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In the history of video games, the second generation of video game hardware refers to computer and video games, video game consoles, and handheld video game consoles available from 1976 to 1992. Notable platforms of the second generation include the Fairchild Channel F, Atari 2600, Intellivision, Magnavox Odyssey², and ColecoVision. The generation began in November 1976 with the release of the Fairchild Channel F.[1] This was followed by the Atari 2600 in 1977,[2] Magnavox Odyssey² in ,[3] Intellivision in 1980[4] and then the Emerson Arcadia 2001, ColecoVision, Atari 5200, and Vectrex,[5] all in 1982. By the end of the era, there were over 15 different consoles. It coincided with, and was partly fueled by, the golden age of arcade video games. This peak era of popularity and innovation for the medium resulted in many games for second generation home consoles being ports of arcade games. Space Invaders, the first arcade game to be ported, was released in 1980 for the Atari 2600.[6] Coleco packaged Nintendo's Donkey Kong with the ColecoVision when it was released on August 1982.

Built-in games, like those from the first generation, saw limited use during this era. This was due to the invention of game cartridges by Jerry Lawson for the Fairchild Channel F.[7] The first system of the generation and some others, such as the RCA Studio II, still came with built-in games[8] while also having the capability of utilizing cartridges.[9] The popularity of game cartridges grew after the release of the Atari 2600. From the late 1970s to the mid-1990s, most home video game systems used cartridges until the technology was replaced by optical discs. The Fairchild Channel F was also the first console to use a microprocessor, which was the driving technology that allowed the consoles to use cartridges.[10] Other technology such as screen resolution, color graphics, audio, and AI simulation was also improved during this era.

In 1979, gaming giant Activision was created by former Atari programmers[11] and was the first third-party developer of video games.[12] By 1982, the shelf capacity of toy stores was overflowing with an overabundance of consoles, over-hyped game releases, and low-quality games from new third-party developers. An over-saturation of consoles and games,[13] coupled with poor knowledge of the market, saw the video game industry crash in 1983 and marked the start of the next generation. Beginning in December 1982 and stretching through all of 1984, the crash of 1983 caused major disruption to the North American market.[14][15] Some developers collapsed and almost no new games were released in 1984. The market did not fully recover until the third generation.[4] The second generation officially ended on January 1, 1992, with the discontinuation of the Atari 2600.[16]

Home systems[ | ]

Fairchild Channel F[ | ]

Main article: Fairchild Channel F

The Fairchild Channel F, also known early in its life as the Fairchild Video Entertainment System (VES), was released by Fairchild Semiconductor in November 1976 and was the first console of the second generation.[17] It was the world's first CPU-based video game console, introducing the cartridge-based game code storage format.[18] The console featured a pause button that allowed players to freeze a game. This allowed them to a break without the need to reset or turn off the console so they did not lose their current game progress.[19] Fairchild released twenty-six different cartridges for the system, with up to four games being on each cartridge. The console came with two pre-installed games, Hockey and Tennis.[20]

Atari 2600 & 5200[ | ]

Main articles: Atari 2600, Atari 5200
Atari2600joystick

An Atari 2600 game joystick controller

In 1977, Atari released its CPU-based console called the Video Computer System (VCS), later called the Atari 2600.[21] Nine games were designed and released for the holiday season. Atari held exclusive rights to most of the popular arcade game conversions of the day. They used this key segment to support their older hardware in the market. This game advantage and the difference in price between the machines meant that each year, Atari sold more units than Intellivision, lengthening its lead despite inferior graphics.[22] The Atari 2600 went onto to sell over 30 million units over its lifetime, considerably more than any other console of the second generation.[23] In 1982, Atari released the Atari 5200 in an attempt to compete with the Intellivision. While superior to the 2600, poor sales and lack of new games meant Atari only supported it for two years before it was discontinued.[24]

