Fujitsu Car Marty

Fujitsu Car Marty

Region Release Date Discontinued Lifetime Sales
Japan 1996  1997  4K
North America NA NA NA
Europe NA NA  NA

After the Marty flopped Fujitsu gave the technology to their Car Audio arm, Fujitsu Ten.  Their brief was to make use of the Marty‘s capabilities in the car somehow.

Fujitsu Ten succeeded on many fronts, they created the worlds first car entertainment system.  It was capable of using multiple external screens, had built-in GPS (another first) and could use most of the software that worked on the Marty.  In fact, with the addition of an external floppy it could use all of the Marty software.

Once again, however, the Car Marty was far too expensive.  It did not sell well and was pulled from the market after a fairly short time.  It was a harbinger of things to come though and many other companies took notes from the Car Marty design.

The Car Marty itself is pretty hard to get working outside of a car.  There was a cable available, but this is even rarer than the machine itself (which is incredibly rare).  Because it’s made for a car, it needs a 12v power supply (centre negative) and a proprietary connector for video.

We’ve already got a pinout available if you need it, right here Car Marty Accessory Port Pinout

You can at least use a PSU of your choice, which means you can make it work without a step up/down convertor.  But that’s really the only advantage of using this over a standard Marty.

There were two versions released, the MVP-1 and MVP-10.  They’re pretty much the same but the MVP-10 has a slightly different CD mechanism for reliability.

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FM Towns Marty

FM Towns Marty

5th Generation Competitors
3DO Jaguar Saturn Playstation Nintendo 64 CD32 PC-FX Pippin Playdia Loopy
Region Release Date Discontinued Lifetime Sales
Japan 20th Feb 1993 1995  45K
North America NA NA  NA
Europe NA NA  NA

Fujitsu were deep in battle for Japan’s PC98 throne with their FM Towns systems.  Their main rival, NEC, was also doing well in the console market with their PC Engine machines so Fujitsu decided to fight them on this second front.

But instead of making a custom platform like NEC did, Fujitsu decided to take the base model from their FM Towns range and put it in a home friendly casing.  The Marty came out at a high price, unsurprising given the fact that it was a truly advanced PC in a compact casing.

Unfortunately, despite the fact that it was the first 32 bit console (debuting a few months before the 3DO) consumers were not swayed.

The Marty was compatible with a few titles from the FM Towns range of PCs.  It’s (relatively) low memory stopped it from playing the majority of the games. There was a memory upgrade released which allowed it to play some games, like Street Fighter 2, but it slowed the whole machine down due to it’s implementation.

Fujitsu released a second edition of the Marty, the only difference was the (rather smart) grey casing and a much lower price.  This change did start to work and sales started to increase, unfortunately Fujitsu’s management had given up and pulled out of the console market entirely.

Because of this decision a new rule of business was made in Japan called The Marty Law, basically it states that you don’t keep offering something for sale then you can’t increase it’s sales.

The technology used in the Marty finished with the Fujitsu Ten Car Marty.

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Commodore CDTV

Commodore CDTV

4th Generation Competitors
PC Engine Megadrive Super NES Neo Geo AES Neo Geo CD Philips CDI NEC SuperGrafx
Region Release Date Discontinued Lifetime Sales
Japan NA  NA  NA
North America Mar 1991 1993
Europe Mar 1991 1993

Commodore’s second attempt at taking the living room.  Unfortunately, despite the fact that this was based on the Amiga 500, a machine well known for it’s games, they did not position this as a console.  Instead the CDTV was advertised as an educational system.

The CDTV was also incredibly expensive, especially when compared to other consoles at the time.  The CD Rom drive was a very early model and, as well as being slow, needed a caddy to play discs.

The price meant that potential buyers would buy Nintendo or Sega instead and because of poor sales there was little support from developers.  This was especially galling considering how easy it was to port software from the A500.

The CDTV had extensive upgrade options available.  As well as all the bits needed to make it into a fully fledged Amiga (Keyboard, Mouse and Floppy Drive) there were several memory upgrade options and even upgrades for video.  By default the CDTV outputs to RGB or Composite, but there were options that added RF / RCA and Scart.

It was even possible to add genlock options, meaning the CDTV could be used for one of the Amiga’s strengths, video editing.

At the end it was too expensive and was aimed at a market that had already failed with the Philips CDI.  Considering how powerful the Amiga hardware was this was a poor result by Commodore.

All of these errors were fixed in the CDTVs successor, the CD32.

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Commodore 64 Game System

Commodore 64 Game System

3rd Generation Competitors
Atari 7800 Famicom / NES Amstrad GX4000 Sega Master System
Region Release Date Discontinued Lifetime Sales
Japan NA  NA  NA
North America Dec 1990 1991
Europe Dec 1990 1992

Commodore was a huge player in the 8 bit computer field but when Nintendo and Sega started to make huge in-roads into homes they realised they had to do something to fight back.

