This article needs additional citations for verification .(August 2010) |
Also known as | Merlin The Electronic Wizard |
---|---|
Developer | Parker Brothers |
Manufacturer | Parker Brothers |
Type | Handheld electronic game |
Generation | First generation |
Release date | 1978 |
Units sold | >5 million |
CPU | Texas Instruments TMS1000 [1] [2] |
Memory | 48 bytes of RAM [3] |
Display | Matrix with 11 LED buttons |
Sound | Played through internal speaker |
Input | 11 LED buttons + 4 buttons + on/off switch |
Power | Batteries: 6 AA batteries Power supply: AC adaptor (nominal: 9 Volt DC at 75 milliamps / maximum: 10.5 Volt DC at 5 milliamps / minimum: 7.5 Volt DC at 150 milliamps) |
Mass | 250 gram (no batteries)/391 gram (with batteries) |
Website | theelectronicwizard |
Merlin (also known as Merlin The Electronic Wizard, stylized as MERLIN) is a handheld electronic game first made by Parker Brothers in 1978.
The game was invented by former NASA employee Bob Doyle, his wife Holly, and brother-in-law Wendl Thomis. [4] Merlin is notable as one of the earliest and most popular handheld games, selling over 5 million units during its initial run, as well as one of the most long-lived, remaining popular throughout the 1980s. A version of the game was re-released in 2004 by the Milton Bradley Company.
Merlin has the form of a rectangular device about nine and a half inches long and three inches wide. The play area of the game consists of a matrix of 11 buttons; each button contains a red LED. These buttons can either light up or flash. The array is encased in a red plastic housing, bearing a slight resemblance to an overgrown touch-tone telephone. Four game-selection and control buttons are also placed at the bottom of the unit; a speaker takes up the top section. Supporting electronics (including a simple microprocessor) are contained within the shell of the game. Parker Brothers later released Master Merlin with more games, and the rarer Split Second, where all games involve time with a more advanced display, having line segments around the dots. Both of these shared the same general case shape[ citation needed ] and came out a few years after Merlin.
Merlin's simple array of buttons and lights supported play of six different games, some of which could be played against the computer or against another person. The games that can be selected are:
The music machine game functions as a musical instrument; in this mode, each key is assigned a musical note, and sequences of notes can be recorded and played back. This makes Merlin one of the earliest digital sequencers as well as an early consumer-level electronic synthesizer.
In 1978, Merlin appeared with Milton Bradley's Simon on the cover of the Christmas issue of Newsweek and the October issue of Boston . [5]
Merlin was Parker Brothers's most successful product in terms of units and revenue until Frogger in 1982. [6] The Toy Manufacturers of America named Merlin the best selling toy and game item (SKU) in America in 1980 with 2.2 million sold.
In its lifetime, it sold more than 5 million units. [7]
In 1995, Parker Brothers redesigned Merlin, including making it a one-player game with more challenges called Merlin: the 10th Quest. The premise of Merlin was still the same, but for each game completed, an icon was displayed on the screen showing proof of victory. Instead of the six games from the original, there were nine games:
In singing sword, the object is to push the right buttons to make the swords on the screen disappear. Pushing the wrong button will make a sword appear. In ghost walk, directional pads move the ghost towards the center of the screen and destroy it, but the ghost can resist. Dragon dance involves being surrounded in all directions by dragons. If a dragon appears, it is killed by pressing the directional pad where that dragon is. Each of the three last games keep time.
After defeating all nine games, Merlin announces "Brave knight, the challenge awaits" and the 10th quest begins. This involves running through a dungeon maze to escape through the exit. The first round of the dungeon is simple, but the second round shows the walls temporarily before vanishing while the third round has invisible walls.
If the maze is solved in record time, Merlin would say "Congratulations, you are a master" and display the time in the dungeon maze.
Dungeons & Dragons is a fantasy tabletop role-playing game (TTRPG) originally created and designed by Gary Gygax and Dave Arneson. The game was first published in 1974 by Tactical Studies Rules, Inc. (TSR). It has been published by Wizards of the Coast, later a subsidiary of Hasbro, since 1997. The game was derived from miniature wargames, with a variation of the 1971 game Chainmail serving as the initial rule system. D&D's publication is commonly recognized as the beginning of modern role-playing games and the role-playing game industry, which also deeply influenced video games, especially the role-playing video game genre.
A handheld game console, or simply handheld console, is a small, portable self-contained video game console with a built-in screen, game controls and speakers. Handheld game consoles are smaller than home video game consoles and contain the console, screen, speakers, and controls in one unit, allowing players to carry them and play them at any time or place.
Ed Greenwood is a Canadian fantasy writer and the creator of the Forgotten Realms game world. He began writing articles about the Forgotten Realms for Dragon magazine beginning in 1979, and subsequently sold the rights to the setting to TSR, the creators of the Dungeons & Dragons roleplaying game, in 1986. He has written many Forgotten Realms novels, as well as numerous articles and D&D game supplement books.
Tiger Electronics Ltd. is an American toy manufacturer best known for its handheld electronic games, the Furby, the Talkboy, Giga Pets, the 2-XL robot, and audio games such as Brain Warp and the Brain Shift. When it was an independent company, Tiger Electronics Inc., its headquarters were in Vernon Hills, Illinois. It has been a subsidiary of Hasbro since 1998.
