Showing posts with label November. Show all posts
Showing posts with label November. Show all posts

Wednesday, 23 November 2022

Nokia 1011 (1992)

Introduced November 1992

Nokia 1011
Nokia 1011

The Nokia 1011 wasn’t the world’s first GSM mobile phone – that was the Orbitel TPU 901 – but that was always a bit of a niche product, and it was Nokia who took this technology and mass-produced it.

Nokia had been in the mobile phone business for a few years at this point. Starting off in wood pulp in the 19th century, Nokia had diversified into rubber, then electric cable, then electronics and by the 1980s, Nokia was a large industrial conglomerate. By the early 1990s, Nokia had started to focus on communications products – although mobile phones were more commonly branded “Mobira” rather than “Nokia”.


So when the Nokia 1011 was launched on 10th November (possibly the reason for the phone’s name) it was also sold as the Mobira Cityman 2000. Physically rather similar to Nokia’s analogue phones, the 1011 was a fully digital 2G GSM device. Compared to earlier networks, GSM offered better call quality, and it couldn’t be listened to by eavesdroppers. The 1011 also supported SMS (like the Orbitel), although you’d need to find someone with another SMS-capable phone to exchange messages.

It was a big and heavy device, coming in at nearly 500 grams. It was also massively expensive, costing 2470 Deutschmarks at launch (about £1000 at the time, or £2500 today). Prices very quickly dropped, however and in just a few years an equivalent model would only cost a few hundred pounds. The Nokia 1011 didn’t last long on the market either, being replaced two years later by the 2010 and 2110 devices.

If your mobile carrier still supports 900MHz GSM, then the Nokia 1011 should work today, with an estimated price of £300 or so if you can find one. It’s not really a practical device for everyday use, and it’s not really one of the more iconic Nokias either.. but it is one of the most important.

Image credits:
Nokia


Tuesday, 8 November 2022

Ford Mondeo (1992)

Launched November 1992

A decade after the launch of the icon 1982 Ford Sierra, the Ford Motor Company was losing its way. Instead of being the engineering and design-led company that had been successful in previous decades, the beancounters had taken over and Ford’s cars in the late 1980s had a reputation for being built to maximise profit rather than for driver pleasure. This lack of attention to customer needs had a stark impact on the bottom line, Ford went from posting a record profit of $4.6 billion in 1987 to a record loss of $2.3 billion in 1991.

Changes were afoot though. Ford had started working on a replacement for the Sierra in 1986 – just four years after it launched – and six years and an astonishing $6 billion later they had the replacement, the Ford Mondeo.

The Mondeo was meant to be a world car (the Latin word for “world” is “mundus”) which could be sold in every market on earth with minimum modifications. At the time, Ford’s worldwide markets were fragmented with very different models which shared very little, apart from perhaps engines.

Early Mondeos were conservatively styled, but Ford became bolder with later models
Early Mondeos were conservatively styled, but Ford became bolder with later models

Finally making the shift from rear-wheel drive to front-wheel drive, the Mondeo was somewhat conservatively styled for the early 1990s but did have the flexibility of coming in a hatchback, saloon or estate configuration at launch which was something the Sierra lacked.

Interior design was good for the time, and the Mondeo had excellent driving dynamics. It could also be loaded with the latest automotive technology – at a price – including traction control, a heated front windscreen, ABS and an airbag. The car was designed to take just about any engine from the Ford range, which meant that the engine bay was larger than some rivals which impacted on cabin space. Engine sizes varied from a basic 1.6 litre 90HP engine at launch to an impressive 202HP 2.5 litre V6 engine in the final year’s ST200 model.

The first generation of Mondeo lasted until 2000, with a substantial facelift in 1996 which replaced almost all the body panels, lights and grille and improved the interior. But it never quite got to be the world car it wanted to be – North American versions were heavily reworked into the Ford Contour and Mercury Mystique, but it went a long way to rationalising Ford’s fractured product range.

Perhaps unfairly sales reps sometimes called it the "Mon-dreary-o". But the higher the spec of Mondeo, the higher your rank as a rep.

The car was a significant success, particularly outside North America. In 2000 the second-generation Mondeo was launched, built on the same platform as the original but completely reworked with a more European flavour. The third generation was launched in 2006 and lasted another six years until 2012, when the fourth and final generation was launched. In 2022 Ford discontinued the Mondeo in worldwide markets, with the last one produced in March of that year.

