The Microvision (also called the Milton Bradley Microvision or MB Microvision) was the first handheld game console that used interchangeable cartridges, meaning it could be reprogrammed. It was released by the Milton Bradley Company in November 1979 for a retail price of $49.99, which is equal to $221.00 in 2025.
The Microvision was designed by Jay Smith, the engineer who later created the Vectrex video game console. Its portability and cartridge-based system helped it achieve moderate success, with Smith Engineering earning $15 million in the first year of its release. However, the console had a limited number of games, a small screen, and did not receive support from major home video game companies. These issues caused the Microvision to stop being sold in 1981. Satoru Okada, the former head of Nintendo's R&D1 Department, stated that the Microvision inspired the design of the Game Boy, which followed the Game & Watch series, as Nintendo addressed the Microvision's limitations.
Production
The Microvision console did not have a built-in processor (CPU) like most later consoles. Instead, each game cartridge included its own processor inside the removable cartridge. This meant the console itself only had the controls, an LCD display, and the controller that managed the display.
The first Microvision cartridges used processors made by Intel (called the 8021) and Texas Instruments (called the TMS1100). Due to problems with purchasing parts, Milton Bradley changed to using only the TMS1100 processor. This included reprogramming games that had originally been made for the 8021. The TMS1100 was a simpler device but had more memory and used less power than the 8021. Early versions of the Microvision needed two batteries because the 8021 used more power, but later models (designed for the TMS1100) only had one active battery holder. Although the battery compartment was made to allow two 9-volt batteries to be inserted correctly, inserting one battery backward while the other was correct caused the batteries to short and overheat. To fix this, the terminals for one battery were removed to prevent the problem. Because changing production molds was too expensive, Milton Bradley kept the second battery compartment but removed its terminals and labeled it as a spare battery holder.
Problems
Microvision units and cartridges are not very common today. Units that still exist face three main problems: "screen rot," ESD damage, and keypad destruction.
The process used to make the Microvision's LCD screen was not as advanced as today's methods. Improper sealing and impurities during production caused a problem called "screen rot." The liquid crystal inside the screen leaks and permanently darkens, leaving the game unit functional but unable to display images properly. While extreme heat can quickly damage the screen, most Microvision systems cannot avoid screen rot.
An early design flaw involved the microprocessor inside each cartridge. It lacked protection against static electricity (ESD) and was directly connected to copper pins that link the cartridge to the unit. If users opened the sliding door covering the pins, their body's static electricity could damage the microprocessor. A small amount of static electricity, even one not felt by the user, could destroy the sensitive electronic part inside the cartridge. This issue caused many units to be returned as defective, especially during the 1979 holiday season. Engineers later redesigned the units and factories to reduce static electricity risks.
The Microvision unit had a twelve-button keypad with switches hidden under thick plastic. Cartridges had cutouts on their bottom to help users align their fingers with the buttons. Thin printed plastic covered the cutouts to show which buttons did what in each game. However, pressing the buttons stretched the printed plastic, causing it to tear over time. Long fingernails made this problem worse. Some early games gave feedback only when a button was released, not when it was pressed. This led users to press harder, as they did not feel the key being pressed. This issue occurred because the keypad used during testing had tactile feedback (a feeling when pressed), but the final production units did not.
Technical specifications
- CPU: Intel 8021 / TI TMS1100 (included with the cartridge)
- Screen type and resolution: 16 by 16 pixel LCD screen
- Register size: 4 bit (TMS1100), 8 bit (8021)
- Processor speed: 100 kHz
- RAM (built into the CPU): 64 bytes
- ROM: 2K (TMS1100), 1K (8021)
- Cartridge ROM: 2K (TMS1100), 1K (8021) masked (built into the CPU; each game used a different CPU)
- Video Display Processor: LCD Custom Driver (designed by Hughes)
- Sound: Piezo beeper
- Input: Twelve-button keypad, one paddle
- Power requirements: One or two 9-volt batteries on earlier Microvision consoles, one 9-volt battery on later Microvision consoles
- Power Usage: 110 mW (TMS1100), 1 W (8021)
Games
In the United States, the plastic cases for game cartridges were beige in color. However, in Europe, these cases came in many different colors, and the games were labeled with numbers on the box. The console and its games in Europe were suitable for people aged 8 years old up to adults. It is known that 12 different game titles were released.