leigh|first=Peter|date=November 1, 2018|publisher=Octopus|isbn=9781781576823|language=en|access-date=November 3, 2020|archive-date=February 9, 2023|archive-url=https://web.archive.org/web/20230209134107/https://books.google.com/books?id=B71fDwAAQBAJ&q=fairchild+channel+f+november+1976&pg=PT25|url-status=live}}</ref> This was followed by the Atari 2600 in 1977,<ref>{{cite book|title=The encyclopedia of consoles, handhelds & home computers 1972-2005|last=Forster|first=Winnie|publisher=GAMEPLAN|year=2005|isbn=3-00-015359-4|page=27}}</ref> ] in 1978,<ref>{{Cite book|url=https://books.google.com/books?id=N0ZNAAAAYAAJ&q=Philips+G7000|title=Beginner's Guide to Video|last=Matthewson|first=David K.|date=1982|publisher=Butterworth|isbn=9780408005777|pages=180|language=en|access-date=September 26, 2020|archive-date=February 9, 2023|archive-url=https://web.archive.org/web/20230209134127/https://books.google.com/books?id=N0ZNAAAAYAAJ&q=Philips+G7000|url-status=live}}</ref> Intellivision in 1980<ref name=":0">{{Cite book|url=https://books.google.com/books?id=deBFx7QAwsQC&q=Intellivision&pg=PA388|title=Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming|last=Wolf|first=Mark J. P.|date=2012|publisher=ABC-CLIO|isbn=9780313379369|pages=135|language=en|access-date=November 3, 2020|archive-date=February 9, 2023|archive-url=https://web.archive.org/web/20230209134109/https://books.google.com/books?id=deBFx7QAwsQC&q=Intellivision&pg=PA388|url-status=live}}</ref> and then the ], ], ], and ],<ref name="Gamasutra">Barton, Matt and Loguidice, Bill. (2007). {{Webarchive|url=https://web.archive.org/web/20160416003157/http://www.gamasutra.com/view/feature/3117/a_history_of_gaming_platforms_the_.php |date=April 16, 2016 }}, Gamasutra.</ref> all in 1982. By the end of the era, there were over 15 different consoles. It coincided with, and was partly fuelled by, the ]. This peak era of popularity and innovation for the medium resulted in many games for second generation home consoles being ] of ]s. '']'', the first "]" arcade game to be ported, was released in 1980 for the Atari 2600, though earlier Atari-published arcade games were ported to the 2600 previously.''<ref name="RG-41">{{Cite journal|last=Campbell|first=Stuart|date=September 2007|title=The Definitive Space Invaders|url=https://archive.org/stream/retro_gamer/RetroGamer_041#page/24/mode/2up|journal=]|publisher=]|issue=41|pages=24–33}}</ref>'' Coleco packaged Nintendo's '']'' with the ColecoVision when it was released in August 1982.


''Built-in games,'' like those from the ], saw limited use during this era. Though the first generation ] had put games on cartridge-like ], the games had limited functionality and required TV screen overlays and other accessories to be fully functional. More advanced ], which contained the entire game experience, were developed for the Fairchild Channel F, and most video game systems adopted similar technology.<ref>{{Cite web|url=https://www.lifewire.com/jerry-lawson-video-game-professional-729586|title=Jerry Lawson - First Black Video Game Professional|last=Cohen|first=D. S.|date=September 18, 2018|website=Lifewire|language=en|archive-url=https://web.archive.org/web/20190121064719/https://www.lifewire.com/jerry-lawson-video-game-professional-729586|archive-date=January 21, 2019|url-status=live|access-date=January 20, 2019}}</ref> The first system of the generation and some others, such as the ], still came with built-in games<ref>{{cite book|title=The Golden Age of Video Games|last=Dillon|first=Roberto|publisher=A K Peter/CRC Press|year=2011|isbn=978-1-4398-7323-6}}</ref> while also having the capability of utilizing cartridges.<ref>{{cite book|title=]|last=Kent|first=Steven L.|authorlink=Steven L. Kent|publisher=Three Rivers Press|year=2001|isbn=0-7615-3643-4}}</ref> The popularity of game cartridges grew after the release of the Atari 2600. From the late 1970s to the mid-1990s, most home video game systems used cartridges until the technology was replaced by ]s. The Fairchild Channel F was also the first console to use a ], which was the driving technology that allowed the consoles to use cartridges.<ref>{{Cite web|url=https://www.engadget.com/2015/02/20/jerry-lawson-game-pioneer/|title=Jerry Lawson, a self-taught engineer, gave us video game cartridges|last=Hardawar|first=Devindra|date=February 20, 2015|website=Engadget|language=en|archive-url=https://web.archive.org/web/20190214212505/https://www.engadget.com/2015/02/20/jerry-lawson-game-pioneer/|archive-date=February 14, 2019|url-status=live|access-date=January 21, 2019}}</ref> Other technology such as screen resolution, color graphics, audio, and ] was also improved during this era. The generation also saw the first handheld game cartridge system, the ], which was released by toy company ] in 1979.
:''Main article: ]''
Three people are usually cited as the sole inventors of ]s. One of them is ] engineer ], who conceived the idea of an interactive television while employed by ] in ] in ]. No game was produced because his employer rejected the design, but he continued this early work 15 years later.
In ], ] (then at ]) created a simple video game called ''Chase'' that could be displayed on a standard ] set. Baer continued development, and in ] he had a prototype that could play several different games, including versions of table tennis and target shooting. Under Baer, ] developed the ] and, with ], created video games in ].


In 1979, ] was created by former ] programmers<ref>{{Cite book|url=https://books.google.com/books?id=BzxTtml8Jq4C|title=Classic Home Video Games, 1972_1984: A Complete Reference Guide|last=Weiss|first=Brett|date=April 4, 2011|publisher=McFarland|isbn=9780786487554|pages=28|language=en|access-date=January 22, 2019|archive-url=https://web.archive.org/web/20190122195622/https://books.google.co.uk/books?id=BzxTtml8Jq4C|archive-date=January 22, 2019|url-status=live}}</ref> and was the first ] of video games.<ref name="mj19821226">{{cite news|url=https://news.google.com/newspapers?id=nwsdAAAAIBAJ&pg=3635%2C1989311|title=Stream of video games is endless|date=December 26, 1982|work=Milwaukee Journal|access-date=January 10, 2015|archive-url=https://web.archive.org/web/20160312093025/https://news.google.com/newspapers?id=nwsdAAAAIBAJ&sjid=QX8EAAAAIBAJ&pg=3635%2C1989311|archive-date=March 12, 2016|url-status=live|pages=Business 1}}</ref> A small company through the 1980s, it gradually grew into a 21st century gaming giant. In the early 1980s, many large corporations, spurred by the success of the home video game industry and especially the VCS, launched or bought subsidiaries to produce video game console software. By 1982, the shelf capacity of toy stores was overflowing with an overabundance of consoles, over-hyped game releases, and low-quality games from new third-party developers. An over-saturation of consoles and games,<ref name="nytimes 1983">{{cite web|url=https://www.nytimes.com/1983/10/17/business/video-games-industry-comes-down-to-earth.html|title=Video Games Industry Comes Down To Earth|last=Kleinfield|first=N.R.|date=October 17, 1983|work=]|access-date=September 21, 2018|archive-url=https://web.archive.org/web/20180913223742/https://www.nytimes.com/1983/10/17/business/video-games-industry-comes-down-to-earth.html|archive-date=September 13, 2018|url-status=live}}</ref> coupled with poor knowledge of the market, saw the ] and marked the start of the next generation. Beginning in December 1982 and stretching through all of 1984, the crash of 1983 caused major disruption to the North American market.<ref>{{Cite news|url=https://news.google.com/newspapers?id=qKIbAAAAIBAJ&pg=5459,6856521|title=NEC out to dazzle Nintendo fans|last=Dvorchak|first=Robert|date=July 30, 1989|work=The Times-News|access-date=May 11, 2017|page=1D|archive-url=https://web.archive.org/web/20160512205357/https://news.google.com/newspapers?id=qKIbAAAAIBAJ&sjid=R04EAAAAIBAJ&pg=5459,6856521|archive-date=May 12, 2016|url-status=live}}</ref><ref>{{Cite book|url=https://books.google.com/books?id=XiM0ntMybNwC&q=crash|title=The Video Game Explosion: A History from PONG to Playstation and Beyond|last=Wolf|first=Mark J. P.|date=2008|publisher=ABC-CLIO|isbn=9780313338687|pages=105|language=en|access-date=November 3, 2020|archive-date=February 9, 2023|archive-url=https://web.archive.org/web/20230209134121/https://books.google.com/books?id=XiM0ntMybNwC&q=crash|url-status=live}}</ref> Some developers collapsed and almost no new games were released in 1984. The market did not fully recover until the ].<ref name=":0" /> The second generation ended on January 1, 1992, with the discontinuation of the Atari 2600.<ref>{{Cite book|title=]|last1=Montfort|first1=Nick|authorlink1=Nick Montfort|last2=Bogost|first2=Ian|authorlink2=Ian Bogost|publisher=]|year=2009|pages=150|isbn=978-0-2625-3976-0}}</ref>
===The first home video games (1972-1977)===
] arcade version]]
1972 saw the release of the first ] for the home market, the ]. Built using mainly ], it was based on Baer's early work and licensed from Sanders Associates. The console was connected to a home television set. It was not a large success, although other companies with similar products (including Atari) had to pay a licensing fee for some time. For a time was Sanders' most profitable line, even though many in the company looked down on game development. It wasn't until Atari's home version of '']'' (at first under the Sears Tele-Games label) in Christmas of ] that home video games really took off. The success of ''Pong'' sparked hundreds of clone games, including the ], which went on to be a success in its own right, with over a dozen models.


==Background==
===Early 8-bit home consoles (1977-1983)===
] ], illustrating the ROM chips mounted to a circuit board within the casing. The cartridges were inserted into the console via the exposed contacts on the top of the board.]]
] game cartridge circuit board]]
The primary driver of the second generation of consoles was the introduction of the low-cost ]. Arcade games and the first generation of consoles used discrete electronic components including simple logic chips such as ] (TTL)-based ] (ICs). Custom ]s (ASICs) like the ] were produced to replicate these circuits within a single chip, but still presented only a single fixed logic program. Once a game was shipped, there were only minimal variations that could be made by adjusting the positions of ] (effectively the behavior of the "cartridges" that shipped with the ]). As ] recognized, spending from {{USD|100,000 to 250,000|long=no}} and several months of development time on a hardware unit with a single dedicated game with only three-month shelf life before it was outdated by other competitors' offerings was not a practical business model, and instead some type of programmable console would be preferred.<ref name="gamasutra history atari">{{cite web | url = http://www.gamasutra.com/view/feature/130414/the_history_of_atari_19711977.php?print=1 | title = The History of Atari: 1971-1977 | first = Steve | last = Fulton | date = November 6, 2007 | access-date = September 11, 2018 | work = ] | archive-date = September 12, 2018 | archive-url = https://web.archive.org/web/20180912021902/http://www.gamasutra.com/view/feature/130414/the_history_of_atari_19711977.php?print=1 | url-status = live }}</ref>
In the earliest consoles, the computer code for one or more games was hardcoded into microchips using discrete logic, and no additional games could ever be added. By the mid-1970's video games were found on ]s. Programs were burned onto ] chips that were mounted inside plastic cartridge casings that could be plugged into slots on the console. When the cartridges were plugged in, the general-purpose ]s in the consoles read the cartridge memory and ran whatever program was stored there. Rather than being confined to a small selection of games included in the box, consumers could now amass libraries of game cartridges.


] introduced the first microprocessor, the ], in 1971, a special computer chip that could be sent a simple instruction and provide its result. This allowed the ability to create software programs around the microprocessor rather than fix the logic into circuits and ICs. Engineers at both Atari, Inc. (via its ] subsidiary) and at Alpex Computer Corporation saw the potential to apply this to home consoles as prices for microprocessors became more affordable. Alpex's work led to partnership with semiconductor manufacturer ] and lead to the release of the first such programmable home console, the ] released in 1976, based on the ] microprocessor. The Channel F also established the use of ]s to provide the software for the programmable console, consisting of a ] chip mounted on a circuit board within a hard casing that can withstand the physical insertion into the console and potential ] buildup.<ref name="fc history"/> Atari's own programmable console, the ] (Atari VCS or later known as the Atari 2600), was released in 1977 and based on the ] ] microprocessor, with a cartridge design influenced in part by the Channel F system.<ref name="fc history">{{cite web | url = https://www.fastcompany.com/3040889/the-untold-story-of-the-invention-of-the-game-cartridge | title = The Untold Story Of The Invention Of The Game Cartridge | first = Benj | last = Edwards | date = January 22, 2015 | access-date = July 29, 2020 | work = ] | archive-date = January 11, 2020 | archive-url = https://web.archive.org/web/20200111161144/https://www.fastcompany.com/3040889/the-untold-story-of-the-invention-of-the-game-cartridge | url-status = live }}</ref> Other console manufacturers soon followed suit with the production of their own programmable consoles.
The '''Fairchild VES''' was the world's first cartridge-based video game console. It was released by Fairchild Semiconductor in August ]. When Atari released their VCS the next year, Fairchild quickly re-named it to the ].


At the start of the second generation, all games were developed and produced in-house. Four former Atari programmers, having left from conflicts in management style after Atari was purchased by ] in 1976, established ] in 1979 to develop their own VCS games, which included '']'' initially and the hits '']'' and '']'' later. Atari sued Activision and its founders on the basis of theft of trade secrets and violation of their ]s, and for ''Dragster'' allegedly infringing on the ''Drag Race'' arcade game from Atari's arm ]; the cases were thrown out of court and the two companies settled in 1982, with Activision agreeing to pay Atari for a "technology license". This established Activision as the first ] for a console. It also established a working model for other third-party developers, and several such companies followed in Activision's wake, partially contributing to the ] due to oversaturation.<ref>{{cite web |url=https://www.gamasutra.com/view/feature/1537/the_history_of_activision.php?print=1 |title=The History Of Activision |work=Gamasutra |first=Jeffrey |last=Flemming |access-date=December 30, 2016 |url-status=live |archive-url=https://web.archive.org/web/20161220122651/http://www.gamasutra.com/view/feature/1537/the_history_of_activision.php?print=1 |archive-date=December 20, 2016}}</ref><ref>https://www.newspapers.com/article/the-los-angeles-times-atari-v-activision/68907276/</ref><ref>https://www.gamedeveloper.com/business/atari-the-golden-years----a-history-1978-1981</ref><ref>https://thedoteaters.com/?bitstory=console/activision</ref>
In ], Atari released its cartridge-based console called the '''Video Computer System (VCS)''', later called ]. Nine games were designed and released for the holiday season. It would quickly become by far the most popular of all the early consoles.