After thirty years the Mondeo died, a consistently good car that lost sales to SUVs and crossovers. Although a fifth-generation Mondeo is built in China, it is not for worldwide markets. Indeed, the Mondeo isn’t the only Ford casualty to crossovers, the Ford Fiesta was also discontinued late in 2022.

Most early Mondeos are as cheap as chips, except for high-end models such as the ST200 which easily command prices north of £10,000. When you consider that the price for the current model of Ford Focus – one size down from the Mondeo – starts at an eye-watering £27,000 then perhaps that doesn’t seem so expensive…

Image credits:
Vauxford via Wikimedia Commons - CC BY-SA 4.0 [1] [2]

 

Saturday, 20 November 2021

Microsoft Xbox (2001)

Launched November 2001

Microsoft is a software company. It’s right there in the name. On the uncommon occasions that Microsoft has ventured into hardware, the results have been decidedly mixed from the failure of the Zune and KIN devices to the slow-burn success of the Surface to the best goddam computer mice ever made and I will die on that hill.

The Xbox line is certainly one of Microsoft’s more successful products, with a history spanning 20 years. But why does it even exist?


Original Microsoft Xbox (2001)
Original Microsoft Xbox (2001)


Back in 2001 there were three major players duking it out in the games console market. Sony’s PlayStation 2 was the boss… fighting against it was the Sege Dreamcast and Nintendo GameCube. These companies had been fighting it out for years, and although Sega had the head start with these sixth-gen consoles, it was Sony who was taking the biggest share of the market. The PS2 was more than just a simple games console, crucially it was a low-cost way of playing DVDs and music and the hardware was extremely capable. The Sega and Nintendo rivals were similarly versatile.

For Microsoft the concern was that this new generation of games console might start to compete with PCs for home users. The hardware was as good as or much better than contemporary Windows boxes, and prices in the $200 to $300 dollar range made them financially competitive too. Sure, Windows-based PCs were a popular platform for games as well, but you couldn’t always guarantee that your PC would be able to play the latest and greatest games if it was a few years old.

With the Xbox, Microsoft had the idea of taking the technologies and components that Windows already used. Underneath, the Xbox used a heavily modified version of Windows 2000 (the somewhat forgotten predecessor to Windows XP) and utilised the DirectX technology that Microsoft had built into Windows for gaming – DirectX giving the console the “X” in “Xbox”. Inside was a standard PC-style DVD drive and hard disk plus a customised version of the 733 MHz Intel Pentium III processor and an Nvidia GPU for graphics, combined with what seems today like a very modest 64MB of RAM.

The Intel CPU was a bit of a surprise for AMD who had originally been engaged to come up with a processor. In fact AMD would have to wait for the 3rd-gen Xbox – the Xbox One – before they supplied both the CPU and GPU, which they still do. The hardware overall was competitive, but the system itself was bulky because of the non-bespoke components. Even the original Xbox game controllers looked bulky and clumsy compared to the competition.

When launched, it was something of a success, helped a lot by the availability of HALO to play on it. The Xbox was also much stronger in terms on online gaming than rivals, coming in at a time when always-on broadband connections were starting to become popular. In the Microsoft-Sony-Sega-Nintendo race, the Xbox eventually came in second place in sales terms… way behind the PlayStation 2 and a little ahead of the GameCube.

Standard PC components added to the bulk
Standard PC components added to the bulk

Although it was a successful platform, Microsoft failed to make any money on the hardware – in the end they lost billions – but this was part of a bigger strategy including selling many of the games themselves and providing subscription services. In the end, games consoles didn’t take over from PCs… but to a large extent smartphones did. Probably in the end, Microsoft’s foray into gaming was unnecessary, but today’s ninth-generation consoles essentially leave just Sony and Microsoft standing.


Although obsolete by today’s standards, special edition Xboxes or ones with a large selection of games can sell for hundreds of pounds. There’s also a healthy modding scene for those who want to get more out of the hardware. Even twenty years on, the original Xbox has its fans.

