Microvision FAQ Version 1.2 Copyright (c) 1994, 1995, 1996, 1997, 1998 Joseph M. Huber All rights reserved. This document may be copied, in whole or in part, by any means provided the copyright and contributors sections remain intact and no fee is charged for the information. Contributors retain the copyright to their individual contributions. The data contained herein is provided for informational purposes only. No warranty is made with regards to the accuracy of the information. ------------------------------------------------------------------------------ -- Please mail additional information, opinions, and comments to: Joe Huber - huber@alctrz.enet.dec.com ------------------------------------------------------------------------------ -- Last update: May 8, 1998. Contributors: JH) Joe Huber 01) David Belter 02) Rik Morgan (www.handheldmuseum.com) 03) Will Chose 04) Jerry Greiner 05) Bruce Tomlin 06) Barry Cantin 07) Joey McDonald 08) Gregg Woodcock 09) Rich Kim 10) Stephan Freundorfer 11) Jesse Skeen 12) R. J. Hoffberg 13) Matt Birchard 14) Fabrizio Pedrazzini 15) Ralph Stenzel TABLE OF CONTENTS 1.0) What is Microvision? 2.0) Microvision Specs 3.0) Cartridge List 4.0) Trivia 5.0) Tips, Hints, and Cheats 6.0) Instructions 7.0) Microvision on the WWW 8.0) Programming the Microvision 9.0) Repairing the Microvision 9.1) LCD screen 9.2) Keypad 10.0) Microvision Dealers 1.0) What is Microvision? Microvision was introduced by Milton Bradley in 1979. Designed by Jay Smith (who later designed the Vectrex), Microvision combined the cartridge interchangability that was propelling Fairchild and Atari into the forefront with the portability that had helped Coleco and Mattel sell millions of hand held games. While the idea was fine (witness the success of Gameboy and Game Gear), the timing and support were not. After some initial success (grossing $8 million in its first year of production, and boosting Smith Engineering into a million-dollar operation), and an initial release of seven cartridges (including Block Buster, which came with the unit), Milton Bradley rolled out just two new cartridges in 1980, and a final two (domestically) in 1981. With a small library, no tie in to a home unit, and a screen resolution that provided little ability to produce meaningful graphics, Microvision soon became little more than a memory. Still, the Microvision was a pioneer, overcoming the limitations of the light-emitting-diode displays that were standard for hand-held games at the time. For all the limitations of the unit, many of the games produced were quite good. - JH, 02, 05 2.0) Microvision Specs Resolution: 16 x 16 LCD CPU: TI TMS1100 (on cartridge) Bits: 4 Speed: 100 kHz RAM: 32 nibbles ROM: 2K Video Display Processor: Custom (made by Hughes) Sound: ? Cartridge ROM: 2K masked The original game units used two 9-volt batteries, but it was discovered that not only could Microvision run on one 9-volt battery, but Microvision owners would sometimes put one of the batteries in backwards. Later units only provided terminals for one battery, with the second spot marked "spare battery storage". The single battery model also sported a larger control knob, and apparently on some models a volume control (on the lower left side of the system). - JH, 02, 07, 12 3.0) Cartridge List Key: Year - Year of Release Number - Part Number De # - German Part Number Rarity (relative) - C) Common U) Uncommon R) Rare ER) Very Rare PR) Prototype Only FR) Foreign Release Only NR) Not Released Rating - 1) Awful 2) Poor 3) OK 4) Good 5) Very Good Format: Rating/# of people rating. For example, 3.5/4 would mean 4 people had rated the cartridge, with an average rating of 3.5. Name Year Number De # Rarity Rating ======================= ==== ====== ==== ====== ====== Alien Raiders 1981 4176 4976 ER 4.5/4 Barrage 1982 NR Baseball 1980 4063 U 3.0/3 Block Buster 1979 4952 4952 C 4.2/5 Bowling 1979 4972 4972 U 2.3/3 Connect Four 1979 4971 4971 R 4.0/3 Cosmic Hunter 1981 4177 ER 4.5/4 Mindbuster 1979 4976 R 3.0/3 Pinball 1979 4974 4974 U 2.7/3 Sea Duel 1980 4064 4975 ER 5.0/3 Star Trek Phaser Strike 1979 4973 4973 U 4.0/3 Super Blockbuster 1982 4978 FR Vegas Slots 1979 4975 R 1.7/3 English Name German Name French Name Italian Name ======================= ============= ============== ============== Alien Raiders Blitz! Blitz Baseball NR NR Block Buster Blockbuster Demolisseur Block Buster Bowling Bowling Bowling Connect Four 4 gewinnt Puissance 4 Forza 4 Cosmic Hunter NR NR Mindbuster NR NR Pinball Pinball Billard Flipper Electronique Sea Duel See-Duell Duello sul Mare Star Trek Phaser Strike Shooting Star Cannon Phaser Shooting Star Super