As the second generation of consoles coincided with the ], a common trend that emerged during the generation was licensing ]s for consoles. Many of them were increasingly licensed from ] companies by 1980, which led to Jonathan Greenberg of '']'' predicting in early 1981 that Japanese companies would eventually dominate the North American video game industry later in the decade.<ref name="Greenberg">{{Cite magazine|last=Greenberg|first=Jonathan|date=April 13, 1981|title=Japanese invaders: Move over Asteroids and Defenders, the next adversary in the electronic video game wars may be even tougher to beat|url=https://jonathangreenberg.com/wp-content/uploads/2018/01/Japanese-Invaders-April-13-1981.pdf|magazine=]|volume=127|issue=8|pages=98, 102|access-date=December 2, 2021|archive-date=December 2, 2021|archive-url=https://web.archive.org/web/20211202200213/https://jonathangreenberg.com/wp-content/uploads/2018/01/Japanese-Invaders-April-13-1981.pdf|url-status=live}}</ref>
In ] ] released its cartridge-based console, the ], in the United States and Canada. ] Electronics released this same game console as the Philips G7000 in many European countries. Although it never became as popular as Atari, it managed to sell several million units through 1983.


At this stage, both consoles and game cartridges were intended to be sold for profit by manufacturers. However, by segregating games from the console, this approach established the use of the ] in future console generations, where consoles would be sold at or below cost while licensing fees from third-party games would bring in profits.<ref name="down many times">{{cite book | last = Ernkvist | first = Mirko | chapter = Down many times, but still playing the game: Creative destruction and industry crashes in the early video game industry 1971-1986 | year = 2008 | pages = 161–191 | title = History of Insolvancy and Bankruptcy | publisher = Södertörns högskola | editor-first= Karl | editor-last=Gratzer | editor-first2=Dieter | editor-last2=Stiefel | isbn = 978-91-89315-94-5 }}</ref><ref name="game over white paper">{{cite journal | title= Use of a Game Over: Emulation and the Video Game Industry, A White Paper | first1= James | last1= Conley | first2= Ed | last2= Andros | first3= Priti | last3= Chinai | first4= Elise | last4= Lipkowitz | first5= David | last5= Perez | journal= Northwestern Journal of Technology and Intellectual Property | volume= 2 | issue= 2 | date= Spring 2004 | url= https://scholarlycommons.law.northwestern.edu/njtip/vol2/iss2/3/ | access-date= September 2, 2020 | archive-date= November 18, 2021 | archive-url= https://web.archive.org/web/20211118235114/https://scholarlycommons.law.northwestern.edu/njtip/vol2/iss2/3/ | url-status= live }}</ref>
In ], ] was created by disgruntled former Atari programmers. It was the first ] of video games. Many new developers would follow their lead in succeeding years.


==Home systems==
The next major entry was ], introduced by Mattel in ]. Though chronologically part of what is called the "8-bit era", the Intellivision had a unique processor with instructions that were 10 bits wide (allowing more instruction variety and potential speed), and registers 16 bits wide. The system, which featured graphics superior to the older Atari 2600, rocketed to popularity.
{{see also|List of home video game consoles#Second generation (1976–1992)}}
] of ]]]
Unique among home systems of the time was the ], the only one to feature ].


===Fairchild Channel F===
] saw the introduction of the ], an even more powerful machine. Its sales also took off, but the presence of three major consoles in the marketplace and a glut of poor quality games began to overcrowd retail shelves and erode consumers' interest in video games. Within a year this overcrowded market would crash.
{{Main|Fairchild Channel F}}
] port of ]]]
The popularity of early consoles was strongly influenced by their ] of arcade games. The 2600 was the first with ], and the Colecovision had ].


The Fairchild Channel F, also known early in its life as the Fairchild Video Entertainment System (VES), was released by Fairchild Semiconductor in November 1976 and was the first console of the second generation.<ref>{{Cite book|url=https://books.google.com/books?id=7chzUOYwLPkC&q=fairchild+channel+f+second+generation&pg=PA318|title=Handbook of Research on Serious Games as Educational, Business and Research Tools|last=Manuela|first=Cruz-Cunha, Maria|date=February 29, 2012|publisher=IGI Global|isbn=9781466601505|pages=318|language=en|access-date=November 3, 2020|archive-date=February 9, 2023|archive-url=https://web.archive.org/web/20230209134112/https://books.google.com/books?id=7chzUOYwLPkC&q=fairchild+channel+f+second+generation&pg=PA318|url-status=live}}</ref> It was the world's first CPU-based video game console, introducing the cartridge-based game-code storage format.<ref>{{cite book |last=Wolf |first=Mark |date=2008 |title=The Video Game Explosion: A History from PONG to Playstation and Beyond |page=15 |url=https://books.google.com/books?id=XiM0ntMybNwC&q=fairchild+channel+f+rom&pg=PA15 |publisher=Greenwood Press |isbn=978-0-313-33868-7 |access-date=November 8, 2013 |archive-url=https://web.archive.org/web/20140102153718/http://books.google.com/books?id=XiM0ntMybNwC&pg=PA15&dq=fairchild+channel+f+rom&hl=en&sa=X&ei=J659UviuB6GciQK5_4C4Cg&ved=0CD0Q6AEwAQ#v=onepage&q=fairchild%20channel%20f%20rom&f=false |archive-date=January 2, 2014 |url-status=live }}</ref> The console featured a pause button that allowed players to freeze a game. This allowed them to take a break without the need to reset or turn off the console so they did not lose their current game progress.<ref>{{Cite book|url=https://books.google.com/books?id=BzxTtml8Jq4C&q=%22Fairchild+Channel+F%22+%22pause%22&pg=PA203|title=Classic Home Video Games, 1972-1984: A Complete Reference Guide|last=Weiss|first=Brett|date=December 20, 2011|publisher=McFarland|isbn=9780786487554|pages=203|language=en|access-date=November 3, 2020|archive-date=February 9, 2023|archive-url=https://web.archive.org/web/20230209134128/https://books.google.com/books?id=BzxTtml8Jq4C&q=%22Fairchild+Channel+F%22+%22pause%22&pg=PA203|url-status=live}}</ref> Fairchild released twenty-six cartridges for the system, with up to four games being on each cartridge. The console came with two pre-installed games, ''Hockey'' and ''Tennis''.<ref>{{Cite web|url=https://www.gamasutra.com/view/feature/3900/the_history_of_pong_avoid_missing_.php?print=1#_ftnref8|title=The History Of Pong: Avoid Missing Game to Start Industry|last=Barton|first=Matt|date=January 9, 2009|website=Gamasutra|archive-url=https://web.archive.org/web/20190119122802/https://www.gamasutra.com/view/feature/3900/the_history_of_pong_avoid_missing_.php?print=1#_ftnref8|archive-date=January 19, 2019|url-status=live|access-date=January 18, 2019}}</ref>
Early cartridges were 2KB ROMs for Atari 2600 and 4K for Intellivision. This upper limit grew steadily from 1978 to 1983, up to 16KB for Atari 2600 and Intellivision, 32KB for Colecovision. '']'', a technique that allowed two different parts of the program to use the same memory addresses was required for the larger cartridges to work.


Following the release of the Atari 2600, the Channel F's popularity waned quickly as the more action-driven games of the Atari 2600 drew more attention than the more educational and slow-paced games on the Channel F. By 1979, only an additional 100,000 units of the Channel F were sold for lifetime sales of 350,000.<ref name="fc channel F history">{{cite web | url = https://www.fastcompany.com/3040889/the-untold-story-of-the-invention-of-the-game-cartridge | title = The Untold Story Of The Invention Of The Game Cartridge | first = Benj | last = Edwards | date = January 22, 2015 | access-date = July 29, 2020 | work = ] | archive-date = January 11, 2020 | archive-url = https://web.archive.org/web/20200111161144/https://www.fastcompany.com/3040889/the-untold-story-of-the-invention-of-the-game-cartridge | url-status = live }}</ref>
In the game consoles, high RAM prices at the time limited the ] (memory) capacity of the systems to a tiny amount, often less than a ]. Although the cartridge size limit grew steadily, the RAM limit was part of the console itself and all games had to work within its constraints.


In 1978, Fairchild redesigned the system into a new model, the Channel F System II. The System II streamlined some of the initial Channel F to reduce cost and improve consumer usage compared to the Atari 2600, such as improved controller connections and using the television speakers for audio output, but by the time it was released, the Atari 2600 had too much market advantage for Fairchild to overcome. After releasing 21 games for the system, Fairchild sold the Channel F technology to Zircon International in 1979, who then discontinued the system by 1983.<ref name="fc channel F history"/>
By 1982 a glut of games from new third-party developers less well-prepared than Activision began to appear, and began to overflow the shelf capacity of toy stores.


===Atari 2600 and 5200===
In part because of these oversupplies, the video game industry crashed, starting from Christmas of 1982 and stretching through all of ]. See the main article: ].
{{Main|Atari 2600|Atari 5200}}
] game joystick controller]]


In 1977, ] released its CPU-based console called the Video Computer System (VCS), later called the Atari 2600.<ref>{{cite web|url=http://www.gamasutra.com/view/feature/3551/a_history_of_gaming_platforms_.php?print=1|title=A History of Gaming Platforms: Atari 2600 Video Computer System/VCS|last1=Barton|first1=Matt|last2=Loguidice|first2=Bill|date=February 28, 2008|work=]|access-date=September 11, 2018|archive-url=https://web.archive.org/web/20180911225503/http://www.gamasutra.com/view/feature/3551/a_history_of_gaming_platforms_.php?print=1|archive-date=September 11, 2018|url-status=live}}</ref> Nine games were designed and released for the holiday season. Atari held exclusive rights to most of the popular ] conversions of the day. They used this key segment to support their older hardware in the market. This game advantage and the difference in price between the machines meant that each year, Atari sold more units than Intellivision, lengthening its lead despite inferior graphics.<ref>{{Cite web|url=https://www.gamasutra.com/view/feature/3653/a_history_of_gaming_platforms_.php?print=1|title=A History of Gaming Platforms: Mattel Intellivision|last1=Barton|first1=Matt|last2=Loguidice|first2=Bill|date=May 8, 2008|website=Gamasutra|archive-url=https://web.archive.org/web/20181101020927/https://www.gamasutra.com/view/feature/3653/a_history_of_gaming_platforms_.php?print=1|archive-date=November 1, 2018|url-status=live|access-date=January 21, 2019}}</ref> The Atari 2600 sold over 30 million units over its lifetime, considerably more than any other console of the second generation.<ref>{{Cite book|url=https://books.google.com/books?id=YVTNBQAAQBAJ&q=30+million&pg=PA30|title=The Golden Age of Video Games: The Birth of a Multibillion Dollar Industry|last=Dillon|first=Roberto|date=April 19, 2016|publisher=CRC Press|isbn=9781439873243|pages=125|language=en|access-date=November 3, 2020|archive-date=February 9, 2023|archive-url=https://web.archive.org/web/20230209134127/https://books.google.com/books?id=YVTNBQAAQBAJ&q=30+million&pg=PA30|url-status=live}}</ref> In 1982, Atari released the Atari 5200 in an attempt to compete with the Intellivision. While superior to the 2600, poor sales and lack of new games meant Atari only supported it for two years before it was discontinued.<ref>{{Cite book|url=https://books.google.com/books?id=deBFx7QAwsQC&q=atari+5200&pg=PA388|title=Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming|last=Wolf|first=Mark J. P.|date=2012|publisher=ABC-CLIO|isbn=9780313379369|pages=49|language=en|access-date=November 3, 2020|archive-date=February 9, 2023|archive-url=https://web.archive.org/web/20230209134126/https://books.google.com/books?id=deBFx7QAwsQC&q=atari+5200&pg=PA388|url-status=live}}</ref>
===Early handheld games===
The first portable, ] was ''Tic Tac Toe'', made in 1972 by a company called Waco. The display consisted of a grid of nine buttons, that could turn red or green when pushed. The first ] with interchangeable cartridges was the ] designed by ], and distributed and sold by ] in 1979. Crippled by a small, fragile LCD display and a very narrow selection of games, it was discontinued two years later. Although neither would prove popular, they paved the way for more advanced single-game handhelds, often simply called "] games" or "] games" depending on their display system.


Early Atari 2600 cartridges contained 2 kilobytes of read-only storage. This limit grew steadily from 1978 to 1983: up to 16 kilobytes for Atari 5200 cartridges. The Atari 2600 directly supports up to 4 kilobytes (4096 bytes) of cartridge ROM. '']'', a technique that allows two or more different parts of the program to use the same ]es, was required for the larger cartridges to work. The Atari 2600 cartridges got as large as 32 kilobytes through this technique.<ref>{{Cite book|title=]|author1=Monfort, Nick|author2=Bogost, Ian|publisher=]|year=2009|isbn=978-0-262-01257-7|pages=88|name-list-style=amp}}</ref> The Atari 2600 has only 128 bytes of RAM available in the console. A few late game cartridges contain a combined RAM/ROM chip, or an additional separate RAM chip, thus adding another 256 bytes or more (up to 2 kilobytes)<ref>The Atari 2600 game cartridge Burgertime, from M-Network, contains 2 KB of RAM.</ref> of RAM inside the cartridge itself. The Atari 2600 standard joystick is a digital controller with a single button, released in 1977.<ref>{{Cite web|url=http://www.gamasutra.com/view/feature/3551/a_history_of_gaming_platforms_.php?print=1|title=A History of Gaming Platforms: Atari 2600 Video Computer System/VCS|last1=Barton|first1=Matt|last2=Loguidice|first2=Bill|date=February 28, 2008|website=Gamasutra|archive-url=https://web.archive.org/web/20180911225503/http://www.gamasutra.com/view/feature/3551/a_history_of_gaming_platforms_.php?print=1|archive-date=September 11, 2018|url-status=live|access-date=January 20, 2019}}</ref> The Atari 2600 also supports 4 analog paddle controllers (or, in theory, 2 analog joysticks<ref>Atari never sold a 2600-compatible analog joystick, and no known games for the 2600 supported an analog joystick. The Atari 5200, in contrast, has only analog joysticks which are non-centering (unsprung), unlike most arcade machine joysticks.</ref>).
==The first home video game systems==
<center><gallery>
Image:Magnavoxodyssey.jpg|] (1972)
Image:Home Pong thumbnail.JPG|] (1972)
Image:Coleco telstar marksman.jpg|] (1976)
Image:AFP TV Fun.jpg|] (1976)
</gallery></center>


===Bally Astrocade===
==Early cartridge-based 8-bit systems==
{{Main|Bally Astrocade}}
<center><gallery>
Image:Fairchild channel-f.gif|] (1976)
Image:RCA Studio II.jpg|] (1976)
Image:Vcs 2600.jpeg|] (1977)
Image:Bally Professional Arcade.jpg|] (1977)
Image:Videopac-pete-screen-800px.jpg|] (1978)
Image:Intellivision.jpg|] (1980)
Image:APF Electronics Inc Imagination Machine.jpg|] (1979)
Image:SG-1000 II.jpg|](1981)
Image:Atari 5200 system.PNG|] (1982)
Image:Vectrex.jpg|] (1982)
Image:Arcadia leonardo.jpg|] (1982)
</gallery></center>