Image credits:
Evan-Amos via Wikimedia Commons - CC0
Swaaya via Wikimedia Commons - CC BY-SA 3.0


Sunday, 7 November 2021

Nokia 7650 (2001)

Launched November 2001

It’s easy to think that smartphones didn’t exist before the original 2007 iPhone, but they most certainly did. Nokia had launched a hybrid PDA/phone as early as 1996 with the Nokia 9000 Communicator, or there was the Ericsson R380 from 1999… or going even further back was the IBM Simon from 1994. But these were all scaled-down computers, bulky and complex. But in 2001, Nokia released the 7650 which took the form factor of a phone and squeezed as much as possible into it.


Nokia 7650
Nokia 7650


This was a much more pocket-friendly device than some of those that had gone before. A slider phone weighing 154 grams and measuring a comfortable 114 x 56 x 26mm, it felt like a normal phone… one noticeable thing was the larger-than-normal 2.1” 176 x 208 pixel display which was much bigger than the type 1.5” 128 x 128 pixel screens that other early colour phones had.

It was also Nokia’s first phone with a built-in camera, a modest (by today’s standards) 640 x 480 pixel resolution, and photos could be sent to others using MMS or email. The 7650 supported GPRS data, had a WAP browser plus a somewhat limited Bluetooth implementation. Inside was a relatively powerful 194 MHz ARM processor with 4MB of storage, modest by today’s standards but much more powerful than a standard “dumb” phone.

The heart of the phone though was the Symbian Series 60 OS, which allowed the user to install – and if they wanted, even write – native applications directly onto the phone. In fact, the 7650 was the first Nokia Symbian smartphone to market, followed by a long line of others. Symbian itself was derived from Psion’s EPOC OS which was originally designed for the PDAs that the 7650 strove to replace.

Not a bad looking device by 2001 standards
Not a bad looking device by 2001 standards


This being the golden age of smartphone design, Nokia felt free to innovate. With the slider closed, the minimalist design seemed to make the screen dominate the handset  -although in reality it was only about a quarter of the size of the footprint of the phone. The minimalist buttons were also a precursor of what was to come. Nokia didn’t stick with the slider for the successor though, instead they went for a pair of weird monoblock designs with the 6600 and the whacky 3650.

The 7650 was relatively successful… not Nokia 1100 successful, but it sold well amongst gadget fans who were impressed enough for Nokia to persist with the smartphone idea. In one form or other, Symbian dominated the smartphone market with relatively few challengers until the first iPhone and Android devices appeared. Today the 7650 is quite collectable, with prices for good ones being in excess of £100.

Image credits: Nokia

Saturday, 28 November 2020

Atari Battlezone (1980)

Introduced November 1980

Displays on early computer systems – and arcade games – tended to be divided into two categories. Most used a series of dots created line-by-line, like a domestic TV set – these were raster scan devices. But you don’t have to create a picture like that with an old-style cathode ray tube (CRT), you can draw lines from point-to-point too – these are vector devices.

Atari’s Lunar Lander and Asteroids games used vector displays to create cool space-age graphics, modelled in part on the look and feel of Spacewar! on the PDP-1 decades earlier. The next stage for Atari was an impressive evolution of vector graphics, with Battlezone.


Modern rendering of the periscope view of Battlezone
Modern rendering of the periscope view of Battlezone

Launched in November 1980, Atari’s Battlezone was set firmly on the ground. Instead of a spaceship, the player controlled a tank with two controllers that pushed backwards and forwards. Push both forwards, and the tank moved forwards, you would go backwards if both were pushed backwards, and to turn you would push one back and one forwards. A button on one of the controllers fired a shell towards enemy tanks prowling around the landscape, or faster super tanks, UFOs or missiles.

The gameplay was fairly straightforward, but the graphics set it apart. In the standard versions, the player would look through a periscope with a lens in it and some painted on artwork, to simulate a real tank. What they saw was a flat plane with an occasional enemy, distant mountains and a live volcano, a crescent moon and random geometric shapes scattered around which could act either as cover or as obstacles. The wire-frame vector graphics, given a primitive but compelling 3D experience.

The enemy often wasn’t visible at all, except for being on radar. A frantic swing around to find the opposing tank would often be too late to avoid an incoming round. Unseen objects could block escape routes, or alternatively save your bacon and block an attack. All the time, the mountains beckoned in the distance. Could you ever reach them? All sorts of rumours and myths abounded, sadly untrue.