Unfortunately, this didn’t happen until 1990, at this point the Amiga, Commodore’s 16 bit computer, was already out and doing well in Europe (not quite so well everywhere else), but Commodore decided to use their 8 bit Commodore 64 machine as the base for the console, in a similar move to Amstrad with the GX4000.

In fact, the C64GS is just a 64 with all the ports covered up and a new ROM in place.  If you open it you can see all of the tape connectors and keyboard points are on the motherboard.

The problem is that by the time the 64GS was released it was already facing the 16 bit consoles, a machine that would barely have the power to face the 8 bit ones had no chance with the 16 bit versions.

On top of that there was very little software, not all existing cartridges would work because there was no keyboard, indeed at least one title that claimed to be compatible wasn’t because it needed keyboard input to start.

The Game System was a huge flop, and it caused Commodore to step away from the console market for too long.


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Casio Loopy

Casio Loopy

5th Generation Competitors
3DO Jaguar Saturn Playstation Nintendo 64 FM Towns Marty PC-FX Pippin Playdia CD32
Region Release Date Discontinued Lifetime Sales
Japan 19th Oct 1995 Nov 1995
North America NA NA  NA
Europe NA NA  NA

The Loopy was an interesting concept, Casio decided that girls needed their own console and designed it with an in-built colour thermal printer.  Because it was a girls console all the games revolved around dressing up characters, with the ability to print the result to the printer.

Casio found out, within weeks, of the release that girls did in fact play consoles, they played the same ones the boys did and weren’t interested in a console that didn’t have the same games as mainstream ones.

The Loopy was discontinued almost immediately.  11 games in total were released in cartridge format.  You could also buy a mouse to use instead of the included game pad (which is quite nice btw).

An accessory called Magic Shop was available.  This was, in essence, a capture device that allowed you to use captured video to make stickers.

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Bandai Playdia

Bandai Playdia

5th Generation Competitors
3DO Jaguar Saturn Playstation Nintendo 64 FM Towns Marty PC-FX Pippin CD32 Loopy
Region Release Date Discontinued Lifetime Sales
Japan 23rd Sep 1994 1996
North America NA NA  NA
Europe NA NA  NA

The Playdia was Bandai’s attempt to enter the fifth generation of consoles in 1994.  It was primarily aimed at young children and, as such, it’s specs were woefully underpowered compared to the other entrants.

Unfortunately Bandai had miscalculated the popularity of the more powerful consoles with it’s target audience and the console didn’t sell well.

In the end Bandai were really the only developer to develop for the system (except for a couple of games developed by VAP), the other publishers concentrated on the more powerful and popular machines.

To suit the simplicity of the machine it came with a single infra-red controller.


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Bandai Pippin

Bandai Pippin

5th Generation Competitors
3DO Jaguar Saturn Playstation Nintendo 64 FM Towns Marty PC-FX CD32 Playdia Loopy
Region Release Date Discontinued Lifetime Sales
Japan 28th Mar 1996 1997 42K (total)
North America 1st Sep 1996 1997
Europe 1997 1997

In 1996 the post-jobs world of Apple was searching around for ways to spread their PowerPC platform.  Seeing how consoles had integrated into so many living rooms they decided that this was the direction to go.  So, working with Bandai, they developed the Pippin Platform.  This platform was based on their existing Power Mac computers.

The Pippin was a hugely powerful machine and included numerous options that no other console had.  These included the ability to be used in PAL or NTSC out of the box and they had a built-in VGA port as well as the usual composite jacks.

Bandai released the Pippin in Japan as the ATMARK and in the US as ATWORLD.  These machines were largely identical except the US one was black from the start and the Japanese release was white.

In Europe Katz Media released a slightly improved machine with more memory.

The Pippin was incredibly expensive at release, unsurprising seeing as it had such a powerful spec.  But despite that it couldn’t compete well with the Playstation or Saturn.  Nobody wanted to buy a machine that was weaker and more expensive.  The Japanese version is easiest to get hold of, the US version is rare and the European version is nearly impossible to get.

The Pippin came with internet access built-in, via a phone jack.  The controller, called the Apple Jack, had a built-in trackball to help you navigate web pages.

The community has since released a version of Mac OS 7 that can be booted, pretty much making the Pippin into a working Macintosh.

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Atari Jaguar

Atari Jaguar

5th Generation Competitors
3DO CD32 Saturn Playstation Nintendo 64 FM Towns Marty PC-FX Pippin Playdia Loopy
Region Release Date Discontinued Lifetime Sales
Japan 21st Nov 1994 1996  190K (total)
North America 23rd Nov 1993 1996
Europe 27th Jun 1994 1996

After the games crash Atari struggled to make ground in the new videogame world with the death of the 2600.  After several attempts they started to concentrate on computers instead.  Until two engineers from a company called Flare approached them with a hardware platform they’d been developing.

Atari were already working on a project called Panther at the time, but decided to ask the Flare team to develop their platform under the codename Jaguar.