3D tic-tac-toe, also known by the trade name Qubic, is an abstract strategy board game, generally for two players. It is similar in concept to traditional tic-tac-toe but is played in a cubical array of cells, usually 4×4×4. Players take turns placing their markers in blank cells in the array. The first player to achieve four of their own markers in a row wins. The winning row can be horizontal, vertical, or diagonal on a single board as in regular tic-tac-toe, or vertically in a column, or a diagonal line through four boards.
Simon is an electronic game of short-term memory skill invented by Ralph H. Baer and Howard J. Morrison, working for toy design firm Marvin Glass and Associates, with software programming by Lenny Cope. The device creates a series of tones and lights and requires a user to repeat the sequence. If the user succeeds, the series becomes progressively longer and more complex. Once the user fails or the time limit runs out, the game is over. The original version was manufactured and distributed by Milton Bradley and later by Hasbro after it took over Milton Bradley. Much of the assembly language code was written by Charles Kapps, who taught computer science at Temple University and also wrote one of the first books on the theory of computer programming. Simon was launched in 1978 at Studio 54 in New York City and was an immediate success, becoming a pop culture symbol of the 1970s and 1980s.
A D-pad, known as a +Control Pad in Nintendo terminology, is a flat, typically thumb-operated, directional controller. D-pads are found on nearly all modern gamepads, handheld game consoles, and audiovisual device remote controls. Because they operate using four internal push-buttons, the vast majority of D-pads provide discrete, rather than continuous, directional options—typically limited to up, down, left, and right, and sometimes offering intermediate diagonals by means of two-button combinations.
The TV Boy, and its successors TV Boy II and Super TV Boy, are handheld TV games sold by many different companies, including Systema, Akor, and NICS, based upon an unlicensed clone of Atari 2600 hardware. They were released around 1992 and three years later, an improved version of the TV Boy 2, the Super TV Boy, was also made by Akor. They were widely available across Europe. In the UK, they were most visibly available through Argos.
An owlbear is a fictional creature originally created for the Dungeons & Dragons fantasy role-playing game. An owlbear is depicted as a cross between a bear and an owl, which "hugs" like a bear and attacks with its beak. Inspired by a plastic toy made in Hong Kong, Gary Gygax created the owlbear and introduced the creature to the game in the 1975 Greyhawk supplement; the creature has since appeared in every subsequent edition of the game. Owlbears, or similar beasts, also appear in several other fantasy role-playing games, video games and other media.
Handheld electronic games are interactive electronic games, often miniaturized versions of video games, that are played on portable handheld devices, known as handheld game consoles, whose controls, display and speakers are all part of a single unit. Rather than a general-purpose screen made up of a grid of small pixels, they usually have custom displays designed to play one game. This simplicity means they can be made as small as a smartwatch, and sometimes are. The visual output of these games can range from a few small light bulbs or LED lights to calculator-like alphanumerical screens; later these were mostly displaced by liquid crystal and vacuum fluorescent display screens with detailed images and in the case of VFD games, color. Handhelds' popularity was at its peak from the late 1970s into the early 1990s before declining. They are the precursors to the handheld game console.
An electronic game is a game that uses electronics to create an interactive system with which a player can play. Video games are the most common form today, and for this reason the two terms are often used interchangeably. There are other common forms of electronic games, including handheld electronic games, standalone arcade game systems, and exclusively non-visual products.
Dungeons & Dragons: Tower of Doom, published in 1994, is the first of two arcade games created by Capcom based on the Dungeons & Dragons tabletop role-playing game and set in the Mystara campaign setting. It is a side scrolling beat 'em up with some role-playing video game elements for one to four players. The game was also released on the Sega Saturn, packaged with its sequel, Dungeons & Dragons: Shadow over Mystara, under the title Dungeons & Dragons Collection, although the Saturn version limited the gameplay to only two players. In 2013, both games were re-released for modern platforms as Dungeons & Dragons: Chronicles of Mystara.
Wizardry: Proving Grounds of the Mad Overlord is the first game in the Wizardry series of role-playing video games. It was developed by Andrew C. Greenberg and Robert Woodhead. In 1980, Norman Sirotek formed Sir-Tech Software and launched a beta version of the product at the 1980 Boston Computer Convention. The final version of the game was released in 1981.
VG Pocket is a series of handheld dedicated game consoles built by JungleTac and sold by Performance Designed Products LLC. The VG Pocket model was the first console of its type to have a 2" backlit color LCD screen.
Tutankham is a 1982 arcade video game developed and released by Konami and released by Stern in North America. Named after the Egyptian pharaoh Tutankhamun, the game combines a maze shoot 'em up with light puzzle-solving elements. It debuted at the European ATE and IMA amusement shows in January 1982 before releasing worldwide in Summer 1982. The game was a critical and commercial success and was ported to home systems by Parker Brothers.
Dungeons & Dragons Computer Fantasy Game is a handheld electronic game released by Mattel in 1981. Designer Peter Oliphant claims that it was one of the more basic projects he worked on during his career.
A tabletop role-playing game, also known as a pen-and-paper role-playing game, is a classification for a role-playing game (RPG) in which the participants describe their characters' actions through speech, and sometimes movements. Participants determine the actions of their characters based on their characterization, and the actions succeed or fail according to a set formal system of rules and guidelines, usually containing Dice-Rolling. Within the rules, players have the freedom to improvise; their choices shape the direction and outcome of the game.