Microvision FAQ Version 0.04 Copyright (c) 1994, 1995 Joseph M. Huber All rights reserved. This document may be copied, in whole or in part, by any means provided the copyright and contributors sections remain intact and no fee is charged for the information. Contributors retain the copyright to their individual contributions. The data contained herein is provided for informational purposes only. No warranty is made with regards to the accuracy of the information. -------------------------------------------------------------------------------- Please mail additional information, opinions, and comments to: Joe Huber - huber@tribe.enet.dec.com -------------------------------------------------------------------------------- Last update: February 9, 1995. Contributors: JH) Joe Huber 01) David Belter 02) Rik Morgan (rik@metronet.com) 03) Will Chose 04) Jerry Greiner 05) Bruce Tomlin TABLE OF CONTENTS 1.0) What is Microvision? 2.0) Microvision Specs 3.0) Cartridge List 4.0) Trivia 5.0) Instructions 6.0) Programming the Microvision 7.0) Repairing the Microvision 7.1) LCD screen 7.2) Keypad 8.0) Microvision Dealers 1.0) What is Microvision? Microvision was introduced by Milton Bradley in 1979. Designed by Jay Smith (who later designed Vectrex), Microvision combined the cartridge interchangability that was propelling Fairchild and Atari into the forefront with the portability that had helped Coleco and Mattel sell millions of hand held games. While the idea was fine (witness the success of Gameboy and Game Gear), the timing and support were not. After some initial success (grossing $8 million in its first year of production, and boosting Smith Engineering into a million-dollar operation), and an initial release of seven cartridges (including Block Buster, which came with the unit), Milton Bradley rolled out just two new cartridges in 1980, and a final two in 1981. With a small library, no tie in to a home unit, and a screen resolution that provided little ability to produce meaningful graphics, Microvision soon became little more than a memory. Still, the Microvision was a pioneer, overcoming the limitations of the light-emitting-diode displays that were standard for hand-held games at the time. For all the limitations of the unit, many of the games produced were quite good. - JH, 02, 05 2.0) Microvision Specs Resolution: 16 x 16 LCD CPU: TMS1100 (on cartridge) Bits: 4 Speed: ? RAM: ? Video Display Processor: ? Sound: ? Cartridge ROM: 2K masked The original game units used two 9-volt batteries, but it was discovered that not only could Microvision run on one 9-volt battery, but Microvision owners would sometimes put one of the batteries in backwards. Later units only provided terminals for one battery, with the second spot marked "spare battery storage". - JH, 02 3.0) Cartridge List Key: Year - Year of Release Number - Part Number Rarity (relative) - C) Common U) Uncommon R) Rare VR) Very Rare ER) Extremely Rare Rating - 1) Awful 2) Poor 3) OK 4) Good 5) Very Good Format: Rating/# of people rating. For example, 3.5/4 would mean 4 people had rated the cartridge, with an average rating of 3.5. Name Year Number Rarity Rating ======================= ==== ====== ====== ====== Alien Raiders 1981 4176 VR 4.7/3 Baseball 1980 4063 U 3.0/2 Block Buster 1979 4952 C 4.7/3 Bowling 1979 4972 U 2.5/2 Connect Four 1979 4971 R 4.0/2 Cosmic Hunter 1981 4177 VR 4.7/3 Mindbuster 1979 4976 R 3.0/2 Pinball 1979 4974 U 2.5/2 Sea Duel 1980 4064 VR 5.0/2 Star Trek Phaser Strike 1979 4973 U 4.0/2 Vegas Slots 1979 4975 R 2.0/2 4.0) Trivia Robert Hoffberg programmed Connect Four and Cosmic Hunter, as well as assisting on Sea Duel and Baseball. Cartridge programming was done at Milton Bradley in East Longmeadow, MA, Texas Instruments in Dallas, TX, and in Santa Monica,CA. There are at least two different boxes which the Microvision unit was packaged in. One lists only the six original carts; the second adds Baseball and Sea Duel. Cosmic Hunter and Alien Raiders, the last two releases, have "control" numbers which don't match the part number on the box (MB8106 for Cosmic Hunter, MB8107 for Alien Raiders). The original units did not include an anti-static shield. These shields, which fit above the LCD screen, were included with cartridges and also sent out with repaired units. 