Early Atari 2600 cartridges contained 2 kilobytes of read-only storage. This limit grew steadily from 1978 to 1983: up to 16 kilobytes for Atari 5200 cartridges. Bank switching, a technique that allowed two different parts of the program to use the same memory addresses, was required for the larger cartridges to work. The Atari 2600 cartridges got as large as 32 kilobytes through this technique.[25] The Atari 2600 had only 128 bytes of RAM available in the console. A few late game cartridges contained a combined RAM/ROM chip, thus adding another 256 bytes of RAM inside the cartridge itself. The Atari standard joystick was a digital controller with a single fire button released in 1977.[26]

Bally Astrocade[ | ]

Main article: Bally Astrocade

The Bally Astrocade was released in 1977 and was available only through mail order.[27] It was originally referred to as the Bally Home Library Computer.[27][28] Delays in the production meant that none of the units shipped until 1978. By this time, the machine had been renamed the Bally Professional Arcade.[28] In this form, it sold mostly at computer stores and had little retail exposure, unlike the Atari VCS. The rights to the console were sold to Astrovision in 1981. They re-released the unit with the BASIC cartridge included for free; this system was known as the Bally Computer System.[28] When Astrovision changed their name to Astrocade in 1982 they also changed the name of the console to the Astrocade to follow suit. It sold under this name until the video game crash of 1983 when it was discontinued.[29]

Magnavox Odyssey²[ | ]

Main article: Magnavox Odyssey²

In 1978, Magnavox released its microprocessor-based console, the Odyssey², in the United States and Canada.[30] It was distributed by Philips Electronics in the European market and was released as the Philips G7000.[31] A defining feature of the system was the speech synthesis unit add-on which enhanced music, sound effects and speech capabilities.[32] The Odyssey² was also known for its fusion of board and video games. Some titles would come with a game board and pieces which players had to use in conjunction to play the game. Although the Odyssey 2 never became as popular as the Atari consoles, it sold 2 million units throughout its lifetime. This made it the third best selling console of the generation.[33] It was discontinued in 1984.[34]

Intellivision[ | ]

Main article: Intellivision

The Intellivision was introduced by Mattel to test markets in 1979[35] and nationally in 1980. The Intellivision console contained a 16-bit processor with 16-bit registers and 16-bit system RAM. This was long before the "16-bit era".[36] Programs were however stored on 10-bit ROM. It also featured an advanced sound chip that could deliver output through three distinct sound channels.[36] The Intellivision was the first console with a thumb-pad directional controller and tile-based playfields with smooth, multi-directional scrolling. The system's initial production run sold out shortly after its national launch in 1980.[36] Early cartridges were 4 kilobyte ROMs, which grew to 24 kilobytes for later games.

The Intellivision introduced several new features to the second generation. It was the first home console to use a 16-bit microprocessor and offer downloadable content through the PlayCable service.[37] It also provided real-time human voices during gameplay. It was the first console to pose a serious threat to Atari's dominance. A series of TV advertisements featuring George Plimpton were run. They used side-by-side game comparisons to show the improved graphics and sound compared with those of the Atari 2600.[36] It sold over 3 million units[38] before being discontinued in 1990.[39]

Vectrex[ | ]

Main article: Vectrex

The Vectrex was released in 1982. It was unique among home systems of the time in featuring vector graphics and its own self-contained display.[40] At the time, many of the most popular arcade games used vector displays. Through a licensing deal with Cinematronics, GCE was able to produce high-quality versions of arcade games such as Space Wars and Armor Attack. Despite a strong library of games and good reviews, the Vectrex was ultimately a commercial failure.[41] It was on the market for less than 2 years.[42]

Comparison[ | ]

Name Fairchild Channel F Atari VCS/2600
Sears Video Arcade
Bally Astrocade Magnavox Odyssey² Intellivision
Manufacturer Fairchild Semiconductor Atari Bally Technologies Magnavox Mattel
Console Fairchild-Channel-F Atari-2600-Six-Switch BallyAstrocade Magnavox-Odyssey-2 Intv1
Launch prices US$169.95 (710) US$199[43] (780) US$299[27] (1170) US$200 (730)

JP¥49,800 (72200)[44]