The ] was released in 1977 and was available only through mail order.<ref name=":2">{{Cite book|title=Scientific American Magazine|year=1977|pages=15–17}}</ref> It was originally referred to as the Bally Home Library Computer.<ref name=":2" /><ref name=":6">{{Cite book|url=https://books.google.com/books?id=BzxTtml8Jq4C|title=Classic Home Video Games, 1972_1984: A Complete Reference Guide|last=Weiss|first=Brett|date=April 4, 2011|publisher=McFarland|isbn=9780786487554|pages=18|language=en|access-date=January 22, 2019|archive-url=https://web.archive.org/web/20190122195622/https://books.google.co.uk/books?id=BzxTtml8Jq4C|archive-date=January 22, 2019|url-status=live}}</ref> Delays in the production meant that none of the units shipped until 1978. By this time, the machine had been renamed the Bally Professional Arcade.<ref name=":6" /> In this form, it sold mostly at computer stores and had little retail exposure, unlike the Atari VCS. The rights to the console were sold to Astrovision in 1981. They re-released the unit with the BASIC cartridge included for free; this system was known as the Bally Computer System.<ref name=":6" /> When Astrovision changed their name to Astrocade in 1982 they also changed the name of the console to the Astrocade to follow suit. It sold under this name until the video game crash of 1983 when it was discontinued.<ref>{{Cite book|url=https://books.google.com/books?id=oYZ-DwAAQBAJ|title=The Routledge Companion to Media Technology and Obsolescence|last=Wolf|first=Mark J. P.|date=November 21, 2018|publisher=Routledge|isbn=9781315442662|language=en|access-date=January 22, 2019|archive-url=https://web.archive.org/web/20190122195620/https://books.google.co.uk/books?id=oYZ-DwAAQBAJ|archive-date=January 22, 2019|url-status=live}}</ref>
==Handheld Consoles==
<center><gallery>
Image:Microvision.jpg|] (1979)
Image:Game and watch-fire.jpg|] (1980)
</gallery></center>


===Magnavox Odyssey 2===
]
{{Main|Magnavox Odyssey 2}}

In 1978, ] released its microprocessor-based console, the Odyssey 2, in the United States and Canada.<ref>{{Cite book|url=https://books.google.com/books?id=OIhYAAAAYAAJ&q=Magnavox+Odyssey%C2%B2|title=Game Informer Magazine: For Video Game Enthusiasts|date=May 2009|publisher=Sunrise Publications|pages=17|language=en|access-date=September 26, 2020|archive-date=February 9, 2023|archive-url=https://web.archive.org/web/20230209134124/https://books.google.com/books?id=OIhYAAAAYAAJ&q=Magnavox+Odyssey%C2%B2|url-status=live}}</ref> It was distributed by ] Electronics in the European market and was released as the Philips G7000.<ref>{{Cite book|url=https://books.google.com/books?id=Z4aQBAAAQBAJ&q=philips+g7000+europe&pg=PT232|title=Translation and Localisation in Video Games: Making Entertainment Software Global|last=Bernal-Merino|first=Miguel Á|date=September 19, 2014|publisher=Routledge|isbn=9781317617839|language=en|access-date=November 3, 2020|archive-date=February 9, 2023|archive-url=https://web.archive.org/web/20230209134114/https://books.google.com/books?id=Z4aQBAAAQBAJ&q=philips+g7000+europe&pg=PT232|url-status=live}}</ref> A defining feature of the system was the speech synthesis unit add-on which enhanced music, sound effects and speech capabilities.<ref name="goodman1983spring">{{Cite magazine|last=Goodman|first=Danny|author-link=Danny Goodman|date=Spring 1983|title=Home Video Games: Video Games Update|url=http://www.atarimagazines.com/cva/v1n1/vgupdate.php|magazine=Creative Computing Video & Arcade Games|page=32|access-date=January 18, 2019|archive-url=https://web.archive.org/web/20171107020633/http://www.atarimagazines.com/cva/v1n1/vgupdate.php|archive-date=November 7, 2017|url-status=live}}</ref> The Odyssey² was also known for its fusion of board and video games. Some titles came with a game board and pieces which players had to use in conjunction to play the game. Although the Odyssey² never became as popular as the Atari consoles, it sold 2 million units throughout its lifetime. This made it the third best selling console of the generation.<ref name=":3">{{cite book|title=The encyclopedia of consoles, handhelds & home computers 1972 - 2005|last=Forster|first=Winnie|publisher=GAMEPLAN|year=2005|isbn=3-00-015359-4|page=30}}</ref> It was discontinued in 1984.<ref name = "The Next Level">{{Cite web|url=http://www.the-nextlevel.com/odyssey2/articles/timeline/index.php|title=The Odyssey2 Timeline! - The Odyssey² Homepage!|website=www.the-nextlevel.com|access-date=January 18, 2019|archive-date=April 21, 2019|archive-url=https://web.archive.org/web/20190421134712/http://www.the-nextlevel.com/odyssey2/articles/timeline/index.php|url-status=live}}</ref>

===Intellivision===
{{Main|Intellivision}}

The ] was introduced by ] to test markets in 1979<ref name="askhal12">{{cite web|url=http://www.intellivisionlives.com/bluesky/people/askhal/askhal.html#A1|title=Ask Hal: Frequently Asked Questions to the Blue Sky Rangers|last1=Robinson|first1=Keith|last2=Roney|first2=Stephen|publisher=Intellivision Productions|archive-url=https://web.archive.org/web/20181101015516/http://www.intellivisionlives.com/bluesky/people/askhal/askhal.html|archive-date=November 1, 2018|url-status=dead|access-date=November 3, 2008}}</ref> and nationally in 1980. The Intellivision console contained a 16-bit processor with 16-bit registers and 16-bit system ]. This was long before the "]".<ref name="Intellivision" /> Programs were however stored on 10-bit ]. It also featured an advanced sound chip that could deliver output through three distinct sound channels.<ref name="Intellivision">Barton, Matt and Loguidice, Bill. (May 8, 2008). {{Webarchive|url=https://web.archive.org/web/20111109023711/http://www.gamasutra.com/view/feature/3653/a_history_of_gaming_platforms_.php |date=November 9, 2011 }}, Gamasutra.</ref> The Intellivision was the first console with a thumb-pad directional controller and tile-based playfields with vertical and horizontal ]. The system's initial production run sold out shortly after its national launch in 1980.<ref name="Intellivision"/> Early cartridges were 4 kilobyte ], which grew to 24 kilobytes for later games.

The Intellivision introduced several new features to the second generation. It was the first home console to use a 16-bit microprocessor and offer ] through the ] service.<ref>{{cite magazine|date=May 1997|title=No. 9 Games by Wire|magazine=]|publisher=]|issue=29|page=26}}</ref> It also provided real-time human voices during gameplay. It was the first console to pose a serious threat to Atari's dominance. A series of TV advertisements featuring ] were run. They used side-by-side game comparisons to show the improved graphics and sound compared with those of the Atari 2600.<ref name="Intellivision"/> It sold over 3 million units<ref name="gamespy">{{cite web|url=http://classicgaming.gamespy.com/View.php?view=ConsoleMuseum.Detail&id=17&game=9|title=Mattel Intellivision — 1980–1984|work=ClassicGaming|publisher=IGN|archive-url=https://web.archive.org/web/20080623232114/http://classicgaming.gamespy.com/View.php?view=ConsoleMuseum.Detail&id=17&game=9|archive-date=June 23, 2008|url-status=dead|access-date=May 16, 2008}}</ref> before being discontinued in 1990.<ref name=":9">{{cite book|title=The encyclopedia of consoles, handhelds & home computers 1972–2005|last=Forster|first=Winnie|publisher=GAMEPLAN|year=2005|isbn=3-00-015359-4|page=42}}</ref>

===ColecoVision===
{{Main|ColecoVision}}

The ColecoVision was introduced by toy manufacturer Coleco in August 1982. It was more powerful than previous consoles, providing an experience that was closer to Arcades than what the 2600 could provide.<ref>{{Citation | journal=Christian Science Monitor | title=Zap! Pow! Video games sparkle in holiday market | last=Aeppel | first=Timothy | page=7 | date=December 10, 1982 | quote=In recent weeks, two particularly hot-selling systems have emerged - the Atari 5200 and ColecoVision. Both are described as powerful 'third wave' machines, the Cadillacs of game systems, and priced accordingly at close to $200...hey are sure to snatch most of the Christmas market.}}</ref> The console launched with several arcade ports, including Sega's ''Zaxxon'', and later saw third-party support from many developers such as Activision and even their competitor Atari.<ref name="tcrf-galaxian">{{Cite web|url=https://tcrf.net/Galaxian_(ColecoVision)|title=Galaxian (ColecoVision) - The Cutting Room Floor|website=tcrf.net|access-date=December 1, 2020|archive-date=December 8, 2020|archive-url=https://web.archive.org/web/20201208221453/https://tcrf.net/Galaxian_(ColecoVision)|url-status=live}}</ref> The ColecoVision is notable for its Atari 2600 expansion module, which enabled the console to play 2600 games, resulting in a lawsuit from Atari.<ref name="nyt-pact">{{cite news|title=Atari-Coleco Pact|url=https://www.nytimes.com/1983/03/12/business/company-news-atari-coleco-pact.html|work=the New York Times|date=March 12, 1983|access-date=August 9, 2020|archive-date=August 27, 2020|archive-url=https://web.archive.org/web/20200827232946/https://www.nytimes.com/1983/03/12/business/company-news-atari-coleco-pact.html|url-status=live}}</ref> The ColecoVision was a victim of the video game crash, ultimately being discontinued in 1985.

===Vectrex===
{{Main|Vectrex}}

The Vectrex was released in 1982. It was unique among home systems of the time in featuring ] and its own self-contained display<ref name="Vectrex">Barton, Matt and Loguidice, Bill. (2007). {{Webarchive|url=https://web.archive.org/web/20160416003157/http://www.gamasutra.com/view/feature/3117/a_history_of_gaming_platforms_the_.php |date=April 16, 2016 }}, Gamasutra.</ref> (necessitated by the fact that a normal TV set cannot display vector graphics, since the TV is a raster display.) At the time, many of the most popular arcade games, such as '']'', used vector displays. Through a licensing deal with Cinematronics, GCE was able to produce high-quality versions of arcade games such as ] and ]. Despite a strong library of games and good reviews, the Vectrex was ultimately a commercial failure.<ref>{{Cite book|url=https://books.google.com/books?id=duITAQAAIAAJ&q=vectrex|title=Phoenix: The Fall & Rise of Videogames|last=Herman|first=Leonard|date=January 1, 1997|publisher=Rolenta Press|isbn=9780964384828|language=en|access-date=September 26, 2020|archive-date=February 9, 2023|archive-url=https://web.archive.org/web/20230209134115/https://books.google.com/books?id=duITAQAAIAAJ&q=vectrex|url-status=live}}</ref> It was on the market for less than two years.<ref>{{Cite book|url=https://books.google.com/books?id=BzxTtml8Jq4C&q=vectrex+1984&pg=PA274|title=Classic Home Video Games, 1972-1984: A Complete Reference Guide|last=Weiss|first=Brett|date=December 20, 2011|publisher=McFarland|isbn=9780786487554|pages=274|language=en|access-date=November 3, 2020|archive-date=February 9, 2023|archive-url=https://web.archive.org/web/20230209134116/https://books.google.com/books?id=BzxTtml8Jq4C&q=vectrex+1984&pg=PA274|url-status=live}}</ref>