5.0) Instructions BLOCK BUSTER (and unit): (Two battery version) Operating Procedures Inserting the Batteries 1. Turn the console over. Using a fingernail, lift up the locking tab on the battery compartment cover and lift it off. See Fig. 1. (Fig. 1 - The back of the Microvision unit, showing the contrast knob above the battery compartment.) (Fig. 2 - The back of the Microvision unit, with the battery compartment open and two batteries inserted.) 2. You need two 9 Volt transistor batteries to operate Microvision. Alkaline batteries are recommended for batter performance and longer life. Make sure they are fresh and strong as even new batteries may be defective or weak and may cause unsatisfactory operation. 3. Insert the two batteries as shown in Fig. 2 matching the charge marked on the battery symbols indicated on the inside of the compartment. 4. Replace the battery cover and turn the console face up. Inserting the Cartridge 1. First, check to sure the On/OFF switch is down in the OFF position. Then, holding the cartridge at an angle, slide the top of the cartridge into the slot at the top of the console. See Fig. 3. (Fig. 3 - Front of Microvision unit with cartridge being inserted.) 2. Then, press down, snapping the cartridge into place. 3. To remove the cartridge: Make sure the power is off. Grasp the sides of the cartridge at the grooves, squeeze slightly, and pull up. (DO NOT FORCE.) Then, gently slide the cartridge out. Contrast Knob 1. When you turn the game on, you may notice that the screen contrast needs adjustment. Note: The contrast has been factory adjusted to room temperature (approximately 70 degrees) 2. Locate the contrast knob on the back of the console (refer to Fig. 1). Insert a dime (a fingernail, etc.) into the groove in the knob and turn it until you achieve the desired contrast. Special Cautions 1. It is recommended that you use and store you Microvision console and cartridges at temperatures ranging from 32F to 104F. 2. The liquid crystal display is sensitive to direct sunlight, abrupt temperature changes, high humidity or dampness, and dust. It is best to avoid using your game in areas where the above conditions are present. 3. Do not press down on the screen area or subject your game to impact or shocks. 4. Do not handle the contacts at the top of the cartridge. 5. If you will not be playing the game for a day or more, it is recommended that you remove the cartridge from the console. 6. If you leave the power on for an extended period of time with the cartridge in the console, permanent damage to the display will occur. Battery Replacement 1. When the batteries are losing power, the screen may blank out or the display could appear erratic. 2. Turn the power off, remove the battery cover, and replace your old batteries with fresh 9 volt (alkaline type) batteries. IMPORTANT Turn the power off when not playing the game. Microvision will alert you periodically with a signal if you leave the power on when you are not playing the game. Game Play for Block Buster Object: Knock out all the blocks in the 3-layer wall using a ball & paddle. 1. Slide the ON/OFF switch up to ON. The option screen will appear. 2. Press the BALLS key to select the number of balls that you want to play (1, 3, 5, 7, or 9). 3. Press the SPEED key to select the speed of the serve (Fast or Slow). 4. Press the PADDLE key to select the width of the paddle (Triple or Double). Note: The Double width paddle, because it only allows for diagonal play, requires a greater degree of skill to master. 5. Press GO and the score screen appears. Press GO again and the wall and paddle appear on the screen. Note: If you do not press another key on the keyboard within approximately 10 seconds, the game will signal you and will display the score on the screen. This is to remind you that the game is still on. 6. Turn the Control Knob on the console to move the paddle from side to side. 7. Press GO to serve the ball. Bounce the ball off the paddle into the wall. When the ball hits the wall, it eliminates a block. Try to volley the ball as many times as you can. If you eliminate all the blocks, a new wall appears and the same ball is still in play. 8. When you miss a ball, your score and the number of balls you have left appears on the screen. 9. Press GO to show the wall and paddle. Press GO again to serve the next ball. 10. If you have the speed set on Slow, the pace quickens when you hit a block in the top row. If you have the speed set on Fast, the rate will remain fast at all times. 11. When you have played all the balls chosen at the beginning of the game, the game is over and you will see your score. 