[ Retro Scan ] Milton-Bradley MBX for TI-99/4A

Thursday, June 15th, 2017

Milton Bradley MBX Flyer TI-99 Voice activated games 1983 side 2Milton-Bradley MBX Flyer: Side 2

The Milton-Bradley MBX, launched around 1983 for the TI-99/4A home computer, is a strange product: it combines a pistol-grip joystick with a rotating knob and analog control, a 64-position touch pad with overlays, and voice-recognition headset into one package that is supposed to enhance gameplay on specially-designed TI-99/4A games.

This neat TI-99/4A site has a history page about it, so I think I’ll just snatch a portion that explains the MBX’s origins:

Now that you have an idea as to what the MBX System is, below is a little history provided by Mike Langieri (the creator of the device). According to Mike, the MBX actually started out as a stand-alone game console in 1982 and was to be Milton Bradley’s answer to the Atari 2600 and Intellivision. MB’s plan was to provide the game player with voice recognition, speech synthesis, and an action-input keypad which in turn would give them an advantage over the systems already on the market.

Now how come MB did not go ahead with their own system in 1982? Once the Colecovision came out, Jim Shea (then president of Milton Bradley) thought that the market was not big enough to support 4 game systems from Atari, Mattel, Coleco, and Milton Bradley and therefore killed the project. However, so much development went into creating MB’s own video game unit that Mike was then assigned to finding a use for all the technology they developed.

Eventually it was decided to transform Milton Bradley’s gaming system to an add-on for the TI-99/4A, most likely due to the fact that MB had earlier developed the Gamevision line of video games for the 99/4A and also created the graphics chip used inside of the TI system. Thus, “the MBX was the phoenix that rose from the ashes” as Mike wonderfully put it.

It’s amazing to think “What if” and wonder what a Milton-Bradley game console might have been like. I believe that Milton Bradley also originally tried to sell this idea to Atari, but they declined, and it ended up as a TI-99/4A peripheral. A non-rotating, non-analog variation on this joystick did end up as Atari’s Space Age joystick, though.

Milton Bradley MBX Flyer TI-99 Voice activated games 1983 side 1Milton-Bradley MBX Flyer: Side 1

I have a complete MBX system in the box (which may be where I got this flyer), but for some reason I have never used it. I think that’s because I don’t have any of the games that support it — or I didn’t 17 years ago when I first bought my MBX on eBay. Right now I don’t even know what box my MBX is stored in, so it would be hard to rectify that.

[ From Milton Bradley MBX Promotional Flyer, ca. 1983 ]

Discussion Topic: When was the first time you ever used voice commands with a computer?

The Glorious, Colorful World of Radio Shack Toy and Game Box Art

Friday, February 6th, 2015

Old Radio Shack LogoAfter 94 years in business, it is likely that Radio Shack will soon be no more. And sadly, it has taken the impending death of Radio Shack for me to realize how absolutely ingrained its products have been in my life.

As the son of an electronics engineer living in the US, our home growing up held at least five Radio Shack products per room (or those of its related brands: Tandy, Realistic, Optimus, Archer, or Micronta).

I am not joking or exaggerating. I could go through my parents’ house today and fill a moving van with that stuff: speakers, tapes, radios, hi-fi receivers, turntables, headphones, microphones, clocks, intercoms, outlet timers, telephones, cables, wires, adapters and more.

It’s almost absurd. My first IBM compatible PC was a Tandy 1800HD laptop. My first cassette recorder, microphone, telephone, cordless telephone all came from Radio Shack. My first kiss…well, a Radio Shack robot, of course.

And who can forget the batteries. The batteries!

Radio Shack LCD Football GameAbove and beyond all that were the games, the toys, the amusements. The Armatrons and Cosmic Fire Away 1000s. Pocket Blackjack, electronic chess, Pocket Repeat, RC cars, tiny kid DJ stations, microphone FM transmitters, electronic coin banks, joysticks, talking alarm clocks (Dare I add the Tandy 1000 series and the TRS-80 Color Computer). The list is endless, I tell you.

In honor of the foundering electronics retailer, I pulled together a slightly massive collection of Radio Shack toy and game box art from the late 1960s up to the early 2000s. For good measure, I threw in a handful of non-toy product boxes as well (such as one for a Zack Morris-sized cell phone and a pocket TV set).

As you look through them below, I have but one question to ask:

How many of these have you owned or played?

[ Continue reading The Glorious, Colorful World of Radio Shack Toy and Game Box Art » ]

The Invention of the Video Game Cartridge

Thursday, January 22nd, 2015

The Untold Story of the Invention of the Game Cartridge

Three and a half years ago, I started writing a history of the Fairchild Channel F, the world’s first commercial game console to use software cartridges. As part of the research, I first interviewed two Fairchild veterans to follow up on my 2009 interview of Jerry Lawson.

As I kept digging, the rabbit hole of history went deeper and deeper, and the story turned out too complex and nuanced to properly research for whatever venue I was planning at the time. Budgets were tight, and the economics didn’t work out, so I had to shelve it.

Just last year, I picked up where I left off and did the rest of the legwork, summoning primary source documents from around the world (special thanks to ICHEG) and interviewing over 15 people who worked for Alpex, National Semiconductor, Fairchild, Atari, and RCA to piece together the most accurate portrait of the birth of the game cartridge that I could possibly manage.

The result was finally published last night — in a somewhat abridged format — on FastCompany.com with my friend and longtime collaborator Harry McCracken editing the piece.

What I have created sheds light on a heretofore completely unknown segment of video game history (especially regarding Alpex), and it is my hope that I have done so in a way that does justice to the achievement of those involved some forty years ago.

I am grateful to everyone who helped with my research — especially Ron Smith, the mechanical designer of the Channel F, who provided me with countless documents and a patient ear for all of my questions, and Wallace Kirschner and Lawrence Haskel, who decided to talk to the press for the first time ever for my piece.

There is more to the story than could fit in the article, but don’t despair — it will probably end up as part of a book.

I hope you enjoy the piece.