===Comparison===
{|class="wikitable"
|+ Comparison of second-generation video game home consoles
! colspan="2" style="width: 10%" | Name
! style="width: 15%;" | ]
! style="width: 15%;" | ]
! style="width: 15%;" | ]
! style="width: 15%;" | ]
! style="width: 15%;" | ]
|- align="center"
! colspan="2" | ]
| ]
| ]
| ]
| ]
| ]
|- style="text-align:center;"
! colspan="2" | Image(s)
| style="background: white;" | ]<br>]
| style="background: white;" | ]<br>]
| style="background: white;" | ]
| style="background: white;" | ]
| style="background: white;" | ]<br>]
|- style="vertical-align: center"
! colspan="2"| Release date
|{{vgrelease|USA|November 1976|JP|October 1977}}
|{{vgrelease|USA|September 1977|EU|1978|JP|May 1983}}
|{{vgrelease|USA|1978}}<ref>{{Cite book|url=https://books.google.com/books?id=deBFx7QAwsQC&q=astrocade&pg=PA388|title=Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming|last=Wolf|first=Mark J. P.|date=2012|publisher=ABC-CLIO|isbn=9780313379369|pages=67|language=en|access-date=November 3, 2020|archive-date=December 12, 2020|archive-url=https://web.archive.org/web/20201212210608/https://books.google.com/books?id=deBFx7QAwsQC&q=astrocade&pg=PA388|url-status=live}}</ref>
|{{vgrelease|EU|December 1978|USA|February 1979|JP|1982|BR|1983}}
|{{vgrelease|USA|Test marketed in 1979. Official release in 1980|EU|1982|JP|1982}}
|-
! rowspan="4" |Launch price
!]
|US$169.95 ({{inflation|US|169.95|1976|r=-1|fmt=eq}})
|US$199<ref name=":4">{{Cite web |last=Dornbush |first=Jonathon |date=October 4, 2016 |title=Update: Comparing the Price of Every Game Console, With Inflation |url=https://www.ign.com/articles/2016/10/04/comparing-the-price-of-every-game-console-with-inflation |url-status=live |archive-url=https://web.archive.org/web/20190121064723/https://www.ign.com/articles/2016/10/04/comparing-the-price-of-every-game-console-with-inflation |archive-date=January 21, 2019 |access-date=January 20, 2019 |website=IGN |language=en-US}}</ref> ({{inflation|US|200|r=-1|1977|fmt=eq}})
|US$299<ref name=":2" /> ({{inflation|US|299|r=-1|1977|fmt=eq}})
|US$200 ({{inflation|US|200|1978|r=-1|fmt=eq}})
|US$299<ref name="askhal12" /><ref name="tvdigest791015">{{cite news |title=Television Digest |url=https://www.atariarchive.org/wp-content/uploads/2020/10/Weekly-Television-Digest-1979-10-15.png |access-date=25 October 2020 |date=1979-10-15}}</ref> ({{inflation|US|299|1980|r=-1|fmt=eq}})
|-
!]
|
|{{GBP|199}} ({{inflation|UK|199|1978|r=-1|fmt=eq|cursign=£}})
!-
|
|{{GBP|199}}<ref name="cvg_001">{{cite magazine|url=https://archive.org/details/cvg-magazine-001|magazine=Computer and Video Games |title=Close Encounters of a Hazardous Kind |issue=1|date=November 1, 1981|page=71|via=Internet Archive}}</ref> ({{inflation|UK|199|1982|r=-1|fmt=eq|cursign=£}})
|-
!]
|
|
!-
|
|
|-
!]
|
|
!-
|JP¥49,800 ({{inflation|JP|49800|1978|r=-2|fmt=eq|cursign=]}})<ref>{{Cite web|url=https://jp.ign.com/2016yearend/10272/feature/|title=テレビテニスから始まった国内家庭用ゲーム機の移り変わり|last=Mabuchi|first=Hiroaki|date=December 29, 2016|website=IGN Japan|language=ja|access-date=August 30, 2019|archive-date=August 30, 2019|archive-url=https://web.archive.org/web/20190830083735/https://jp.ign.com/2016yearend/10272/feature/|url-status=live}}</ref>
|{{¥|49800}} ({{inflation|JP|49800|1982|r=-1|fmt=eq|cursign=¥}})
|- style="text-align:center;"
! rowspan="3" | ]
!Type
|Cartridge
|Cartridge (and Cassette via special 3rd party attachment)
|Cartridge and cassette/Floppy, available with ZGRASS unit
|Cartridge
|Cartridge
|- style="text-align:center;"
!]
| {{Yes|Unrestricted}}<ref name="region">NTSC games can display wrong colors, slow speed and sound on PAL systems and vice versa.</ref>
| {{Yes|Unrestricted}}<ref name="region" />
| {{Yes|Unrestricted}}<ref name="region" />
| {{Yes|Unrestricted}}<ref name="region" />
| {{Yes|Unrestricted}}<ref name="region" />
|- style="text-align:center;"
!]
| {{N/A}}
| {{N/A}}
| {{N/A}}
| {{No|None}}
| {{Yes|Atari 2600 games through the System Changer module}}
|-
! colspan="2"| ]
|Videocart-17: Pinball Challenge
|'']'', 7 million <small>(as of September 1, 2006)</small><ref>{{cite web |url=https://arstechnica.com/news.ars/post/20060901-7652.html |title=EA's Madden 2007 sells briskly, but are games gaining on movies? |author=Jeremy Reimer |date=September 1, 2006 |access-date=January 31, 2008 |website=] |archive-url=https://web.archive.org/web/20080223183159/http://arstechnica.com/news.ars/post/20060901-7652.html |archive-date=February 23, 2008 |url-status=live }}</ref><ref>{{cite book |author=Kent, Steven |year=2001 |title=The Ultimate History of Video Games |publisher=] |isbn=0-7615-3643-4}}</ref>
| Unknown
| Unknown
|<small>:</small>''Las Vegas Poker & Blackjack'', 1.939 million<br>'']'', 1.085 million <small>(as of June 1983)<ref name=":1">{{Cite book|url=https://books.google.com/books?id=LVc1QNGo_g0C&q=Magnavox+Odyssey%C2%B2+1979&pg=PA354|title=The Video Games Guide: 1,000+ Arcade, Console and Computer Games, 1962-2012, 2d ed.|last=Fox|first=Matt|date=December 1, 2012|publisher=McFarland|isbn=9781476600673|pages=179|language=en|access-date=November 3, 2020|archive-date=February 9, 2023|archive-url=https://web.archive.org/web/20230209134117/https://books.google.com/books?id=LVc1QNGo_g0C&q=Magnavox+Odyssey%C2%B2+1979&pg=PA354|url-status=live}}</ref><ref name="IntellivisionLives">{{cite book|title=Intellivision Lives CD PC/Mac|date=1998|publisher=Intellivision Productions}}</ref></small>
|-
! colspan="2" |Accessories (retail)
|
* Jet-Stick for Channel F II
|
* Paddle controllers (bound pair)
* Driving controller
* Keypad
* Game Brain
* ]
* ]
|
* ZGRASS unit
|
* The Voice
* Chess Module
|
* ] (cancelled)
* ]
* ]
* ]
* Music Synthesizer keyboard
* System Changer (Play’s Atari 2600 Games)
|-
! colspan="2"| ]
|1.79&nbsp;MHz (PAL 2.00&nbsp;MHz) ]
|1.19&nbsp;MHz ]
|1.789&nbsp;MHz ] ]
|1.79&nbsp;MHz ] 8-bit ]
|2&nbsp;MHz ]
|-
! colspan="2" |]
|64 ]s scratchpad in 3850 CPU<br />] 2 ] (2×128×64 bits)
|128 bytes RAM within ] chip (additional RAM may be included in game cartridges)
|Main RAM 4 kB (up to 64 kB with external modules in the expansion port)
|CPU-internal RAM: 64 bytes<br />Audio/video RAM: 128 bytes
|352 x 16-bit system RAM<br />
240 x 8-bit scratchpad RAM<br />
512 x 8-bit graphics pattern table RAM
|- style="vertical-align: center"
! rowspan="5" | Video
! ]

| <!-- Fairchild Channel F -->
circa 102×58 <ref>{{Cite book|url=https://books.google.com/books?id=oK3D4i5ldKgC&pg=PA65|title=Before the Crash: Early Video Game History|last=Wolf|first=Mark J. P.|date=June 15, 2012|publisher=Wayne State University Press|isbn=9780814337226|pages=65|language=en|access-date=October 29, 2016|archive-url=https://web.archive.org/web/20170303082557/https://books.google.co.uk/books?id=oK3D4i5ldKgC&pg=PA65|archive-date=March 3, 2017|url-status=live}}</ref>

|<!-- Atari 2600 -->
160×240+<ref>Vertical resolution is technically limited only by the TV raster format (NTSC 262 or 263 lines/frame) and the need for a vertical blanking interval.</ref> (sprites)<br />
40x240+ (playfield)<br />

| <!-- Bally Astrocade -->
True: 160×102<br />
Basic: 160×88<br />
Expanded RAM: 320×204

| <!-- Magnavox Odyssey² -->
160×200 (NTSC)

| <!-- Intellivision -->
160x96 (20x12 tiles of 8x8 pixels)

|-
! ]

| <!-- Fairchild Channel F -->
8 colors

| <!-- Atari 2600 -->
128 colors (NTSC)<br />
104 colors (PAL)<br />
8 colors (SECAM)

| <!-- Bally Astrocade -->
32 colors (8 intensities)

| <!-- Magnavox Odyssey² -->
16 colors (fixed); sprites use 8 colors

| <!-- Intellivision -->
16 color

|-
! Colors on Screen

| <!-- Fairchild Channel F -->
8 simultaneous (maximum of 4 per pixel row)

| <!-- Atari 2600 -->
128 simultaneous (2 sprite colors and 2 background/ball colors per scanline)

| <!-- Bally Astrocade -->
True: 8<br />
Basic: 2

| <!-- Magnavox Odyssey² -->
Unknown

| <!-- Intellivision -->
16 simultaneous

|-
! ]

| <!-- Fairchild Channel F -->
Only by software

|<!-- Atari 2600 -->
per scanline:
* 2 8-pixel sprites, each with 1, 2, or 3 spaced copies and scaled by ×1, x2, or x4, in 8 predefined patterns
* 2 missiles (variable width)
* 1 ball (variable width)

| <!-- Bally Astrocade -->
Unlimited (software controlled)

| <!-- Magnavox Odyssey² -->
* 4 8×8 single-color user-defined sprites
* 12 8×8 single-color characters; 64 shapes built into ROM BIOS;
* 4 quad characters;
* 9×8 background grid; dots, lines, or blocks

| <!-- Intellivision -->
8 sprites, 8x16 half-pixels

|-
! Other
|
|
|
|
| Vertical and horizontal ]
|- style="vertical-align: center"
!colspan="2" |Audio
|Mono audio with:
* 500&nbsp;Hz, 1&nbsp;kHz, and 1.5&nbsp;kHz tones (can be modulated quickly to produce different tones)
|Mono audio with:
* two channel sound
* 5-bit frequency divider and 4-bit audio control register
* 4-bit volume control register per channel
|Mono audio with:
* 3 voices
* noise/vibrato effect
|Mono audio with:
* 24-bit shift register, clockable at 2 frequencies
* noise generator
|Mono audio with:
* ]
* three channel sound
* one noise generator
|}

{|class="wikitable"
! colspan="2" style="width: 5%"|Name
!style="width: 19%;" | ]
!style="width: 19%;" | ]
!style="width: 19%;" | ]
!style="width: 19%;" | ]
|- align="center"
! colspan="2"| Manufacturer
| ]
| ]
| ]
| General Consumer Electric and ]
|- style="text-align:center;"
! colspan="2"| Image(s)
| style="background:white;" | ]
| style="background:white;" | ]
| style="background:white;" | ]
| style="background:white;" | ]
|- style="vertical-align: center"
! colspan="2"| Release date
|{{vgrelease|USA|May 1982|JP|1983}}
|{{vgrelease|USA|August 1982|EU|1982}}
|{{vgrelease|USA|November 1982}}
|{{vgrelease|USA|November 1982|EU|May 1983|JP|June 1983}}
|-
! rowspan="4" |Launch price
!]
|US$200 ({{inflation|US|200|1982|r=-1|fmt=eq}})<ref name=":5">{{Cite book |last=Cohen |first=Henry |url=http://www.digitpress.com/library/magazines/electronic_games/electronic_games_nov82.pdf |title=Electronic Games |year=1982 |pages=100–105 |access-date=January 20, 2019 |archive-url=https://web.archive.org/web/20180403184405/http://www.digitpress.com/library/magazines/electronic_games/electronic_games_nov82.pdf |archive-date=April 3, 2018 |url-status=live}}</ref><ref name=":32" />
|US$175<ref name=":4" /> ({{inflation|US|175|1982|r=-1|fmt=eq}})
|US$270<ref name=":4" /> ({{inflation|US|270|1982|r=-1|fmt=eq}})
|US$199<ref>{{Cite book |last=Kent |first=Steven L. |url=https://books.google.com/books?id=ny-CAAAAMAAJ&q=vectrex+$199 |title=The First Quarter: A 25-Year History of Video Games |date=2000 |publisher=BWD Press |isbn=9780970475503 |pages=190 |language=en |access-date=September 26, 2020 |archive-url=https://web.archive.org/web/20201207174747/https://books.google.com/books?id=ny-CAAAAMAAJ&q=vectrex+$199 |archive-date=December 7, 2020 |url-status=live}}</ref> ({{inflation|US|199|1982|r=-1|fmt=eq}})
|-
!]
|
|
!-
|{{GBP|149}}<ref>{{cite magazine|url=https://dn790005.ca.archive.org/0/items/ComputerAndVideoGamesIssue021Jul83/Computer_And_Video_Games_Issue_021_Jul_83.pdf|magazine=Computers and Video Games|title=Computers and Video Games |issue=21|date=July 1983|page=146|via=Internet Archive}}</ref> ({{inflation|UK|149|1983|r=-1|fmt=eq|cursign=£}})
|-
!]
|
|
!-
|
|- align="center"
!]
|JP¥19,800 ({{inflation|JP|19800|1983|r=-2|fmt=eq|cursign=]}})<ref name=":32">{{Cite book|url=https://archive.org/details/nostalgicfamiconperfectguide|title=Nostalgic Famicon Perfect Guide|last=M.B. Mook|date=2016|location=Japan|pages=101}}</ref>
|
!-
|
|-
! rowspan="3" | ]
!Type
|Cartridge<ref name=":5" />
|Cartridge and Cassette, available with Expansion #3
|Cartridge
|Cartridge
|-
!]
| {{Yes|Unrestricted}}<ref name="region" />
| {{Yes|Unrestricted}}<ref name="region" />
| {{Yes|Unrestricted}}<ref name="region" />
| {{Yes|Unrestricted}}<ref name="region" />
|-
!]
| {{N/A}}
| {{Yes|Compatible with Atari 2600 Via Expansion #1}}
| {{Yes|Atari 2600 games through the 2600 cartridge adapter}}
| {{N/A}}
|-
! colspan="2"| ]
|N/A
|'']'' (])
|N/A
|N/A
|-
! colspan="2"| Accessories (retail)
|N/A
|
* Expansion #1
* Expansion #2
* Expansion #3
* Roller Controller
* Super Action Controller Set
|
* Trak-Ball Controller
* Atari 2600 adaptor
|
* 3-D Imager
* Light Pen
|-
! colspan="2"| ]
|3.58&nbsp;MHz ] CPU
|3.58&nbsp;MHz ] ]
|1.79&nbsp;MHz ]
|1.5&nbsp;MHz ]
|- style="vertical-align: center"
! colspan="2"| Memory
|512 bytes RAM
|Main RAM 1 kB<br />Video RAM 16 kB
|Main RAM 16 kB ]
|Main RAM 1 kB

|- style="vertical-align: center"
! rowspan="5" | Video
! ]

| <!-- Emerson Arcadia 2001 -->
128x208 / 128×104

| <!-- ColecoVision -->
256×192

| <!-- Atari 5200 -->
80×192 (16 color)<br />
160×192 (4 color)<br />
320×192 (2 color)<ref name="atari8">{{Cite web|url=http://gury.atari8.info/card_graphics_modes.php|title=Atari 8-bit Forever by Bostjan Gorisek|date=October 18, 2018|website=Atari 8-bit Forever|archive-url=https://web.archive.org/web/20181018130242/http://gury.atari8.info/card_graphics_modes.php|archive-date=October 18, 2018|url-status=dead|access-date=June 26, 2019}}</ref>

| <!-- Vectrex-->

|-
! ]

| <!-- Emerson Arcadia 2001 -->
16 colors

| <!-- ColecoVision -->
15 colors, 1 transparent

| <!-- Atari 5200 -->
256 colors

| <!-- Vectrex-->
2 (black and white)

|-
! Colors on Screen

| <!-- Emerson Arcadia 2001 -->

| <!-- ColecoVision -->
16 simultaneous (1 color per sprite)

| <!-- Atari 5200 -->
16 simultaneous,<ref name="atari8" />
Up to 256 (16 ]s, 16 ]) on screen (16 per scanline) with ] ]

| <!-- Vectrex-->
2 simultaneous (black and white)

|-
! ]

| <!-- Emerson Arcadia 2001 -->

| <!-- ColecoVision -->
32 sprites (4 per scanline), 8×8 or 8×16 pixels, integer zoom

| <!-- Atari 5200 -->
8 single-color sprites, full height of display; 1/2/4x width scaling

| <!-- Vectrex-->

|-
! Other

| <!-- Emerson Arcadia 2001 -->

| <!-- ColecoVision -->
Tilemap playfield, 8×8 tiles

| <!-- Atari 5200 -->
* 14 graphics modes (6 tilemap, 8 ])<ref name=atari8/>
* Fine and coarse ] (vertical and horizontal)<ref>{{cite journal|last1=Weigers|first1=Karl E.|title=Atari Fine Scrolling|journal=Compute!|date=December 1985|issue=67|page=110|url=http://www.atarimagazines.com/compute/issue67/338_1_Atari_Fine_Scrolling.php|access-date=September 25, 2014|archive-url=https://web.archive.org/web/20060216181611/http://www.atarimagazines.com/compute/issue67/338_1_Atari_Fine_Scrolling.php|archive-date=February 16, 2006|url-status=live}}</ref>

| <!-- Vectrex-->
Built in vector CRT

|- style="vertical-align: center"
! colspan="2"| Audio
|Mono audio with:
* Single Channel "Beeper"
* Single Channel "Noise"
|Mono audio with:
* 3 tone generators
* 1 noise generator
|Mono audio with:
* 4-channel sound
|Mono audio (built-in speaker)
* 3 channel sound
* noise generator
|}