Panther wasn’t progressing as well as Atari had hoped, so they cancelled the project and went full steam ahead with the Jaguar.  The machine was released, to fairly underwhelming reviews, in 1994 after a small test release the year before.

Atari billed the Jaguar as being the first 64-bit console.  Their whole advertising strategy, named Do the Math, pushed the idea that the current crop of 16 bit and 32 bit consoles were inferior due to the lower bitness.

But this had a number of flaws, firstly the general public didn’t really understand the argument about bits and secondly it was fairly easy to argue that the Jaguar wasn’t 64 bit at all.

The problem stemmed from the fact that the Jaguar has 3 main processors, a Motorola 68000, which is 16-bit externally, but 32-bit internally and two custom 32 bit RISC processors.

On that evidence you’d say the Jaguar was, at best, 32 bit.  However, the Jaguar transfers data over a 64 bit address line.  This does, technically, make it a 64 bit machine.

Regardless, none of this worked.  The Jaguar turned out to be difficult to develop for and Atari no longer had the might needed to compete against Sony and Sega.  Games weren’t impressive compared to their Playstation and Saturn versions and developers left the platform in droves.

We’re only just now finding out how powerful the Jaguar was.  Modern day developers, with a greater understanding and better toolchains, are able to push the platform with greater results.  It’s a shame that we’re just seeing that it could have competed in the 32 bit era.

To try and keep the console alive Atari promised a number of peripherals including a VR headset and CD Addon.

The CD Addon was the only one to see the light of day (although the VR headset was demonstrated).  The Addon didn’t have many games and had proven unreliable, but the games that were released are fairly impressive.

Now, the controller.  It is not considered one of the best ever.  It is ungainly, mostly due to the keypad that takes up most of the space.  This keypad allows games to have lots of control options and games come with an overlay (like the Intellivision).  It is helpful, but it makes for a really uncomfortable controller.

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Atari 2600

Atari 2600

2nd Generation Competitors
Mattel Intellivision Vectrex
Region Release Date Discontinued Lifetime Sales
Japan Oct 1983 1992  30M (total)
North America 11th Sep 1977 1992
Europe 1978 1992

Whilst the Atari 2600 didn’t start the console industry (the Fairchild Channel F came out a year before) it certainly popularised the idea of a machine capable of playing different games with the use of a ROM cartridge.

Released in 1977 as the Atari VCS, it was later renamed to the 2600 mirroring it’s model number after it’s successor, the 5200, was released in 1982.  Sensible pricing and some strategic licensing saw the 2600 achieve huge success.

The Atari 2600 has been quoted as a reason for the games crash in the 80s due to Atari’s policy of allowing anyone to release games meaning that there were huge numbers of poor quality titles.

In reality, of course, the crash was caused by many factors, although Atari were certainly key.

There were several models of the 2600 released:

  • Heavy Sixer (original release)
  • Light Sixer
  • 4 Switch Black (Darth Vader)
  • 2600 Jr

The 2600 faced strong competition from several competitors, mainly the Mattel Intellivision

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Amstrad GX4000

Amstrad GX4000

3rd Generation Competitors
Atari 7800 Famicom / NES Sega Master System Commodore 64 Game System
Region Release Date Discontinued Lifetime Sales
Japan NA  NA  NA
North America NA NA  NA
Europe Sep 1990 1991  15K

Amstrad produced a fairly popular range of 8 bit computers during the 80s, in third place for most of the era in the UK after the Commodore 64 and Sinclair Spectrum.

But Alan Sugar was well known for being able to sniff out a promising new market and so, when Nintendo and Sega hit the shores he realised he could take his existing 8 bit system, remove the keyboard and leverage the existing range of games.  They gave it a futuristic, spaceship design and bundled it with a joypad that was pretty reminiscent of the NES pad.

On paper this was a good move, the Amstrad had an amazing library of games and could certainly compete with the NES and Master System.  It already had joystick support, so converting games across was a breeze and Amstrad’s existing supply and sales chain would work for the new machine.

But the GX4000 didn’t release until 1990, which meant that it was competing with the Mega Drive and then the Super Nintendo.  Whilst it had a fighting chance against the 8 bit era, it was entirely outgunned in the 16 bit world, they weren’t the only company to make this mistake though, Commodore followed with the C64GS.

There is a fairly large software library for the GX4000 and developers have ported other titles across in recent times.  There are a couple of issues to look out for.  The PSU is not great and can cause component damage to the GX4000 if it’s unplugged or plugged in whilst turned on (usually this just means you have to replace the voltage regulator).

It’s recommended you use a replacement PSU (9 – 12v 1a center positive) instead of the included one.



Processor Zilog Z80A 4 MHz (PAL)
RAM 64k
ROM 32k
Custom Chips ASIC with Support for sprites, soft scrolling, programmable interrupts, DMA Sound
Video 12-bit colour palette (4096 colors)
Up to 32 on-screen colours (16 Background, 15 Sprites, 1 Border)
Audio 3 × 8-bit stereo PCM channels)
Removable storage None

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