US$299[35] (860)
Release date JP (November 1976) EU (September 1977) 1978 (USA)[45] USA (December 1978) EU (Test marketed in 1979. Official release in 1980)
Media Cartridge Cartridge and Cassette (Cassette available via special 3rd party attachment) Cartridge and cassette/Floppy, available with ZGRASS unit Cartridge Cartridge
Top-selling games Videocart-17: Pinball Challenge Pac-Man, 7 million (as of September 1, 2006)[46][47] N/A N/A :Las Vegas Poker & Blackjack 1.939 million
Major League Baseball 1.085 million (as of June 1983)[48][49]
Backward compatibility N/A N/A N/A None Atari 2600 games through the System Changer module
Accessories (retail) N/A
  • Driving controller
  • Keypad
  • Game Brain
  • Starpath Supercharger
  • GameLine
  • ZGRASS unit
  • The Voice
  • Chess Module
CPU 1.79 MHz (PAL 2.00 MHz) Fairchild F8 1.19 MHz MOS Technology 6507 1.789 MHz Zilog Z80 1.79 MHz Intel 8048 8-bit microcontroller 894.886 kHz General Instrument CP1610
Memory Main RAM 64 bytes
Video RAM 2 kB (2×128×64 bits)
128 bytes RAM within MOS Technology RIOT chip (additional RAM may be included in game cartridges) Main RAM 4 kB (up to 64 kB with external modules in the expansion port) CPU-internal RAM: 64 bytes
Audio/video RAM: 128 bytes
Main RAM 524 bytes

Video RAM 932 bytes

Video Resolution

102×58 to 128×64[50]

160×192

True: 160×102
Basic: 160×88
Expanded RAM: 320×204

160×200 (NTSC)

160x96 (20x12 tiles of 8x8 pixels)

Palette

8 colors

128 colors (NTSC)
104 colors (PAL)
8 colors (SECAM)

32 colors (8 intensities)

16 colors (fixed); sprites use 8 colors

16 color

Colors on Screen

8 simultaneous (maximum of 4 per scanline)

128 simultaneous (2 background colors and 2 sprite colors (1 color per sprite) per scanline)

True: 8
Basic: 2

16 simultaneous

Sprites

1

2 sprites, 2 missiles, and 1 ball per scanline

Unlimited (software controlled)

  • 4 8×8 single-color user-defined sprites
  • 12 8×8 single-color characters; 64 shapes built into ROM BIOS;
  • 4 quad characters;
  • 9×8 background grid; dots, lines, or blocks

8 sprites, 8x16 half-pixels

Other Smooth multi-directional hardware scrolling
Audio Mono audio with:
  • 500 Hz, 1 kHz, and 1.5 kHz tones (can be modulated quickly to produce different tones)
Mono audio with:
  • two channel sound
  • 5-bit frequency divider and 4-bit audio control register
  • 4-bit volume control register per channel
Mono audio with:
  • 3 voices
  • noise/vibrato effect
Mono audio with:
  • 24-bit shift register, clockable at 2 frequencies
  • noise generator
Mono audio with:
Name Emerson Arcadia 2001 ColecoVision Atari 5200 Vectrex
Manufacturer Emerson Radio Corporation Coleco Atari General Consumer Electric and Milton Bradley
Console Arcadia ColecoVision Atari-5200 Vectrex
Launch prices US$200 (490)[51]

JP¥19,800 (23400)[52]

US$175[43] (430) US$270[43] (660) US$199[53] (490)
Release date JP (May 1982) EU (August 1982) November 1982 (USA) EU (November 1982)
Media Cartridge[51] Cartridge and Cassette, available with Expansion #3 Cartridge Cartridge
Top-selling games N/A Donkey Kong (pack-in) N/A N/A
Backward compatibility N/A Compatible with Atari 2600 Via Expansion #1 Atari 2600 games through the 2600 cartridge adapter N/A
Accessories (retail) N/A
  • Expansion #1
  • Expansion #2
  • Expansion #3
  • Roller Controller
  • Super Action Controller Set
  • Trak-Ball Controller
  • Atari 2600 adaptor
  • 3-D Imager
  • Light Pen
CPU 3.58 MHz Signetics 2650 CPU 3.58 MHz Zilog Z80A 1.79 MHz Custom MOS 6502C 1.5 MHz Motorola 68A09
Memory 512 bytes RAM Main RAM 1 kB
Video RAM 16 kB
Main RAM 16 kB DRAM Main RAM 1 kB
Video Resolution