====Sales standings====
{{See also|List of million-selling game consoles}}The best-selling console of the second generation was the ] at 30 million units.<ref name=":7">{{Cite book|url=https://books.google.com/books?id=V70tDwAAQBAJ&q=atari+2600+30+million&pg=PA162|title=Mostly Codeless Game Development: New School Game Engines|last=Ciesla|first=Robert|date=July 19, 2017|publisher=Apress|isbn=9781484229705|pages=162|language=en|access-date=November 3, 2020|archive-date=February 9, 2023|archive-url=https://web.archive.org/web/20230209134116/https://books.google.com/books?id=V70tDwAAQBAJ&q=atari+2600+30+million&pg=PA162|url-status=live}}</ref> As of 1990, the Intellivision had sold 3 million units.<ref name="intellivision">{{cite web|url=http://classicgaming.gamespy.com/View.php?view=ConsoleMuseum.Detail&id=17&game=9|title=Mattel Intellivision – 1980–1984|work=ClassicGaming|publisher=]|access-date=May 16, 2008|archive-url=https://web.archive.org/web/20080623232114/http://classicgaming.gamespy.com/View.php?view=ConsoleMuseum.Detail&id=17&game=9|archive-date=June 23, 2008|url-status=live}}</ref><ref name="askhal12" /><ref name=":9" /> This is around 1 million higher than the ] and ColecoVision sales<ref>^ Forster, Winnie (2005). The encyclopedia of consoles, handhelds & home computers 1972 – 2005. GAMEPLAN. p. 30. {{ISBN|3-00-015359-4}}.</ref><ref name="coleco_report">{{Citation|title=Coleco Industries sales report|date=April 17, 1984|publisher=PR Newswire|quote='First quarter sales of ColecoVision were substantial, although much less {{sic|that}} those for the year ago quarter,' Greenberg said in a prepared statement. He said the company has sold 2 million ColecoVision games since its introduction in 1982.}}</ref> and eight times the number of purchases for the ], which was 350,000 units.<ref name="fc history"/>

<!-- DO NOT CHANGE these numbers without a reference -->
<!-- VGCHARTZ.COM and NEXGENWARS.COM are NOT reliable sources -->
{| class="wikitable sortable" style="width:400px; text-align:center;"
|-
! Console
! Units sold worldwide
|-
|]
|30 million<small> (as of 2004)<ref name=":7" /></small>
|-
|]
|3 million <small>(as of 2004)<ref name="gamespy" /><ref name="askhal12" /><ref name="timeline">{{cite web|url=http://www.intellivisiongames.com/history.php|title=Intellivision Productions Timeline|publisher=Intellivision Productions|access-date=November 3, 2008|archive-url=https://web.archive.org/web/20131126074151/http://www.intellivisiongames.com/history.php|archive-date=November 26, 2013|url-status=dead}}</ref> </small>
|-
|]
|2 million <small>(as of 1983)<ref name="coleco_annual_1983">{{cite journal|date=1983|title=Coleco Industries, Inc. 1983 Annual Report|url=http://atariage.com/forums/topic/283473-coleco-industries-inc-annual-quarterly-reports-1981-to-1986/|publisher=Coleco Industries, Inc.|page=3|quote=The year's sales of 1.5 million ColecoVision units brought the installed base to over 2 million units worldwide.|access-date=January 17, 2019|archive-url=https://web.archive.org/web/20190424052054/https://atariage.com/forums/topic/283473-coleco-industries-inc-annual-quarterly-reports-1981-to-1986/|archive-date=April 24, 2019|url-status=live}}</ref> </small>
|-
|]
|2 million<small> (as of 2005)<ref name=":3" /></small>
|-
|]
|1 million<small> (as of 1984)<ref name="schrage1984">{{Cite news|last=Schrage|first=Michael|date=May 22, 1984|title=Atari Introduces Game In Attempt for Survival|newspaper=Washington Post|page=C3|quote=The company has stopped producing its 5200 SuperSystem games player, more than 1&nbsp;million of which were sold.}}</ref></small>
|-
|]
| 350,000 {{small|(as of 1979)}}<ref name="fc history"/>
|- class="sortbottom"
|]
|{{Unknown}}
|- class="sortbottom"
|]
|{{Unknown}}
|- class="sortbottom"
|]
|{{Unknown}}
|}
<!-- DO NOT CHANGE these numbers without a reference -->
<!-- VGCHARTZ.COM and NEXGENWARS.COM are NOT reliable sources -->

===Other consoles===
<gallery class="center">
File:RCA-Studio-II-FL.jpg|]<br />(released in 1977)<ref name="edwards20171027">{{Cite news |url=https://www.fastcodesign.com/90147592/rediscovering-historys-lost-first-female-video-game-designer |title=Rediscovering History's Lost First Female Video Game Designer |last=Edwards |first=Benj |date=October 27, 2017 |work=Fast Company |access-date=October 27, 2017 |language=en-US |archive-url=https://web.archive.org/web/20171109090030/https://www.fastcodesign.com/90147592/rediscovering-historys-lost-first-female-video-game-designer |archive-date=November 9, 2017 |url-status=live }}</ref>
File:Acetronic-MPU-1000.png|]<br />(released in 1978)<ref>{{Cite book|url=https://books.google.com/books?id=pZ6DDwAAQBAJ|title=Super Retro:id: A Collector's Guide to Vintage Consoles|last=Lithner|first=Martin Tobias|date=January 14, 2019|publisher=BoD - Books on Demand|isbn=9789177856771|language=en|access-date=January 22, 2019|archive-url=https://web.archive.org/web/20190123010239/https://books.google.co.uk/books?id=pZ6DDwAAQBAJ|archive-date=January 23, 2019|url-status=live}}</ref>
File:VC-4000-Console-Set.png|]<br />(released in 1978)<ref name="googleb1">{{Cite book|url=https://books.google.com/books?id=LVc1QNGo_g0C&q=Magnavox+Odyssey%C2%B2+1979&pg=PA354|title=The Video Games Guide: 1,000+ Arcade, Console and Computer Games, 1962-2012, 2d ed.|last=Fox|first=Matt|date=2012-12-01|publisher=McFarland|isbn=9781476600673|pages=354|language=en|access-date=November 3, 2020|archive-date=February 9, 2023|archive-url=https://web.archive.org/web/20230209134117/https://books.google.com/books?id=LVc1QNGo_g0C&q=Magnavox+Odyssey%C2%B2+1979&pg=PA354|url-status=live}}</ref>
File:APF-MP1000-FL.jpg|]<br />(released in 1978)<ref name=autogenerated3>{{Cite book|url=https://books.google.com/books?id=z2gWO6efsfEC|title=The Ultimate Guide to Classic Game Consoles|last=Baker|first=Kevin|date=May 23, 2013|publisher=eBookIt.com|isbn=9781456617080|language=en|access-date=January 22, 2019|archive-url=https://web.archive.org/web/20190123011754/https://books.google.co.uk/books?id=z2gWO6efsfEC|archive-date=January 23, 2019|url-status=live}}</ref>
File:No image available.svg|]<br />(released in 1978)
File:Bandaisupervisionconsole.jpg|]<br />(released in 1979)<ref name=autogenerated3 />
File:Epoch-Cassette-Vision-Console.png|]<br />(released in 1981)<ref name="googleb1"/>
File:CreatiVision-Console-Set.png|]<br />(released in 1981)<ref name=autogenerated3 />
File:Compact Vision TV Boy, Gakken 01.png|] (released in 1983)<ref name=autogenerated3 />
</gallery>

==Handheld systems==
{{See also|List of handheld game consoles|Comparison of handheld game consoles}}

=== Microvision ===
{{main|Microvision}}
The Microvision, manufactured and sold by ]. was released in 1979.<ref>{{Cite book|url=https://books.google.com/books?id=iYNUAAAAMAAJ&q=milton+bradley+microvision|title=Classic Home Video Games, 1972-1984: A Complete Reference Guide|last=Weiss|first=Brett|date=2007|publisher=McFarland|isbn=9780786432264|pages=243|language=en|access-date=September 26, 2020|archive-date=February 9, 2023|archive-url=https://web.archive.org/web/20230209134125/https://books.google.com/books?id=iYNUAAAAMAAJ&q=milton+bradley+microvision|url-status=live}}</ref> It was the first ] that used cartridges that could be swapped out and that contained their own processor as the console itself had no on-board processor. It had a small game library which was prone to damage from ] and the LCD screen could also rot. These two factors contributed to its discontinuation two years after release.{{citation needed|date=February 2022}}

=== Entex Select-A-Game and Adventure Vision ===
Entex released two handheld systems in the second generation, the Select-A-Game and the Adventure Vision. There were 6 games available for the Select-A-Game but it was only available for a year until focus shifted to the Adventure Vision which was released in the following year.

The Adventure Vision was released only in North America in 1982 by Entex and was the successor to the Select-A-Game.<ref name=":8">{{Cite book|url=https://books.google.com/books?id=nLhiBwAAQBAJ&q=%22game+and+watch%22&pg=PA109|title=Collecting Gadgets and Games from the 1950s-90s|last=Blythe|first=Daniel|date=December 13, 2011|publisher=Pen and Sword|isbn=9781844681051|pages=109|language=en|access-date=November 3, 2020|archive-date=February 9, 2023|archive-url=https://web.archive.org/web/20230209134120/https://books.google.com/books?id=nLhiBwAAQBAJ&q=%22game+and+watch%22&pg=PA109|url-status=live}}</ref> It was unique among the consoles as it used a spinning mirror system for its built-in display and had to be used set down on a surface due to its size and shape.<ref>{{Cite book|url=https://books.google.com/books?id=BzxTtml8Jq4C&q=entex&pg=PA274|title=Classic Home Video Games, 1972-1984: A Complete Reference Guide|last=Weiss|first=Brett|date=December 20, 2011|publisher=McFarland|isbn=9780786487554|pages=5|language=en|access-date=November 3, 2020|archive-date=February 9, 2023|archive-url=https://web.archive.org/web/20230209134133/https://books.google.com/books?id=BzxTtml8Jq4C&q=entex&pg=PA274|url-status=live}}</ref> It was discontinued one year later in 1983 after selling just over fifty thousand units.<ref name=":8" />

=== Palmtex Super Micro ===
Developed and manufactured by Palmtex, the Super Micro was released in 1984 and discontinued later that year. Due to financial problems between Palmtex and Home Computer Software, only three games were released for the system despite more being planned. It was criticized for its poor build quality and how easily it would break, and sold fewer than 37,000 units.

=== Epoch Game Pocket Computer ===
{{main|Epoch Game Pocket Computer}}
The Epoch Game Pocket Computer was released in Japan in 1984.<ref>{{Cite book|url=https://books.google.com/books?id=ercrDwAAQBAJ&q=epoch+game+pocket+computer&pg=PA76|title=The Game Console: A Photographic History from Atari to Xbox|last=Amos|first=Evan|date=November 6, 2018|publisher=No Starch Press|isbn=9781593277727|pages=76|language=en|access-date=November 3, 2020|archive-date=February 9, 2023|archive-url=https://web.archive.org/web/20230209134121/https://books.google.com/books?id=ercrDwAAQBAJ&q=epoch+game+pocket+computer&pg=PA76|url-status=live}}</ref> Due to poor sales, only five games were made for it and was not released outside of Japan.<ref>{{Cite book|url=https://books.google.com/books?id=ercrDwAAQBAJ&q=Epoch+Game+Pocket+Computer&pg=PA76|title=The Game Console: A Photographic History from Atari to Xbox|last=Amos|first=Evan|date=November 6, 2018|publisher=No Starch Press|isbn=9781593277727|pages=76|language=en|access-date=November 3, 2020|archive-date=February 9, 2023|archive-url=https://web.archive.org/web/20230209134121/https://books.google.com/books?id=ercrDwAAQBAJ&q=Epoch+Game+Pocket+Computer&pg=PA76|url-status=live}}</ref>

=== Nintendo Game & Watch ===
{{main|Game & Watch}}
The Game & Watch was a series of 60 handheld consoles that contained a single game in each release. The first, titled "Ball" was released in 1980 and titles were released up until it was discontinued in 1991.<ref name=":8"/> Unlike the other handheld consoles in the second generation, the Game & Watch had a ] screen similar to a digital watch which limited the display to the configuration of the segments. The series sold a combined 43.4 million units, making it the most popular handheld of the generation.

===Comparison===

{| class="wikitable"
! style="width: 10%" |Console
! |]
! |]
! |]
|- style="text-align:center;"
!Manufacturer
|]
|]
|]
|- style="text-align:center;"
!Image
|''']'''
|''']'''
|''']'''
|- style="vertical-align: top"
!Release date
|November 1979<ref name="denshi">コアムックシリーズNO.682『電子ゲーム なつかしブック』p.46.</ref>
|1981<ref>{{Cite book|url=https://books.google.com/books?id=joKHp_9D9E0C&q=entex+%22select-a-game%22&pg=PA311|title=Excitable Speech: A Politics of the Performative|last1=Butler|first1=Judith|last2=Bulter|first2=Kirt Charles|date=1997|publisher=Psychology Press|isbn=9780415915885|pages=311|language=en|access-date=November 3, 2020|archive-date=February 9, 2023|archive-url=https://web.archive.org/web/20230209134105/https://books.google.com/books?id=joKHp_9D9E0C&q=entex+%22select-a-game%22&pg=PA311|url-status=live}}</ref>
|1982
|-
!Launch price
|US$49.99 ({{Inflation|US|49.99|1979|fmt=eq|r=-1}})<ref>{{Cite web|date=February 19, 2014|title=Milton Bradley Microvision – Pop Culture Maven|url=https://www.popculturemaven.com/games/milton-bradley-microvision/|access-date=July 21, 2020|language=en-US|archive-date=February 19, 2014|archive-url=https://web.archive.org/web/20140219132025/https://www.popculturemaven.com/games/milton-bradley-microvision/|url-status=live}}</ref>
|US$59 ({{Inflation|index=US|value=59|start_year=1981|fmt=eq|r=-1}})<ref>{{Cite book|url=https://books.google.com/books?id=ercrDwAAQBAJ&q=%22Game+&pg=PA48|title=The Game Console: A Photographic History from Atari to Xbox|last=Amos|first=Evan|date=November 6, 2018|publisher=No Starch Press|isbn=9781593277727|pages=49|language=en|access-date=November 3, 2020|archive-date=February 9, 2023|archive-url=https://web.archive.org/web/20230209134132/https://books.google.com/books?id=ercrDwAAQBAJ&q=%22Game+&pg=PA48|url-status=live}}</ref>
|US$79.99 ({{Inflation|index=US|value=79.99|start_year=1982|fmt=eq|r=-1}})
|-
!]
|''Unknown''
|''Unknown''
|50,757
|-
!Media
|Cartridge
|Cartridge
|Cartridge
|-
!CPU
|Main: None (CPU contained within the cartridge)
Cartridge: 100&nbsp;kHz TI TMS1100 or Intel 8021
|Main: None (CPU contained within the cartridge)
Cartridge: Hitachi HD38800
|733&nbsp;kHz Intel 8048
|-
!Memory
|64 bytes RAM
|
|64 bytes RAM (on CPU)
1 kilobyte (on main PCB)
|-
!Video
|16 x 16 pixel ]
|7 x 16 pixel ]
2 colors (red and blue)
|150 x 40 pixel ]
Monochrome
|-
!Audio
|Piezo Buzzer
|
|] COP411L @ 52.6&nbsp;kHz
|}
{| class="wikitable"
! style="width: 10%" |Console
! |]
! |]
! |]
|- style="text-align:center;"
!Manufacturer
|Palmtex
|]
|]
|- style="text-align:center;"
!Image
|''']'''
|''']'''
|''']'''
|- style="vertical-align: top"
!Release date
|May 1984<ref>{{cite magazine |date=July 1983 |title=Hand-Held Cartridges |department=Technocracy |volume=1 |issue=6 |magazine=Joystik: How to Win at Video Games |publisher=Publications International |publication-place=Skokie, Illinois |page=62}}</ref>