Blockbuster Super Blockbuster Super Blockbuster Vegas Slots NR NR 4.0) Trivia Robert Hoffberg programmed Connect Four and Cosmic Hunter, as well as assisting on Sea Duel and Baseball. Cartridge programming was done at Milton Bradley in East Longmeadow, MA, Texas Instruments in Dallas, TX, and in Santa Monica,CA. Blockbuster, Bowling, and Connect Four were actually programmed on both the TI TMS1100 and Intel (Signetics) 8021. This occurred because Signetics limited the number of chips Milton Bradley could by, forcing a shift to the Texas Instruments processor. This turned out to be a blessing, as the TI chip provided more memory while consuming less power. The 8021 was an 8 bit device, though; the TMS1100 had a particularly primitive instruction set, as might be imagined given a 4 bit microprocessor. The two battery design was likely tied to the use of the 8021 chip; with just one battery, the operating time was too short. There are at least two different boxes which the Microvision unit was packaged in. One lists only the six original carts; the second adds Baseball and Sea Duel. Cosmic Hunter and Alien Raiders, the last two releases, have "control" numbers which don't match the part number on the box (MB8106 for Cosmic Hunter, MB8107 for Alien Raiders). The original units did not include an anti-static shield. These shields, which fit above the LCD screen, were included with cartridges and also sent out with repaired units. Merlin, a handheld, but not programmable, comtemporary of Microvision, included a game very similar to Mindbuster. Two different static shields exist - one is copper in color, the other silver. Star Trek Phasor Strike has two label and manual variations. At some point, the words Star Trek were replaced with drawings of two small space ships flying by. The manual with the space ships has a revision date of 5/80. A Microvision is featured in the movie, "Friday the 13th Part 2". The guy in the wheelchair and a girl play with it before Jason sends them to the same place Microvision went. 2 different games were shown in the movie, but they were on seperate Microvision units. The Christmas 1982 Montgomery Wards catalog includes an advertisement for Super Block Buster and Barrage. Super Block Buster _was_ released in Germany and Italy (the set of games released in these countries is, in fact, identical; only the names change), and this cartridge appears to be the same game, a Block Buster derivative. Barrage appears to be a unique game, and not a working title for another cartridge (the obvious choices, Alien Raiders, Star Trek Phaser Strike, and Cosmic Hunter, are also listed seperately in the ad). Two different screen overlays were made for the Connect Four cartridge; one has a grid of circles, the other a grid of squares. Two different Pinball labels have been found, one with a yellow background, one with a pink background with a green border. Some consoles have a red circuit board displayed when a cartridge is inserted; most seem to have a green circuit board. The cards which the game boxes were attached to each listed 7 games. German cartridges use solid plastic buttons, rather than membrane buttons. 5.0) Tips, Hints, and Cheats Alien Raiders - There is a cheat that will allow anyone to play Alien Raiders forever with minimal effort. BE FORWARNED THAT THIS TRICK IS SO EASY AS TO BE IRRESISTABLE AND YOU WILL PROBABLY NEVER BE ABLE TO PLAY THE GAME AGAIN WITHOUT CHEATING! Turn back now or forever ruin this game! OK, here it is. Due to a programming oversight, the code that adjusts the speed of the ship's motion in relation to the length of the "beam" you shoot (when you are shooting; if you aren't shooting, your ship's speed is constant), you can speed up your ship whenever you want. This dependance is needed so that your ship will be slowed down enough that your beam can extend to its full length in your current position before you are forced to move to the next row. The problem is that they forgot to take out this relationship for the negative case (when you can shoot your beem to full extension faster than it takes for you to move 1 row). So what you do to take advantage of this factoid is turn your knob all the way down so that your beam is as small as possible. Then wait for the alien raiders to get to the column that your beam extends to and shoot them. If they are too far away, you can increase your speed by about 30% (gross estimation) by holding down your fire button continuously. Even at the highest levels, there is always enough time to speed your ship into position before a raider can get past you. There are never more than 4 raiders at once and no more than 2 