128x208 / 128×104

256×192

80×192 (16 color)
160×192 (4 color)
320×192 (2 color)[54]

Palette

16 colors

15 colors, 1 transparent

256 colors

2 (black and white)

Colors on Screen


16 simultaneous (1 color per sprite)

16 simultaneous,[54] Up to 256 (16 hues, 16 luma) on screen (16 per scanline) with display list interrupts

2 simultaneous (black and white)

Sprites


32 sprites (4 per scanline), 8×8 or 8×16 pixels, integer zoom

8 single-color sprites, full height of display; 1/2/4x width scaling

Other


Tilemap playfield, 8×8 tiles

  • 14 graphics modes (6 tilemap, 8 bitmap)[54]
  • Smooth scrolling (vertical and horizontal)[55]

Built in vector CRT

Audio Mono audio with:
  • Single Channel "Beeper"
  • Single Channel "Noise"
Mono audio with:
  • 3 tone generators
  • 1 noise generator
Mono audio with:
  • 4-channel sound
Mono (built-in speaker)

Sales standings[ | ]

The best-selling console of the second generation was the Atari 2600 at 30 million units.[56] As of 1990, the Intellivision had sold 3 million units.[57][35][39] This is around 1 million higher than the Odyssey² and ColecoVision sales[58][59] and eight times the number of purchases for the Fairchild Channel F, which was 250,000 units.[60]
Console Units sold worldwide
Fairchild Channel F 0.25 million (as of February 12, 2012)[60]
Atari 2600 30 million (as of 2004)[56]
Magnavox Odyssey² 2 million (as of 2005)[33]
Intellivision 3 million (as of 2004)[38][35][61]
ColecoVision 2 million (as of 1983)[62]
Atari 5200 1 million (as of 1984)[63]
Bally Astrocade Unknown
Emerson Arcadia 2001 Unknown
Vectrex Unknown

Other consoles[ | ]

Handheld systems[ | ]

Bradley Microvision[ | ]

The Microvision, manufactured and sold by Milton-Bradley. was released in 1979.[69] It was the first handheld game console that used cartridges that could be swapped out and that contained their own processor as the console itself had no on-board processor. It had a small game library which was prone to damage from static electricity and the LCD screen could also rot. These two factors contributed to its discontinuation two years after release.[70]

Entex Select-A-Game & Adventure Vision[ | ]

Entex released two handheld systems in the second generation, the Select-A-Game and the Adventure Vision. There were 6 games available for the Select-A-Game but it was only available for a year until focus shifted to the Adventure Vision which was released in the following year.

The Adventure Vision was released only in North America in 1982 by Entex and was the successor to the Select-A-Game.[71] It was unique among the consoles as it used spinning mirror system for it's built in display and had to be used set down on a surface due to its size and shape.[72] It was discontinued one year later in 1983 after selling just over fifty thousand units.[71]

Palmtex Super Micro[ | ]

Developed and manufactured by Palmtex, the Super Micro was released in 1984 and discontinued later that year. Due to financial problems between Palmtex and Home Computer Software, only 3 games were released for the system despite more being planned. It was criticized for its poor build quality and how easily it would break and went on to sell less than thirty seven thousand units.

Epoch Game Pocket Computer[ | ]

The Epoch Game Pocket Computer was released in Japan in 1984.[73] Due to poor sales, only five games were made for it and was not released outside of Japan.[74]

Nintendo Game & Watch[ | ]

The Game & Watch was a series of 60 handheld consoles that contained a single game in each release. The first, titled "Ball" was released in 1980 and titles were released up until it was discontinued in 1991.[75] Unlike the other handheld consoles in the second generation, the Game & Watch had a segmented LCD screen similar to a digital watch which limited the display to the configuration of the segments. The series sold a combined 43.4 million units making it the most popular handheld of the generation.