| November 1984<ref name=":10" />
|1980-1991
|-
!Launch price
|US$39.95 ({{Inflation|index=US|value=39.95|start_year=1984|fmt=eq|r=-1}})
|¥12,800 ({{Inflation|index=JP|value=12800|start_year=1984|fmt=eq|cursign=¥|r=-1}})<ref name=":10">{{Cite book|url=https://books.google.com/books?id=XkZiDwAAQBAJ&q=%E3%83%86%E3%83%AC%E3%83%93%E3%83%86%E3%83%8B%E3%82%B9+%09%E3%82%A8%E3%83%9D%E3%83%83%E3%82%AF%E7%A4%BE&pg=SL21-PA56|title=懐かしの電子ゲーム大博覧会|last=功|first=山崎|date=April 20, 2018|publisher=主婦の友社|isbn=9784074310593|pages=58|language=ja|access-date=November 3, 2020|archive-date=February 9, 2023|archive-url=https://web.archive.org/web/20230209134105/https://books.google.com/books?id=XkZiDwAAQBAJ&q=%E3%83%86%E3%83%AC%E3%83%93%E3%83%86%E3%83%8B%E3%82%B9+%09%E3%82%A8%E3%83%9D%E3%83%83%E3%82%AF%E7%A4%BE&pg=SL21-PA56|url-status=live}}</ref>
|¥5,800 ({{Inflation|index=JP|value=5800|start_year=1984|fmt=eq|cursign=¥|r=-1}})<ref>{{Cite web|url=http://iwataasks.nintendo.com/interviews/#/clubn/game-and-watch-ball-reward/0/3|title=Iwata Asks|date=April 2010|website=iwataasks.nintendo.com|archive-url=https://web.archive.org/web/20130816051935/http://iwataasks.nintendo.com/interviews/#/clubn/game-and-watch-ball-reward/0/3|archive-date=August 16, 2013|url-status=live|access-date=July 16, 2019}}</ref>
|-
!]
|Fewer than 37,200
|''Unknown''
|43.4 million<ref>{{cite web|title=Iwata Asks|url=http://iwataasks.nintendo.com/interviews/#/clubn/game-and-watch-ball-reward/0/3|access-date=January 22, 2019|archive-date=July 25, 2015|archive-url=https://web.archive.org/web/20150725233103/http://iwataasks.nintendo.com/interviews/#/clubn/game-and-watch-ball-reward/0/3|url-status=live}}</ref>
|-
!Media
|Cartridge
|Cartridge
|1 built in game per device
|-
!CPU
|None (CPU was contained within the cartridge)
|6&nbsp;MHz NEC D78c06
|
|-
!Memory
|
|2 kilobytes RAM
|
|-
!Video
|32 x 16 pixel LCD

57.15 x 38.1mm
|75 x 64 pixel LCD
|]
|-
!Audio
|
|Piezo Buzzer
|
|}

==Software==
===Milestone titles===
* '']'' (Intellivision) by ] won an award in the "1984 Best Adventure Videogame" category at the 5th Annual Arkie Awards.<ref>{{cite magazine|last1=Kunkel|first1=Bill|last2=Katz|first2=Arnie|author-link2=Arnie Katz|date=January 1984|title=Arcade Alley: The Arcade Awards, Part 1|magazine=]|publisher=Reese Communications|volume=7|issue=10|pages=40–42|issn=0147-8907|author-link1=Bill Kunkel (journalist)}}</ref> It was the first Intellivision cartridge to have more than 4K of ].<ref name=tmatch>{{cite journal | last = Andersen | first = Helge | date = December 1983 | title = Intellivision: Spiel Perfekt | journal = ] | issue = 7/83 | pages = 38–40 | url = http://www.kultpower.de/archiv/heft_telematch_1983-07 | format = Artikelscan | access-date = October 3, 2019 | archive-date = October 3, 2019 | archive-url = https://web.archive.org/web/20191003040039/https://www.kultpower.de/archiv/heft_telematch_1983-07 | url-status = live }}</ref>
* '']'' (Atari 2600) by ] was the first ]<ref name="IGN">{{cite web|url=http://retro.ign.com/articles/903/903024p1.html|title=Top 10 Best-Selling Atari 2600 Games|last=Buchana|first=Levi|date=August 26, 2008|website=]|access-date=January 18, 2019|archive-url=https://web.archive.org/web/20110726161836/http://retro.ign.com/articles/903/903024p1.html|archive-date=July 26, 2011|url-status=live}}</ref> and first console ].<ref>{{cite book|title=The Medium of the Video Game|last=Wolf|first=Mark J. P.|publisher=University of Texas Press|year=2001|isbn=978-0292791503|editor=Mark J. P. Wolf|chapter=5: Narrative in the Video Game|ref=medium|url-access=registration|url=https://archive.org/details/mediumofvideogam0000unse}}</ref> It is considered to be an important role in the advancement of home video games{{sfn|Wolf|2001|p=97|ref=medium}} and one of the best Atari 2600 titles.<ref name="theory">{{cite book | editor=Mark J.P. Wolf, Bernard Perron | title=The Video Game Theory Reader | page=vii | year=2013 | publisher=Routledge | isbn=978-1-1352-0518-8}}</ref>
* '']'' (arcade port) (Atari 2600) was the first game on the 2600 to utilize the bank switching technique.<ref>{{Cite book|url=https://books.google.com/books?id=bGEbLt1C168C&q=bank+switching+asteroids&pg=PA229|title=Hardware Hacking: Have Fun while Voiding your Warranty|last1=Grand|first1=Joe|last2=Mitnick|first2=Kevin D.|last3=Russell|first3=Ryan|date=January 29, 2004|publisher=Elsevier|isbn=9780080478258|pages=229|language=en|access-date=November 3, 2020|archive-date=April 7, 2022|archive-url=https://web.archive.org/web/20220407160745/https://books.google.com/books?id=bGEbLt1C168C&q=bank+switching+asteroids&pg=PA229|url-status=live}}</ref>
* '']'' (Intellivision) by ] was the console's best selling title with over one million copies sold.<ref name=":1" />
* '']'' (Atari 2600) by ] was released in 1983. It won the 1983 Arcade Award for "Best Videogame of the Year".<ref name="eg198306">{{cite news|url=https://archive.org/stream/electronic-games-magazine-1983-06/Electronic_Games_Issue_16_Vol_02_04_1983_Jun#page/n45/mode/2up|title=The Players Guide to Fantasy Games|date=June 1983|work=Electronic Games|access-date=January 6, 2015|pages=47|archive-url=https://web.archive.org/web/20150107032556/http://www.archive.org/stream/electronic-games-magazine-1983-06/Electronic_Games_Issue_16_Vol_02_04_1983_Jun#page/n45/mode/2up|archive-date=January 7, 2015|url-status=live}}</ref> It was the company's best selling game and is considered a classic of the Atari 2600.<ref name="AllGame">{{cite web|url=http://www.allgame.com/game.php?id=8886|title=Demon Attack|last=Weiss|first=Brett Alan|publisher=]|archive-url=https://web.archive.org/web/20141114095305/http://www.allgame.com/game.php?id=8886|archive-date=November 14, 2014|access-date=January 6, 2015}}</ref><ref>{{cite journal|last1=Kunkel|first1=Bill|last2=Katz|first2=Arnie|author-link2=Arnie Katz|date=February 1983|title=Arcade Alley: The Fourth Annual Arcade Awards|journal=]|publisher=Reese Communications|volume=6|issue=11|pages=30, 108|issn=0147-8907|author-link1=Bill Kunkel (journalist)}}</ref><ref>Barton, Matt and Bill Loguidice. " {{Webarchive|url=https://web.archive.org/web/20180323092708/https://www.gamasutra.com/view/feature/131956/a_history_of_gaming_platforms_.php?print=1 |date=March 23, 2018 }}". '']''. February 28, 2008.</ref>
* '']'' (arcade port) (ColecoVision) by ] was praised highly for being very faithful to the original arcade game. Critics considered it the best version out of the ColecoVision, Atari and Intellivision ports.<ref name="goodman1983spring" /><ref>{{cite web|url=http://www.digitpress.com/library/newsletters/arcadeexpress/arcade_express_v1n4.pdf|title=Arcade Express|last=Katz|first=Arnie|date=September 26, 1982|publisher=Reese Publishing Co.|archive-url=https://web.archive.org/web/20150923215251/http://www.digitpress.com/library/newsletters/arcadeexpress/arcade_express_v1n4.pdf|archive-date=September 23, 2015|url-status=live|access-date=August 26, 2015}}</ref>
* '']'' (Atari 2600) released in 1982<ref>{{cite web|url=http://www.atariage.com/magazines/magazine_page.html?MagazineID=4&CurrentPage=3|title=E.T.™ NEEDS YOUR HELP!|website=]|publisher=]|access-date=March 2, 2014|archive-url=https://web.archive.org/web/20140420203856/http://atariage.com/magazines/magazine_page.html?MagazineID=4&CurrentPage=3|archive-date=April 20, 2014|url-status=live}}</ref> and is often accredited to being one of the worst games of all time.<ref>{{Cite journal|last=Guins|first=Raifrod|year=2009|title=Concrete and Clay: The Life and Afterlife of E.T. The Extra-Terrestrial for the Atari 2600|journal=Design and Culture|volume=1|issue=3|pages=345–364|doi=10.1080/17547075.2009.11643295|s2cid=191413087}}</ref> Some believe the game played a significant role in the video game crash of 1983.<ref name="InfoWorld">{{cite journal|last1=Dvorak|first1=John C|date=August 12, 1985|title=Is the PCJr Doomed To Be Landfill?|url=https://books.google.com/books?id=Ai8EAAAAMBAJ&q=atari+landfill&pg=RA1-PA64|journal=]|volume=7|issue=32|page=64|access-date=September 10, 2011|archive-url=https://web.archive.org/web/20190801133617/https://books.google.com/books?id=Ai8EAAAAMBAJ&pg=RA1-PA64&dq=atari+landfill#v=onepage&q=atari%20landfill&f=false|archive-date=August 1, 2019|url-status=live}}</ref>
* '']'' (Intellivision) by Imagic was praised highly for its originality.<ref name="goodman1983spring" /> It was included in "The Art of Video Games" exhibit at the Smithsonian Institution in 2012.<ref>{{cite web|url=http://americanart.si.edu/exhibitions/archive/2012/games/|title=Exhibitions: The Art of Video Games / American Art|publisher=Americanart.si.edu|access-date=February 10, 2012|archive-url=https://web.archive.org/web/20110110015838/http://americanart.si.edu/exhibitions/archive/2012/games/|archive-date=January 10, 2011|url-status=live}}</ref>
* '']'' (arcade port) (Atari 2600) by ] was released in 1981 and sold more than 2.5 million copies.<ref>{{Cite web|url=https://www.gamasutra.com/view/news/102784/Playing_Catch_Up_Night_Traps_Rob_Fulop.php|title=Playing Catch Up: Night Trap 's Rob Fulop|last=Wallis|first=Alistair|date=November 23, 2006|website=Gamasutra|language=en|archive-url=https://web.archive.org/web/20190503070403/http://www.gamasutra.com/view/news/102784/Playing_Catch_Up_Night_Traps_Rob_Fulop.php|archive-date=May 3, 2019|url-status=live|access-date=August 5, 2019}}</ref> This made it the third best selling game on the console.<ref name="top10">{{cite web|url=http://www.ign.com/articles/2008/08/26/top-10-best-selling-atari-2600-games|title=Top 10 Best-Selling Atari 2600 Games|last1=Buchanan|first1=Levi|date=August 26, 2008|website=IGN|access-date=January 18, 2019|archive-url=https://web.archive.org/web/20180831085300/http://www.ign.com/articles/2008/08/26/top-10-best-selling-atari-2600-games|archive-date=August 31, 2018|url-status=live}}</ref>
* '']'' (Atari 2600) by ], released in 1982,<ref>{{Cite web|url=http://www.gamasutra.com/view/news/177270/Living_in_Pitfalls_shadow.php|title=Living in Pitfall! 's shadow|last=Cifaldi|first=Frank|date=September 6, 2012|website=Gamasutra|language=en|archive-url=https://web.archive.org/web/20190122044138/http://www.gamasutra.com/view/news/177270/Living_in_Pitfalls_shadow.php|archive-date=January 22, 2019|url-status=live|access-date=January 21, 2019}}</ref> was one of the best selling games for the Atari 2600, selling over 4 million copies.<ref>{{cite book|title=]|author1=Bogost, Ian|author2=Montfort, Nick|date=2009|publisher=]|isbn=978-0-262-01257-7|ref=Beam|author-link1=Ian Bogost|author-link2=Nick Montfort}}</ref> ''Pitfall'' popularized the ] genre.<ref name="ew">{{cite magazine|last=Morales|first=Aaron|date=January 25, 2013|title=The 10 best Atari games|url=http://www.ew.com/article/2013/01/25/the-10-best-atari-games|access-date=April 17, 2016|magazine=]|archive-url=https://web.archive.org/web/20180115174334/http://ew.com/article/2013/01/25/the-10-best-atari-games/|archive-date=January 15, 2018|url-status=live}}</ref>
* '']'' (Atari 2600) by Activision, released in 1984<ref name="giantlist">{{cite web|url=http://dadgum.com/giantlist/|title=The Giant List of Classic Game Programmers|last1=Hague|first1=James|access-date=January 24, 2019|archive-url=https://web.archive.org/web/20160101233057/http://dadgum.com/giantlist/|archive-date=January 1, 2016|url-status=live}}</ref> was one of the most technically impressive titles for the 2600.<ref>{{Cite magazine|last1=Jones|first1=Darran|last2=Hunt|first2=Stuart|date=January 1, 2008|title=Top 25 Atari 2600 Games|magazine=Retro Gamer|publisher=Imagine Publishing Ltd|issue=46|page=33}}</ref> It came with a specialized audio chip on the cartridge that allowed for advanced music capabilities where music could be changed dynamically.<ref>{{Cite book|url=https://books.google.com/books?id=EOkDAAAAMBAJ|title=GameAxis Unwired|last=Santos|first=Wayne|date=December 1, 2006|publisher=SPH Magazines|pages=39|language=en|access-date=January 24, 2019|archive-url=https://web.archive.org/web/20190124203308/https://books.google.co.uk/books?id=EOkDAAAAMBAJ|archive-date=January 24, 2019|url-status=live}}</ref>
* '']'' (Atari 2600) by ] was the first video game to be banned for minors in ].<ref>{{Cite book|url=https://books.google.com/books?id=deBFx7QAwsQC|title=Encyclopedia of Video Games: A-L|last=Wolf|first=Mark J. P.|date=January 1, 2012|publisher=ABC-CLIO|isbn=9780313379369|access-date=January 18, 2019|archive-url=https://web.archive.org/web/20160513132955/https://books.google.com/books?id=deBFx7QAwsQC|archive-date=May 13, 2016|url-status=live}}</ref> Despite this, it was still one of the most popular titles for the Atari 2600 and won an award for "1984 Best Action Videogame".<ref>{{cite journal|last1=Kunkel|first1=Bill|last2=Katz|first2=Arnie|author-link2=Arnie Katz|date=February 1984|title=Arcade Alley: The 1984 Arcade Awards, Part II|journal=]|publisher=Reese Communications|volume=7|issue=11|pages=28–29|issn=0147-8907|author-link1=Bill Kunkel (journalist)}}</ref>
* '']'' (arcade port) (Atari 2600) by ] was the first official licensing of an arcade game and was the first "killer app" for video game consoles.<ref name="RG-41" /><ref name=autogenerated2>{{cite book|title=Ultimate History of Video Games|last=Kent|first=Steven|publisher=]|year=2001|isbn=0-7615-3643-4|page=190}}</ref> Its release saw sales of the Atari 2600 quadruple<ref name=autogenerated2 /> and was the first title to sell 1 million copies.<ref>{{cite book|title=Classic home video games, 1972–1984: a complete reference guide|last=Weiss|first=Brett|publisher=]|year=2007|isbn=978-0-7864-3226-4|location=Jefferson, N.C.|page=108}}</ref>
* '']'' (Atari 2600) by ] was the first officially licensed video game of the ] franchise.<ref>{{cite book|title=]|author1=Bogost, Ian|author2=Montfort, Nick|publisher=]|year=2009|isbn=978-0-262-01257-7|ref=Beam|author-link1=Ian Bogost}}</ref>
* '']'' (Intellivision) by ] is often credited with being the first ] that laid the foundation for many games within the genre.<ref name="arstechnica2">{{cite web|url=https://arstechnica.com/gaming/2017/09/build-gather-brawl-repeat-the-history-of-real-time-strategy-games/|title=Build, gather, brawl, repeat: The history of real-time strategy games|last=Moss|first=Richard|date=September 15, 2017|website=]|access-date=October 20, 2017|archive-url=https://web.archive.org/web/20170928023807/https://arstechnica.com/gaming/2017/09/build-gather-brawl-repeat-the-history-of-real-time-strategy-games/|archive-date=September 28, 2017|url-status=live}}</ref><ref name="Loguidice">{{cite book|title=Vintage Games: An Insider Look at the History of Grand Theft Auto, Super Mario, and the Most Influential Games of All Time|last1=Loguidice|first1=Bill|last2=Barton|first2=Matt|date=2009|publisher=]|isbn=978-0240811468|location=Boston|page=238}}</ref>
* '']'' (arcade port) (ColecoVision) by ] was the first home console game to utilize ]<ref>{{Cite book|url=https://books.google.com/books?id=4cpEAQAAQBAJ|title=The Video Game Theory Reader|last1=Wolf|first1=Mark J. P.|last2=Perron|first2=Bernard|date=October 8, 2013|publisher=Routledge|isbn=9781135205195|pages=70|language=en|access-date=January 21, 2019|archive-url=https://web.archive.org/web/20190122044436/https://books.google.co.uk/books?id=4cpEAQAAQBAJ|archive-date=January 22, 2019|url-status=live}}</ref>