12. Press GO to return to the option screen. Press GO to show the score screen. Press GO to show the wall and paddle. Press GO again to serve the ball. Scoring You get 1 point for each block you hit in the bottom row, 2 points for each block in the middle row, and 3 points for each block in the top row. Each complete wall totals 96 points. (After reaching 999 points, you must and 1,000's to the score that shows on the screen.) Remember - Turn the power off when not playing the game. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = (One battery version - instructions and figures remain exactly the same except as follows) Operating Procedures FOR BEST RESULTS USE ALKALINE BATTERIES ONLY! Alkaline batteries are recommended for better performance and longer life. Make sure they are fresh and strong as even new batteries may be defective or weak and may cause unsatisfactory operation. Inserting the Batteries 1. Turn the console over. Using a fingernail, lift up the locking tab on the battery compartment cover and lift it off. See Fig. 1. (Fig. 1 - The back of the Microvision unit, showing the contrast knob above the battery compartment.) (Fig. 2 - The back of the Microvision unit, with the battery compartment open and two batteries inserted - the one on the left marked "functioning battery", the one on the right marked "spare battery storage".) 2. Only ONE 9 volt transistor battery is needed to operate Microvision. We suggest you buy two alkaline batteries, use one to operate the unit and keep the other as a spare in the easily accessible Spare Battery Storage area [remember the spare is always there when you need it!]. See Figure 2. for the proper positioning of the functioning battery and the spare battery. 3. Make sure the functioning battery is inserted properly. To make the proper connection, insert the terminal heads as shown in the detailed diagram on the bottom of the battery compartment in the console, itself. 4. Now insert the spare battery in the Spare Battery Storage area right next to the functioning battery. 5. Replace the battery cover and turn the console face up. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = 6.0) Programming the Microvision Programming the Microvision is complicated by the fact that, unlike nearly every other cartridge based system, the CPU for each Microvision cartridge is included on the cartridge. Furthermore, the game code is included on the same chip. - 02 The LCD driver chip is a 40 pin chip located in the Microvision base unit. The lines are Pwr, Gnd, 32 outputs to the LCD, 4 inputs from the microcomputer, strobe input and latch input. The LCD driver chip is very primitive. Screen contents must be latched 4 bits at a time, with a total of 8 packets making up one screen. After all 8 packets have been latched, they must be strobed in to complete one multiplex. Up to 12 multiplex levels are possible. Finally, the voltage on the LCD must be inverted by turning the latch on, then toggling the strobe, and finally the shutting the latch off. The voltage must be inverted roughly 35 times per second, or the LCD glass will be etched with electrons. Be forewarned, when working with Microvision cartridges, that they (or, more specifically, the built in CPUs) are very susceptible to electrostatic discharges. 7.0) Repairing the Microvision 7.1) LCD screen (To be added.) 7.2) Keypad (To be added.) 8.0) Microvision Dealers Microvision units and cartridges are nearly impossible to find. When they are available, it's usually at a premium - I've seen asking prices as high as $30 for a cartridge, $75 for a unit. However, even as a dedicated fan or garage sales, thrift stores, and flea markets, I've only once come across any Microvision equipment, and at that it didn't come cheaply. Given the relative scarcity of Microvision products, few dealers can keep an inventory of such items. Therefore, while the following dealers have been known to sell Microvision products, there is no guarantee that they currently stock any items. Note: the following are listed alphabetically. Inclusion on this list carries with it no recommendation, either positive or negative, about the dealer. Additional dealers who sell a line of Microvision products via mail order will be gladly added to the list. JerryG Visionaries Snail Mail: 14700 NW Bonneville Loop Beaverton, OR 97006 EMail (preferred): jerryg@hevanet.com Steven J. Tucker Snail Mail: 9897 York Road North Royalton, OH 44133 EMail: dh395@cleveland.Freenet.Edu Video Magic (Frank Polosky) Snail Mail: P.O. Box 9542 Pittsburgh, PA 15223 Phone: (412) 781-2241