Comparison[ | ]

Console Microvision Entex Select-A-Game Adventure Vision
Manufacturer Milton Bradley Entex Industries Entex Industries
Image Microvision2 File:Entex-SelectAGame.jpg File:Entex-AdventureVision.jpg
Launch price US$49.99 (NaN) US$59 (NaN)[76] US$79.99 (NaN)
Release date November 1979[77] 1981[78] United States1982
Units sold Unknown Unknown 50,757
Media Cartridge Cartridge Cartridge
CPU Main: None

Cartridge: 100 kHz Intel 8021

Main: None (CPU was contained within the cartridge)

Cartridge: Hitachi HD38800

733 kHz Intel 8048
Memory 64 bytes RAM 64 bytes RAM (on CPU)

1 kilobyte (on main PCB)

Video 16 x 16 pixel LCD 7 x 16 pixel VFD

2 colors (red & blue)

150 x 40 pixel spinning mirror system

Monochrome

Audio Piezo Buzzer National Semiconductor COP411L @ 52.6 kHz
Console Super Micro Epoch Game Pocket Computer Game & Watch
Manufacturer Palmtex Epoch Nintendo
Image File:Palmtex-SuperMicro.jpg File:Epoch-Game-Pocket-Computer-FL.jpg File:Game&watch-donkey-kong-2.jpg
Launch price US$39.95 (NaN) ¥12,800 (NaN)[79] ¥5,800 (NaN)[80]
Release date May 1984[81] Japan November 1984[79] April 28, 1980
Units sold Fewer than 37,200 Unknown 43.4 million[82]
Media Cartridge Cartridge 1 built in game per device
CPU None (CPU was contained within the cartridge) 6 MHz NEC D78c06
Memory 2 kilobytes RAM
Video 32 x 16 pixel LCD

57.15 x 38.1mm

75 x 64 pixel LCD Segmented LCD
Audio Piezo Buzzer

Software[ | ]

Milestone titles[ | ]

  • Advanced Dungeons & Dragons: Cloudy Mountain (Intellivision) by Mattel Electronics won an award in the "1984 Best Adventure Videogame" category at the 5th Annual Arkie Awards.[83] It was the first Intellivision cartridge to have more than 4K of ROM.[84]
  • Adventure (Atari 2600) by Atari, Inc. was the first action-adventure video game[85] and first console fantasy game.[86] It is considered to be an important role in the advancement of home video games[87] and one of the best Atari 2600 titles.[88]
  • Asteroids (arcade port) (Atari 2600) was the first game on the 2600 to utilize the bank switching technique.[89]
  • Baseball (Intellivision) by Mattel was the console's best selling title with over one million copies sold.[48]
  • Demon Attack (Atari 2600) by Imagic was released in 1983. It won the 1983 Arcade Award for "Best Videogame of the Year".[90] It was the company's best selling game and is considered a classic of the Atari 2600.[91][92][93]
  • Donkey Kong (arcade port) (ColecoVision) by Coleco was praised highly for being very faithful to the original arcade game. Critics considered it the best version out of the ColecoVision, Atari and Intellivision ports.[32][94]
  • E.T. The Extra-Terrestrial (Atari 2600) released in 1982[95] and is often accredited to being one of the worst games of all time.[96] The game played a significant role in the video game crash of 1983.[97]
  • Microsurgeon (Intellivision) by Imagic was praised highly for its originality.[32] It was included in "The Art of Video Games" exhibit at the Smithsonian Institution in 2012.[98]
  • Missile Command (arcade port) (Atari 2600) by Atari, Inc. was released in 1981 and went on to sell more than 2.5 million copies.[99] This made it the third best selling game on the console.[100]
  • Pitfall! (Atari 2600) by Activision, released in 1982,[101] was one of the best selling games for the Atari 2600, selling over 4 million copies.[102] Pitfall popularized the side-scrolling platformer genre.[103]
  • Pitfall II: Lost Caverns (Atari 2600) by Activision, released in 1984[104] was one of the most technically impressive titles for the 2600.[105] It came with a specialized audio chip on the cartridge that allowed for advanced music capabilities where music could be changed dynamically.[106]
  • River Raid (Atari 2600) by Activision was the first video game to be banned for minors in West Germany.[107] Despite this, it was still one of the most popular titles for the Atari 2600 and won an award for "1984 Best Action Videogame".[108]
  • Space Invaders (arcade port) (Atari 2600) by Taito was the first official licensing of an arcade game and was the first "killer app" for video game consoles.[6][109] Its release saw sales of the Atari 2600 quadruple[109] and was the first title to sell 1 million copies.[110]
  • Star Wars: The Empire Strikes Back (Atari 2600) by Parker Brothers was the first officially licensed video game of the Star Wars franchise.[111]
  • Utopia (Intellivision) by Don Daglow is often credited with being the first real-time strategy that laid the foundation for many games within the genre.[112][113]
  • Zaxxon (arcade port) (ColecoVision) by Sega was the first home console game to utilize isometric graphics.[114]