are ever in the same column at once. Since you can travel 1/2 the length of the screen faster than the fastest raider can advance 1 column (using the "always firing" method), you can never lose. I have played for over 6 hours on 1 game before I gave up. The only problem is that you can't use the "always firing" method too frequently or the game will make you "run out of gas" and you won't be able to fire at all and the game will end. I haven't quite figured out the rules for how much firing is "too" much but within a few games you can get a good feel for how far you can push it; besides, if you only use it when you need too, you will never "run out". This cheat works equally well for all the game variations. - 08 Block Buster - There are (at least) 2 (not counting mirror images) positions in Block Buster that will allow the ball to remain in play without needing to turn the dial. This creates, in effect, a pause switch since the game can be left unattended. One of them is as follows and the other is quite similar but I can't recall (it uses the end of the paddle, not the middle). +----------------+ | ***************| | * -> * | | * * | | * * | | * * | | * /|\ * | | * | * | | * * | | * * | | * * | | * * | | * * | | * * | | ** | | * | |=== | +----------------+ There are similar patterns in Pinball, too, but after a certain number of repeated patterns, the computer will cause the ball to "break the rules" of how it is supposed to bounce and cause the ball to break out of the pattern. I guess they learned their lesson from BlockBuster! - 08 (Editor's note: the ball actually does break the rules on BlockBuster as well. This is necessary; otherwise, you couldn't hit all the blocks. The problem is that, in the position shown above, breaking the rules doesn't get the ball out of the trap.) Sea Duel - In Sea Duel, you can park your sub in any of the four corners of the playfield, and the computer destroyer can't touch you. It keeps depth charging, but it always comes up short. - 09 Star Trek Phaser Strike was also released as Phaser Strike in the US, and as SpaceBlitz in the UK. 6.0) Instructions BLOCK BUSTER (and unit): (Two battery version) Operating Procedures Inserting the Batteries 1. Turn the console over. Using a fingernail, lift up the locking tab on the battery compartment cover and lift it off. See Fig. 1. (Fig. 1 - The back of the Microvision unit, showing the contrast knob above the battery compartment.) (Fig. 2 - The back of the Microvision unit, with the battery compartment open and two batteries inserted.) 2. You need two 9 Volt transistor batteries to operate Microvision. Alkaline batteries are recommended for batter performance and longer life. Make sure they are fresh and strong as even new batteries may be defective or weak and may cause unsatisfactory operation. 3. Insert the two batteries as shown in Fig. 2 matching the charge marked on the battery symbols indicated on the inside of the compartment. 4. Replace the battery cover and turn the console face up. Inserting the Cartridge 1. First, check to sure the On/OFF switch is down in the OFF position. Then, holding the cartridge at an angle, slide the top of the cartridge into the slot at the top of the console. See Fig. 3. (Fig. 3 - Front of Microvision unit with cartridge being inserted.) 2. Then, press down, snapping the cartridge into place. 3. To remove the cartridge: Make sure the power is off. Grasp the sides of the cartridge at the grooves, squeeze slightly, and pull up. (DO NOT FORCE.) Then, gently slide the cartridge out. Contrast Knob 1. When you turn the game on, you may notice that the screen contrast needs adjustment. Note: The contrast has been factory adjusted to room temperature (approximately 70 degrees) 2. Locate the contrast knob on the back of the console (refer to Fig. 1). Insert a dime (a fingernail, etc.) into the groove in the knob and turn it until you achieve the desired contrast. Special Cautions 1. It is recommended that you use and store you Microvision console and cartridges at temperatures ranging from 32F to 104F. 2. The liquid crystal display is sensitive to direct sunlight, abrupt temperature changes, high humidity or dampness, and dust. It is best to avoid using your game in areas where the above conditions are present. 3. Do not press down on the screen area or subject your game to impact or shocks. 4. Do not handle the contacts at the top of the cartridge. 5. If you will not be playing the game for a day or more, it is recommended that you remove the cartridge from the console. 