==See also==
{{Portal|1970s|1980s|Video games
}}
* ]
* ]
* ] (])
* ]

== References ==
{{Reflist|30em}}{{Second generation game consoles}}
{{History of Video Games}}

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Latest revision as of 12:56, 22 January 2025

Gaming generation from 1976 to 1992

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In the history of video games, the second-generation era refers to computer and video games, video game consoles, and handheld video game consoles available from 1976 to 1992. Notable platforms of the second generation include the Fairchild Channel F, Atari 2600, Intellivision, Odyssey 2, and ColecoVision. The generation began in November 1976 with the release of the Fairchild Channel F. This was followed by the Atari 2600 in 1977, Magnavox Odyssey² in 1978, Intellivision in 1980 and then the Emerson Arcadia 2001, ColecoVision, Atari 5200, and Vectrex, all in 1982. By the end of the era, there were over 15 different consoles. It coincided with, and was partly fuelled by, the golden age of arcade video games. This peak era of popularity and innovation for the medium resulted in many games for second generation home consoles being ports of arcade games. Space Invaders, the first "killer app" arcade game to be ported, was released in 1980 for the Atari 2600, though earlier Atari-published arcade games were ported to the 2600 previously. Coleco packaged Nintendo's Donkey Kong with the ColecoVision when it was released in August 1982.

Built-in games, like those from the first generation, saw limited use during this era. Though the first generation Magnavox Odyssey had put games on cartridge-like circuit cards, the games had limited functionality and required TV screen overlays and other accessories to be fully functional. More advanced cartridges, which contained the entire game experience, were developed for the Fairchild Channel F, and most video game systems adopted similar technology. The first system of the generation and some others, such as the RCA Studio II, still came with built-in games while also having the capability of utilizing cartridges. The popularity of game cartridges grew after the release of the Atari 2600. From the late 1970s to the mid-1990s, most home video game systems used cartridges until the technology was replaced by optical discs. The Fairchild Channel F was also the first console to use a microprocessor, which was the driving technology that allowed the consoles to use cartridges. Other technology such as screen resolution, color graphics, audio, and AI simulation was also improved during this era. The generation also saw the first handheld game cartridge system, the Microvision, which was released by toy company Milton Bradley in 1979.

In 1979, Activision was created by former Atari programmers and was the first third-party developer of video games. A small company through the 1980s, it gradually grew into a 21st century gaming giant. In the early 1980s, many large corporations, spurred by the success of the home video game industry and especially the VCS, launched or bought subsidiaries to produce video game console software. By 1982, the shelf capacity of toy stores was overflowing with an overabundance of consoles, over-hyped game releases, and low-quality games from new third-party developers. An over-saturation of consoles and games, coupled with poor knowledge of the market, saw the video game industry crash in 1983 and marked the start of the next generation. Beginning in December 1982 and stretching through all of 1984, the crash of 1983 caused major disruption to the North American market. Some developers collapsed and almost no new games were released in 1984. The market did not fully recover until the third generation. The second generation ended on January 1, 1992, with the discontinuation of the Atari 2600.

Background

An opened Fairchild Channel F ROM cartridge, illustrating the ROM chips mounted to a circuit board within the casing. The cartridges were inserted into the console via the exposed contacts on the top of the board.

The primary driver of the second generation of consoles was the introduction of the low-cost microprocessor. Arcade games and the first generation of consoles used discrete electronic components including simple logic chips such as transistor-transistor logic (TTL)-based integrated circuits (ICs). Custom application-specific integrated circuits (ASICs) like the AY-3-8500 were produced to replicate these circuits within a single chip, but still presented only a single fixed logic program. Once a game was shipped, there were only minimal variations that could be made by adjusting the positions of jumpers (effectively the behavior of the "cartridges" that shipped with the Magnavox Odyssey). As Atari, Inc. recognized, spending from $100,000 to 250,000 and several months of development time on a hardware unit with a single dedicated game with only three-month shelf life before it was outdated by other competitors' offerings was not a practical business model, and instead some type of programmable console would be preferred.

Intel introduced the first microprocessor, the 4004, in 1971, a special computer chip that could be sent a simple instruction and provide its result. This allowed the ability to create software programs around the microprocessor rather than fix the logic into circuits and ICs. Engineers at both Atari, Inc. (via its Cyan Engineering subsidiary) and at Alpex Computer Corporation saw the potential to apply this to home consoles as prices for microprocessors became more affordable. Alpex's work led to partnership with semiconductor manufacturer Fairchild Camera and Instrument and lead to the release of the first such programmable home console, the Fairchild Channel F released in 1976, based on the Fairchild F8 microprocessor. The Channel F also established the use of ROM cartridges to provide the software for the programmable console, consisting of a ROM chip mounted on a circuit board within a hard casing that can withstand the physical insertion into the console and potential static electricity buildup. Atari's own programmable console, the Atari Video Computer System (Atari VCS or later known as the Atari 2600), was released in 1977 and based on the MOS Technology 6507 microprocessor, with a cartridge design influenced in part by the Channel F system. Other console manufacturers soon followed suit with the production of their own programmable consoles.

At the start of the second generation, all games were developed and produced in-house. Four former Atari programmers, having left from conflicts in management style after Atari was purchased by Warner Communications in 1976, established Activision in 1979 to develop their own VCS games, which included Dragster initially and the hits Kaboom! and Pitfall! later. Atari sued Activision and its founders on the basis of theft of trade secrets and violation of their non-disclosure agreements, and for Dragster allegedly infringing on the Drag Race arcade game from Atari's arm Kee Games; the cases were thrown out of court and the two companies settled in 1982, with Activision agreeing to pay Atari for a "technology license". This established Activision as the first third-party developer for a console. It also established a working model for other third-party developers, and several such companies followed in Activision's wake, partially contributing to the video game crash of 1983 due to oversaturation.

As the second generation of consoles coincided with the golden age of arcade video games, a common trend that emerged during the generation was licensing arcade video games for consoles. Many of them were increasingly licensed from Japanese video game companies by 1980, which led to Jonathan Greenberg of Forbes predicting in early 1981 that Japanese companies would eventually dominate the North American video game industry later in the decade.

At this stage, both consoles and game cartridges were intended to be sold for profit by manufacturers. However, by segregating games from the console, this approach established the use of the razorblade business model in future console generations, where consoles would be sold at or below cost while licensing fees from third-party games would bring in profits.

Home systems

See also: List of home video game consoles § Second generation (1976–1992)

Fairchild Channel F

Main article: Fairchild Channel F

The Fairchild Channel F, also known early in its life as the Fairchild Video Entertainment System (VES), was released by Fairchild Semiconductor in November 1976 and was the first console of the second generation. It was the world's first CPU-based video game console, introducing the cartridge-based game-code storage format. The console featured a pause button that allowed players to freeze a game. This allowed them to take a break without the need to reset or turn off the console so they did not lose their current game progress. Fairchild released twenty-six cartridges for the system, with up to four games being on each cartridge. The console came with two pre-installed games, Hockey and Tennis.

Following the release of the Atari 2600, the Channel F's popularity waned quickly as the more action-driven games of the Atari 2600 drew more attention than the more educational and slow-paced games on the Channel F. By 1979, only an additional 100,000 units of the Channel F were sold for lifetime sales of 350,000.

In 1978, Fairchild redesigned the system into a new model, the Channel F System II. The System II streamlined some of the initial Channel F to reduce cost and improve consumer usage compared to the Atari 2600, such as improved controller connections and using the television speakers for audio output, but by the time it was released, the Atari 2600 had too much market advantage for Fairchild to overcome. After releasing 21 games for the system, Fairchild sold the Channel F technology to Zircon International in 1979, who then discontinued the system by 1983.

Atari 2600 and 5200

Main articles: Atari 2600 and Atari 5200
An Atari 2600 game joystick controller

In 1977, Atari released its CPU-based console called the Video Computer System (VCS), later called the Atari 2600. Nine games were designed and released for the holiday season. Atari held exclusive rights to most of the popular arcade game conversions of the day. They used this key segment to support their older hardware in the market. This game advantage and the difference in price between the machines meant that each year, Atari sold more units than Intellivision, lengthening its lead despite inferior graphics. The Atari 2600 sold over 30 million units over its lifetime, considerably more than any other console of the second generation. In 1982, Atari released the Atari 5200 in an attempt to compete with the Intellivision. While superior to the 2600, poor sales and lack of new games meant Atari only supported it for two years before it was discontinued.

Early Atari 2600 cartridges contained 2 kilobytes of read-only storage. This limit grew steadily from 1978 to 1983: up to 16 kilobytes for Atari 5200 cartridges. The Atari 2600 directly supports up to 4 kilobytes (4096 bytes) of cartridge ROM. Bank switching, a technique that allows two or more different parts of the program to use the same memory addresses, was required for the larger cartridges to work. The Atari 2600 cartridges got as large as 32 kilobytes through this technique. The Atari 2600 has only 128 bytes of RAM available in the console. A few late game cartridges contain a combined RAM/ROM chip, or an additional separate RAM chip, thus adding another 256 bytes or more (up to 2 kilobytes) of RAM inside the cartridge itself. The Atari 2600 standard joystick is a digital controller with a single button, released in 1977. The Atari 2600 also supports 4 analog paddle controllers (or, in theory, 2 analog joysticks).

Bally Astrocade

Main article: Bally Astrocade

The Bally Astrocade was released in 1977 and was available only through mail order. It was originally referred to as the Bally Home Library Computer. Delays in the production meant that none of the units shipped until 1978. By this time, the machine had been renamed the Bally Professional Arcade. In this form, it sold mostly at computer stores and had little retail exposure, unlike the Atari VCS. The rights to the console were sold to Astrovision in 1981. They re-released the unit with the BASIC cartridge included for free; this system was known as the Bally Computer System. When Astrovision changed their name to Astrocade in 1982 they also changed the name of the console to the Astrocade to follow suit. It sold under this name until the video game crash of 1983 when it was discontinued.

Magnavox Odyssey 2

Main article: Magnavox Odyssey 2

In 1978, Magnavox released its microprocessor-based console, the Odyssey 2, in the United States and Canada. It was distributed by Philips Electronics in the European market and was released as the Philips G7000. A defining feature of the system was the speech synthesis unit add-on which enhanced music, sound effects and speech capabilities. The Odyssey² was also known for its fusion of board and video games. Some titles came with a game board and pieces which players had to use in conjunction to play the game. Although the Odyssey² never became as popular as the Atari consoles, it sold 2 million units throughout its lifetime. This made it the third best selling console of the generation. It was discontinued in 1984.

Intellivision

Main article: Intellivision

The Intellivision was introduced by Mattel to test markets in 1979 and nationally in 1980. The Intellivision console contained a 16-bit processor with 16-bit registers and 16-bit system RAM. This was long before the "16-bit era". Programs were however stored on 10-bit ROM. It also featured an advanced sound chip that could deliver output through three distinct sound channels. The Intellivision was the first console with a thumb-pad directional controller and tile-based playfields with vertical and horizontal scrolling. The system's initial production run sold out shortly after its national launch in 1980. Early cartridges were 4 kilobyte ROMs, which grew to 24 kilobytes for later games.

The Intellivision introduced several new features to the second generation. It was the first home console to use a 16-bit microprocessor and offer downloadable content through the PlayCable service. It also provided real-time human voices during gameplay. It was the first console to pose a serious threat to Atari's dominance. A series of TV advertisements featuring George Plimpton were run. They used side-by-side game comparisons to show the improved graphics and sound compared with those of the Atari 2600. It sold over 3 million units before being discontinued in 1990.