See also[ | ]

References[ | ]

  1. Leigh, Peter (2018-11-01) (in en). The Nostalgia Nerd's Retro Tech: Computer, Consoles & Games. Octopus. ISBN 9781781576823. https://books.google.co.uk/books?id=B71fDwAAQBAJ&pg=PT25&dq=fairchild+channel+f+november+1976&hl=en&sa=X&ved=0ahUKEwip9JuowOvjAhXPasAKHag7CM8Q6AEIMDAB#v=onepage&q=fairchild%20channel%20f%20november%201976&f=false. 
  2. Forster, Winnie (2005). The encyclopedia of consoles, handhelds & home computers 1972-2005. GAMEPLAN. p. 27. ISBN 3-00-015359-4. 
  3. Matthewson, David K. (1982) (in en). Beginner's Guide to Video. Butterworth. pp. 180. ISBN 9780408005777. https://books.google.co.uk/books?id=N0ZNAAAAYAAJ&q=Philips+G7000&dq=Philips+G7000&hl=en&sa=X&ved=0ahUKEwj4rIfBquvjAhUkWhUIHZY6AQYQ6AEISTAG. 
  4. 4.0 4.1 Wolf, Mark J. P. (2012) (in en). Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming. ABC-CLIO. pp. 135. ISBN 9780313379369. https://books.google.co.uk/books?id=deBFx7QAwsQC&pg=PA388&dq=Intellivision&hl=en&sa=X&ved=0ahUKEwi56qDOsevjAhWxRxUIHZ85D10Q6AEITjAH#v=onepage&q=Intellivision&f=false. 
  5. Barton, Matt and Loguidice, Bill. (2007). A History of Gaming Platforms: The Vectrex Second generation of video game hardware on the Internet Archive, Gamasutra.
  6. 6.0 6.1 Campbell, Stuart (September 2007). "The Definitive Space Invaders". Retro Gamer (Imagine Publishing) (41): 24–33. 
  7. Cohen, D. S. (September 18, 2018). Jerry Lawson - First Black Video Game Professional (en).
  8. Dillon, Roberto (2011). The Golden Age of Video Games. A K Peter/CRC Press. ISBN 978-1-4398-7323-6. 
  9. Kent, Steven L. (2001). The Ultimate History of Video Games. Three Rivers Press. ISBN 0-7615-3643-4. 
  10. Hardawar, Devindra (20 February 2015). Jerry Lawson, a self-taught engineer, gave us video game cartridges (en).
  11. Weiss, Brett (April 4, 2011) (in en). Classic Home Video Games, 1972_1984: A Complete Reference Guide. McFarland. pp. 28. ISBN 9780786487554. https://books.google.co.uk/books?id=BzxTtml8Jq4C. Retrieved January 22, 2019. 
  12. "Stream of video games is endless". Milwaukee Journal: pp. Business 1. 26 December 1982. https://news.google.com/newspapers?id=nwsdAAAAIBAJ&sjid=QX8EAAAAIBAJ&pg=3635%2C1989311. Retrieved January 10, 2015. 
  13. Kleinfield, N.R. (October 17, 1983). Video Games Industry Comes Down To Earth. The New York Times. Retrieved on September 21, 2018
  14. Dvorchak, Robert (July 30, 1989). "NEC out to dazzle Nintendo fans". The Times-News: p. 1D. https://news.google.com/newspapers?id=qKIbAAAAIBAJ&sjid=R04EAAAAIBAJ&pg=5459,6856521. 