6. If you leave the power on for an extended period of time with the cartridge in the console, permanent damage to the display will occur. Battery Replacement 1. When the batteries are losing power, the screen may blank out or the display could appear erratic. 2. Turn the power off, remove the battery cover, and replace your old batteries with fresh 9 volt (alkaline type) batteries. IMPORTANT Turn the power off when not playing the game. Microvision will alert you periodically with a signal if you leave the power on when you are not playing the game. Game Play for Block Buster Object: Knock out all the blocks in the 3-layer wall using a ball & paddle. 1. Slide the ON/OFF switch up to ON. The option screen will appear. 2. Press the BALLS key to select the number of balls that you want to play (1, 3, 5, 7, or 9). 3. Press the SPEED key to select the speed of the serve (Fast or Slow). 4. Press the PADDLE key to select the width of the paddle (Triple or Double). Note: The Double width paddle, because it only allows for diagonal play, requires a greater degree of skill to master. 5. Press GO and the score screen appears. Press GO again and the wall and paddle appear on the screen. Note: If you do not press another key on the keyboard within approximately 10 seconds, the game will signal you and will display the score on the screen. This is to remind you that the game is still on. 6. Turn the Control Knob on the console to move the paddle from side to side. 7. Press GO to serve the ball. Bounce the ball off the paddle into the wall. When the ball hits the wall, it eliminates a block. Try to volley the ball as many times as you can. If you eliminate all the blocks, a new wall appears and the same ball is still in play. 8. When you miss a ball, your score and the number of balls you have left appears on the screen. 9. Press GO to show the wall and paddle. Press GO again to serve the next ball. 10. If you have the speed set on Slow, the pace quickens when you hit a block in the top row. If you have the speed set on Fast, the rate will remain fast at all times. 11. When you have played all the balls chosen at the beginning of the game, the game is over and you will see your score. 12. Press GO to return to the option screen. Press GO to show the score screen. Press GO to show the wall and paddle. Press GO again to serve the ball. Scoring You get 1 point for each block you hit in the bottom row, 2 points for each block in the middle row, and 3 points for each block in the top row. Each complete wall totals 96 points. (After reaching 999 points, you must and 1,000's to the score that shows on the screen.) Remember - Turn the power off when not playing the game. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = (One battery version - instructions and figures remain exactly the same except as follows) Operating Procedures FOR BEST RESULTS USE ALKALINE BATTERIES ONLY! Alkaline batteries are recommended for better performance and longer life. Make sure they are fresh and strong as even new batteries may be defective or weak and may cause unsatisfactory operation. Inserting the Batteries 1. Turn the console over. Using a fingernail, lift up the locking tab on the battery compartment cover and lift it off. See Fig. 1. (Fig. 1 - The back of the Microvision unit, showing the contrast knob above the battery compartment.) (Fig. 2 - The back of the Microvision unit, with the battery compartment open and two batteries inserted - the one on the left marked "functioning battery", the one on the right marked "spare battery storage".) 2. Only ONE 9 volt transistor battery is needed to operate Microvision. We suggest you buy two alkaline batteries, use one to operate the unit and keep the other as a spare in the easily accessible Spare Battery Storage area [remember the spare is always there when you need it!]. See Figure 2. for the proper positioning of the functioning battery and the spare battery. 3. Make sure the functioning battery is inserted properly. To make the proper connection, insert the terminal heads as shown in the detailed diagram on the bottom of the battery compartment in the console, itself. 4. Now insert the spare battery in the Spare Battery Storage area right next to the functioning battery. 5. Replace the battery cover and turn the console face up. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = STAR TREK PHASER STRIKE STAR TREK Phaser Strike Try to hit as many targets as you can. 1. Slide the ON/OFF switch up to ON. The option selection screen appears. 2. Press SIZE key to select the width of the target (4, 3, 2, 1, or C). Note: C stands for changeable. Your targets will be of different lengths randomly selected by the computer. 