ColecoVision

Main article: ColecoVision

The ColecoVision was introduced by toy manufacturer Coleco in August 1982. It was more powerful than previous consoles, providing an experience that was closer to Arcades than what the 2600 could provide. The console launched with several arcade ports, including Sega's Zaxxon, and later saw third-party support from many developers such as Activision and even their competitor Atari. The ColecoVision is notable for its Atari 2600 expansion module, which enabled the console to play 2600 games, resulting in a lawsuit from Atari. The ColecoVision was a victim of the video game crash, ultimately being discontinued in 1985.

Vectrex

Main article: Vectrex

The Vectrex was released in 1982. It was unique among home systems of the time in featuring vector graphics and its own self-contained display (necessitated by the fact that a normal TV set cannot display vector graphics, since the TV is a raster display.) At the time, many of the most popular arcade games, such as Asteroids, used vector displays. Through a licensing deal with Cinematronics, GCE was able to produce high-quality versions of arcade games such as Space Wars and Armor Attack. Despite a strong library of games and good reviews, the Vectrex was ultimately a commercial failure. It was on the market for less than two years.

Comparison

Comparison of second-generation video game home consoles
Name Fairchild Channel F Atari 2600 Bally Astrocade Magnavox Odyssey² Intellivision
Manufacturer Fairchild Semiconductor Atari Bally Technologies Magnavox Mattel
Image(s)


Release date
  • USA: November 1976
  • JP: October 1977
  • USA: September 1977
  • EU: 1978
  • JP: May 1983
  • EU: December 1978
  • USA: February 1979
  • JP: 1982
  • BR: 1983
  • USA: Test marketed in 1979. Official release in 1980
  • EU: 1982
  • JP: 1982
Launch price US$ US$169.95 (equivalent to $910 in 2023) US$199 (equivalent to $1,010 in 2023) US$299 (equivalent to $1,500 in 2023) US$200 (equivalent to $930 in 2023) US$299 (equivalent to $1,110 in 2023)
GBP £199 (equivalent to £1,440 in 2023) - £199 (equivalent to £890 in 2023)
A$ -
JP¥ - JP¥49,800 (equivalent to ¥75,900 in 2019) ¥49,800 (equivalent to ¥62,910 in 2019)
Media Type Cartridge Cartridge (and Cassette via special 3rd party attachment) Cartridge and cassette/Floppy, available with ZGRASS unit Cartridge Cartridge
Regional lockout Unrestricted Unrestricted Unrestricted Unrestricted Unrestricted
Backward compatibility None Atari 2600 games through the System Changer module
Top-selling games Videocart-17: Pinball Challenge Pac-Man, 7 million (as of September 1, 2006) Unknown Unknown :Las Vegas Poker & Blackjack, 1.939 million
Major League Baseball, 1.085 million (as of June 1983)
Accessories (retail)
  • Jet-Stick for Channel F II
  • ZGRASS unit
  • The Voice
  • Chess Module
CPU 1.79 MHz (PAL 2.00 MHz) Fairchild F8 1.19 MHz MOS Technology 6507 1.789 MHz Zilog Z80 1.79 MHz Intel 8048 8-bit microcontroller 2 MHz General Instrument CP1610
Memory 64 bytes scratchpad in 3850 CPU
Video RAM 2 kB (2×128×64 bits)
128 bytes RAM within MOS Technology RIOT chip (additional RAM may be included in game cartridges) Main RAM 4 kB (up to 64 kB with external modules in the expansion port) CPU-internal RAM: 64 bytes
Audio/video RAM: 128 bytes
352 x 16-bit system RAM

240 x 8-bit scratchpad RAM
512 x 8-bit graphics pattern table RAM

Video Resolution

circa 102×58

160×240+ (sprites)
40x240+ (playfield)

True: 160×102
Basic: 160×88
Expanded RAM: 320×204

160×200 (NTSC)

160x96 (20x12 tiles of 8x8 pixels)

Palette

8 colors

128 colors (NTSC)
104 colors (PAL)
8 colors (SECAM)

32 colors (8 intensities)

16 colors (fixed); sprites use 8 colors

16 color

Colors on Screen

8 simultaneous (maximum of 4 per pixel row)

128 simultaneous (2 sprite colors and 2 background/ball colors per scanline)

True: 8
Basic: 2

Unknown

16 simultaneous

Sprites

Only by software

per scanline:

  • 2 8-pixel sprites, each with 1, 2, or 3 spaced copies and scaled by ×1, x2, or x4, in 8 predefined patterns
  • 2 missiles (variable width)
  • 1 ball (variable width)

Unlimited (software controlled)

  • 4 8×8 single-color user-defined sprites
  • 12 8×8 single-color characters; 64 shapes built into ROM BIOS;
  • 4 quad characters;
  • 9×8 background grid; dots, lines, or blocks

8 sprites, 8x16 half-pixels

Other Vertical and horizontal scrolling
Audio Mono audio with:
  • 500 Hz, 1 kHz, and 1.5 kHz tones (can be modulated quickly to produce different tones)
Mono audio with:
  • two channel sound
  • 5-bit frequency divider and 4-bit audio control register
  • 4-bit volume control register per channel
Mono audio with:
  • 3 voices
  • noise/vibrato effect
Mono audio with:
  • 24-bit shift register, clockable at 2 frequencies
  • noise generator
Mono audio with:
Name Emerson Arcadia 2001 ColecoVision Atari 5200 Vectrex
Manufacturer Emerson Radio Corporation Coleco Atari General Consumer Electric and Milton Bradley
Image(s)
Release date
  • USA: November 1982
  • USA: November 1982
  • EU: May 1983
  • JP: June 1983
Launch price US$ US$200 (equivalent to $630 in 2023) US$175 (equivalent to $550 in 2023) US$270 (equivalent to $850 in 2023) US$199 (equivalent to $630 in 2023)
GBP - £149 (equivalent to £640 in 2023)
A$ -
JP¥ JP¥19,800 (equivalent to ¥24,600 in 2019) -
Media Type Cartridge Cartridge and Cassette, available with Expansion #3 Cartridge Cartridge
Regional lockout Unrestricted Unrestricted Unrestricted Unrestricted
Backward compatibility Compatible with Atari 2600 Via Expansion #1 Atari 2600 games through the 2600 cartridge adapter
Top-selling games N/A Donkey Kong (pack-in) N/A N/A
Accessories (retail) N/A
  • Expansion #1
  • Expansion #2
  • Expansion #3
  • Roller Controller
  • Super Action Controller Set
  • Trak-Ball Controller
  • Atari 2600 adaptor
  • 3-D Imager
  • Light Pen
CPU 3.58 MHz Signetics 2650 CPU 3.58 MHz Zilog Z80A 1.79 MHz Custom MOS 6502C 1.5 MHz Motorola 68A09
Memory 512 bytes RAM Main RAM 1 kB
Video RAM 16 kB
Main RAM 16 kB DRAM Main RAM 1 kB
Video Resolution

128x208 / 128×104

256×192

80×192 (16 color)
160×192 (4 color)
320×192 (2 color)

Palette

16 colors

15 colors, 1 transparent

256 colors

2 (black and white)

Colors on Screen

16 simultaneous (1 color per sprite)

16 simultaneous, Up to 256 (16 hues, 16 luma) on screen (16 per scanline) with display list interrupts

2 simultaneous (black and white)

Sprites

32 sprites (4 per scanline), 8×8 or 8×16 pixels, integer zoom

8 single-color sprites, full height of display; 1/2/4x width scaling

Other

Tilemap playfield, 8×8 tiles

  • 14 graphics modes (6 tilemap, 8 bitmap)
  • Fine and coarse scrolling (vertical and horizontal)

Built in vector CRT

Audio Mono audio with:
  • Single Channel "Beeper"
  • Single Channel "Noise"
Mono audio with:
  • 3 tone generators
  • 1 noise generator
Mono audio with:
  • 4-channel sound
Mono audio (built-in speaker)
  • 3 channel sound
  • noise generator

Sales standings

See also: List of million-selling game consoles

The best-selling console of the second generation was the Atari 2600 at 30 million units. As of 1990, the Intellivision had sold 3 million units. This is around 1 million higher than the Odyssey² and ColecoVision sales and eight times the number of purchases for the Fairchild Channel F, which was 350,000 units.

Console Units sold worldwide
Atari 2600 30 million (as of 2004)
Intellivision 3 million (as of 2004)
ColecoVision 2 million (as of 1983)
Magnavox Odyssey² 2 million (as of 2005)
Atari 5200 1 million (as of 1984)
Fairchild Channel F 350,000 (as of 1979)
Bally Astrocade Un­known
Emerson Arcadia 2001 Un­known
Vectrex Un­known

Other consoles

Handheld systems

See also: List of handheld game consoles and Comparison of handheld game consoles

Microvision

Main article: Microvision

The Microvision, manufactured and sold by Milton-Bradley. was released in 1979. It was the first handheld game console that used cartridges that could be swapped out and that contained their own processor as the console itself had no on-board processor. It had a small game library which was prone to damage from static electricity and the LCD screen could also rot. These two factors contributed to its discontinuation two years after release.

Entex Select-A-Game and Adventure Vision

Entex released two handheld systems in the second generation, the Select-A-Game and the Adventure Vision. There were 6 games available for the Select-A-Game but it was only available for a year until focus shifted to the Adventure Vision which was released in the following year.

The Adventure Vision was released only in North America in 1982 by Entex and was the successor to the Select-A-Game. It was unique among the consoles as it used a spinning mirror system for its built-in display and had to be used set down on a surface due to its size and shape. It was discontinued one year later in 1983 after selling just over fifty thousand units.

Palmtex Super Micro

Developed and manufactured by Palmtex, the Super Micro was released in 1984 and discontinued later that year. Due to financial problems between Palmtex and Home Computer Software, only three games were released for the system despite more being planned. It was criticized for its poor build quality and how easily it would break, and sold fewer than 37,000 units.

Epoch Game Pocket Computer

Main article: Epoch Game Pocket Computer

The Epoch Game Pocket Computer was released in Japan in 1984. Due to poor sales, only five games were made for it and was not released outside of Japan.

Nintendo Game & Watch

Main article: Game & Watch

The Game & Watch was a series of 60 handheld consoles that contained a single game in each release. The first, titled "Ball" was released in 1980 and titles were released up until it was discontinued in 1991. Unlike the other handheld consoles in the second generation, the Game & Watch had a segmented LCD screen similar to a digital watch which limited the display to the configuration of the segments. The series sold a combined 43.4 million units, making it the most popular handheld of the generation.

Comparison

Console Microvision Entex Select-A-Game Adventure Vision
Manufacturer Milton Bradley Entex Industries Entex Industries
Image
Release date November 1979 1981 1982
Launch price US$49.99 (equivalent to $210 in 2023) US$59 (equivalent to $200 in 2023) US$79.99 (equivalent to $250 in 2023)
Units sold Unknown Unknown 50,757
Media Cartridge Cartridge Cartridge
CPU Main: None (CPU contained within the cartridge)

Cartridge: 100 kHz TI TMS1100 or Intel 8021

Main: None (CPU contained within the cartridge)

Cartridge: Hitachi HD38800

733 kHz Intel 8048
Memory 64 bytes RAM 64 bytes RAM (on CPU)

1 kilobyte (on main PCB)

Video 16 x 16 pixel LCD 7 x 16 pixel VFD

2 colors (red and blue)

150 x 40 pixel spinning mirror system

Monochrome

Audio Piezo Buzzer National Semiconductor COP411L @ 52.6 kHz
Console Super Micro Epoch Game Pocket Computer Game & Watch series
Manufacturer Palmtex Epoch Nintendo
Image
Release date May 1984 November 1984 1980-1991
Launch price US$39.95 (equivalent to $120 in 2023) ¥12,800 (equivalent to ¥15,520 in 2019) ¥5,800 (equivalent to ¥7,030 in 2019)
Units sold Fewer than 37,200 Unknown 43.4 million
Media Cartridge Cartridge 1 built in game per device
CPU None (CPU was contained within the cartridge) 6 MHz NEC D78c06
Memory 2 kilobytes RAM
Video 32 x 16 pixel LCD

57.15 x 38.1mm

75 x 64 pixel LCD Segmented LCD
Audio Piezo Buzzer

Software

Milestone titles

  • Advanced Dungeons and Dragons: Cloudy Mountain (Intellivision) by Mattel Electronics won an award in the "1984 Best Adventure Videogame" category at the 5th Annual Arkie Awards. It was the first Intellivision cartridge to have more than 4K of ROM.
  • Adventure (Atari 2600) by Atari, Inc. was the first action-adventure video game and first console fantasy game. It is considered to be an important role in the advancement of home video games and one of the best Atari 2600 titles.
  • Asteroids (arcade port) (Atari 2600) was the first game on the 2600 to utilize the bank switching technique.
  • Baseball (Intellivision) by Mattel was the console's best selling title with over one million copies sold.
  • Demon Attack (Atari 2600) by Imagic was released in 1983. It won the 1983 Arcade Award for "Best Videogame of the Year". It was the company's best selling game and is considered a classic of the Atari 2600.
  • Donkey Kong (arcade port) (ColecoVision) by Coleco was praised highly for being very faithful to the original arcade game. Critics considered it the best version out of the ColecoVision, Atari and Intellivision ports.
  • E.T. the Extra-Terrestrial (Atari 2600) released in 1982 and is often accredited to being one of the worst games of all time. Some believe the game played a significant role in the video game crash of 1983.
  • Microsurgeon (Intellivision) by Imagic was praised highly for its originality. It was included in "The Art of Video Games" exhibit at the Smithsonian Institution in 2012.
  • Missile Command (arcade port) (Atari 2600) by Atari, Inc. was released in 1981 and sold more than 2.5 million copies. This made it the third best selling game on the console.
  • Pitfall! (Atari 2600) by Activision, released in 1982, was one of the best selling games for the Atari 2600, selling over 4 million copies. Pitfall popularized the side-scrolling platformer genre.
  • Pitfall II: Lost Caverns (Atari 2600) by Activision, released in 1984 was one of the most technically impressive titles for the 2600. It came with a specialized audio chip on the cartridge that allowed for advanced music capabilities where music could be changed dynamically.
  • River Raid (Atari 2600) by Activision was the first video game to be banned for minors in West Germany. Despite this, it was still one of the most popular titles for the Atari 2600 and won an award for "1984 Best Action Videogame".
  • Space Invaders (arcade port) (Atari 2600) by Taito was the first official licensing of an arcade game and was the first "killer app" for video game consoles. Its release saw sales of the Atari 2600 quadruple and was the first title to sell 1 million copies.
  • Star Wars: The Empire Strikes Back (Atari 2600) by Parker Brothers was the first officially licensed video game of the Star Wars franchise.
  • Utopia (Intellivision) by Don Daglow is often credited with being the first real-time strategy that laid the foundation for many games within the genre.
  • Zaxxon (arcade port) (ColecoVision) by Sega was the first home console game to utilize isometric graphics.

See also

References

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