  15. Wolf, Mark J. P. (2008) (in en). The Video Game Explosion: A History from PONG to Playstation and Beyond. ABC-CLIO. pp. 105. ISBN 9780313338687. https://books.google.co.uk/books?id=XiM0ntMybNwC&printsec=frontcover&dq=video+game+crash+1983&hl=en&sa=X&ved=0ahUKEwj7wP7u4evjAhU0tHEKHb3ODngQ6AEISzAG#v=onepage&q=crash&f=false. 
  16. Monfort, Nick & Bogost, Ian (2009). Racing the Beam. MIT Press. pp. 150. 
  17. Manuela, Cruz-Cunha, Maria (2012-02-29) (in en). Handbook of Research on Serious Games as Educational, Business and Research Tools. IGI Global. pp. 318. ISBN 9781466601505. https://books.google.co.uk/books?id=7chzUOYwLPkC&pg=PA318&dq=fairchild+channel+f+second+generation&hl=en&sa=X&ved=0ahUKEwix6bvYwOvjAhWzSxUIHaeIAToQ6AEINDAC#v=onepage&q=fairchild%20channel%20f%20second%20generation&f=false. 
  18. Wolf, Mark (2008). The Video Game Explosion: A History from PONG to Playstation and Beyond. Greenwood Press. p. 15. ISBN 978-0-313-33868-7. https://books.google.com/books?id=XiM0ntMybNwC&pg=PA15&dq=fairchild+channel+f+rom&hl=en&sa=X&ei=J659UviuB6GciQK5_4C4Cg&ved=0CD0Q6AEwAQ#v=onepage&q=fairchild%20channel%20f%20rom&f=false. Retrieved November 8, 2013. 
  19. Weiss, Brett (2011-12-20) (in en). Classic Home Video Games, 1972-1984: A Complete Reference Guide. McFarland. pp. 203. ISBN 9780786487554. https://books.google.co.uk/books?id=BzxTtml8Jq4C&pg=PA203&dq=%22Fairchild+Channel+F%22+%22pause%22&hl=en&sa=X&ved=0ahUKEwiS8_LMs-vjAhWGN8AKHWEGCqQQ6AEIKjAA#v=onepage&q=%22Fairchild%20Channel%20F%22%20%22pause%22&f=false. 
  20. Barton, Matt (9 January 2009). The History Of Pong: Avoid Missing Game to Start Industry.
  21. A History of Gaming Platforms: Atari 2600 Video Computer System/VCS. Gamasutra (February 28, 2008). Retrieved on September 11, 2018
  22. Barton, Matt (8 May 2008). A History of Gaming Platforms: Mattel Intellivision.
  23. Dillon, Roberto (2016-04-19) (in en). The Golden Age of Video Games: The Birth of a Multibillion Dollar Industry. CRC Press. pp. 125. ISBN 9781439873243. https://books.google.co.uk/books?id=YVTNBQAAQBAJ&pg=PA30&dq=atari+2600+30+million&hl=en&sa=X&ved=0ahUKEwj5k9PIw-vjAhVloXEKHX3VDjgQ6AEIKjAA#v=onepage&q=30%20million&f=false. 
  24. Wolf, Mark J. P. (2012) (in en). Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming. ABC-CLIO. pp. 49. ISBN 9780313379369. https://books.google.co.uk/books?id=deBFx7QAwsQC&pg=PA388&dq=Intellivision&hl=en&sa=X&ved=0ahUKEwi56qDOsevjAhWxRxUIHZ85D10Q6AEITjAH#v=snippet&q=atari%205200&f=false. 
  25. Monfort, Nick & Bogost, Ian (2009). Racing the Beam: The Atari Video Computer System. MIT Press. pp. 88. ISBN 0-262-01257-X. 
  26. Barton, Matt (28 February 2008). A History of Gaming Platforms: Atari 2600 Video Computer System/VCS.
  27. 27.0 27.1 27.2 Scientific American Magazine. 1977. pp. 15-17. 
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