3. Press SPEED key to select the speed (Fast, Slow, or Changeable) of the target. Note: With C, the speed of each target is randomly selected by the computer. 4. Press TARGETS key to select the number of ships to be sent against you. (The number (1-9) you chose is multiplied by ten to give you the total of targets that will flash across the screen.) 5. Press GO to start the game -- the first target will appear. 6. Try to hit the target with your phaser cannon. Press the bottom row of arrow keys to fire your phasers. 7. The left arrow shoots a missile diagonally across the screen to the upper right corner. The middle arrow shoots a missile straight up. The right arrow shoots the missile diagonally to the upper left corner of the screen. 8. You'll hear a signal when you score a hit. (There is no reaction when you miss a target.) 9. After all your targets have been launched, your score will appear on the screen. 10. To start a new game, press GO to choose your options. 11. Press GO again to begin launching the next set of targets. Remember to turn the power off when not playing the game. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = 7.0) Microvision on the WWW The following WWW pages prominently feature Microvision: http://www.franken.de/users/vector/stenzel/ Pages are available in both German and English. Contains numerous scans. http://www.primenet.com/~rworne/microvision.shtml A few scans. http://www.castrop-rauxel.netsurf.de/homepages/martin.gansel/micro/micro.htm A couple of scans. Page is only in German. 8.0) Programming the Microvision Programming the Microvision is complicated by the fact that, unlike nearly every other cartridge based system, the CPU for each Microvision cartridge is included on the cartridge. Furthermore, the game code is included on the same chip. - 02 The LCD driver chip is a 40 pin chip located in the Microvision base unit. The lines are Pwr, Gnd, 32 outputs to the LCD, 4 inputs from the microcomputer, strobe input and latch input. The LCD driver chip is very primitive. Screen contents must be latched 4 bits at a time, with a total of 8 packets making up one screen. After all 8 packets have been latched, they must be strobed in to complete one multiplex. Up to 12 multiplex levels are possible; multiple levels are needed for moving objects to ensure adequate rise time. The trails left by moving objects were the result of the fact that falls times were much longer than rise times. Finally, the voltage on the LCD must be inverted by turning the latch on, then toggling the strobe, and finally the shutting the latch off. The voltage must be inverted roughly 35 times per second, or the LCD glass will be etched with electrons. Internally, the 9V input voltage is dropped to 5V (reducable by the contrast knob to 3V). A square would turn on when 5V was applied, and off when below 1.67V was applied. To turn on a square, both the row and column would have to be on. So during the first refresh, the rows would be 1.67V - off and 5V - on, and the columns 3.3V - off and 0V - on. Voltages would be reserved during the next frame refresh. - 12 Be forewarned, when working with Microvision cartridges, that they (or, more specifically, the built in CPUs) are very susceptible to electrostatic discharges. 9.0) Repairing the Microvision 9.1) LCD screen (To be added.) 9.2) Keypad (To be added.) 10.0) Microvision Dealers Microvision units and cartridges are nearly impossible to find. When they are available, it's usually at a premium - I've seen asking prices as high as $30 for a cartridge, $75 for a unit. However, even as a dedicated fan or garage sales, thrift stores, and flea markets, I've only twice come across any Microvision equipment, in nearly fifteen years of on-again, off-again looking. Given the relative scarcity of Microvision products, few dealers can keep an inventory of such items. Therefore, while the following dealers have been known to sell Microvision products, there is no guarantee that they currently stock any items. Note: the following are listed alphabetically. Inclusion on this list carries with it no recommendation, either positive or negative, about the dealer. Additional dealers who sell a line of Microvision products via mail order will be gladly added to the list. JerryG Visionaries Snail Mail: 663 S. Dodge Gilbert, AZ 85233 EMail (preferred): jerryg@hevanet.com WWW: http://www.Atari2600.com/ Steven J. Tucker Snail Mail: 9897 York Road North Royalton, OH 44133 EMail: dh395@cleveland.Freenet.Edu Video Magic (Frank Polosky) Snail Mail: P.O. Box 9542 Pittsburgh, PA 15223 Phone: (412) 781-2241 Gregg Woodcock Snail Mail: 2930 Dukeswood Drive Garland, Republic of Texas 75040-8770 Phone: (214) 684-7380 EMail: woodcock@bnr.ca