Battlezone machine with periscope
Battlezone machine with periscope

The game was a huge hit, but the periscope remained one of the most divisive parts. Although it added to the feel of the game, you had to be able to reach it and it wasn’t always the most hygienic thing to press your face into. Some later versions removed the periscope which made the game more accessible.

Battlezone also had official ports to most of the popular systems of the early 1980s, include the Apple II, Commodore 64, Sinclair ZX Spectrum, Atari 8-bit machines and the Atari ST. Unofficial versions and games inspired by Battlezone proliferated across every  platform you can think of and are still popular today. Vintage machines seem rare, with prices in the US being around $5000, but if you want a more modern (and compact) VR experience you could try something like the PlayStation 4 version.

Image credits:
Gamerscore Blog via Flickr – CC BY-SA 2.0
Russell Bernice via Flickr – CC BY 2.0



Sunday, 22 November 2020

Berzerk (1980)

 Launched November 1980

The golden age of arcade games features many classic games that are still fondly remembered and played today, but one that has been somewhat forgotten is Berzerk, launched by Stern Electronics in November 1980.

The basic gameplay of Berzerk was that the player was trapped in a series of mazes and had to shoot robots who were themselves shooting back. An indestructible enemy called Otto would turn up. Getting shot by a robot, walking into a robot, being too close to a robot that was shot, bumping into the electrified walls or being caught by Otto would all result in death. The player does have the option of escaping to another one of the thousands of possible rooms to fight again.


Berzerk

Although the gameplay was novel, what really made Berzerk stand out was speech synthesis. Although the game itself was powered by the popular Zilog Z80 processor (clocked at 2.5MHz), the speech was provided by a TSI S14001A chip that had originally been designed for a talking calculator. The games used speech to attract players with “coin detected in pocket” and then chattered and taunted the player throughout the game.

Berzerk was a hit – gaining some notoriety along the way – and was successfully ported to Atari and Vectrex gaming consoles. Stern followed up with a successful partnership with bringing Konami games to US markets, but by the mid-1980s the bottom dropped out of the market in a huge crash that took Stern with it.

Ports and conversions of Berzerk exist to this day and aren’t hard to find, but collecting arcade machines themselves is a bit of a niche hobby. We found an original cabinet in the US for $1200, which is not much compared to some better known games.

Perhaps the lasting legacy of Berzerk was that it helped to kick start voice synthesis, although it took decades for this to became good enough to use all the time. Stern themselves were resurrected as a brand in 1999 when the assets of Sega’s pinball operations were spin off, and Stern Pinball make machines to this day.

Image credit:
The Pop Culture Geek Network via Flickr - CC BY-NC 2.0


Sunday, 15 November 2020

Super Nintendo Entertainment System (1990)

 Introduced November 1990 (Japan)

The best-selling 16-bit gaming console, the Super Nintendo Entertainment System (or just “SNES”) ruled the roost in the early 1990s, despite an epic battle with the Sega Mega Drive. Relatively late to the market, one of the key reasons for the success of the SNES was better games and good marketing.

Nintendo SNES (PAL Version)

Models varied throughout the world with different cases between North America, Japan and Europe with imcompatible cartridge slots and region locking in both hardware and software. In Japan the console was called the “Super Famicom”. At its heart was an unusual 16-bit development of the venerable 6502 processor called the Ricoh 5A22 – the previous generation Nintendo Entertainment System used another 6502 derivative, this time the Ricoh 2A03.

A wide range of colour graphics modes, an impressive audio subsystem called S-SMP (made by Sony) and ergonomically designed controllers made the SNES a capable hardware platform. But with games consoles, that’s just one of the ingredients you need for success.

What the SNES did have was games... lots of games. Super Mario, Mario Kart, Donkey Kong, Final Fantasy, Street Fighter, Mortal Kombat, SimCity and many more games were available. Many games were only available on Nintendo platforms, some (such as Mortal Kombat) were available of several. Nintendo did insist of elements of graphic violence being removed from games, which made them more family-friendly but ultimately probably lost them sales.

Depending on market, the SNES was around for about a decade and sold an astonishing 49 million units compared to the Mega Drive’s 32 million or so. A few revisions were made to the hardware, along with quite a lot of hardware expansions that had a limited audience, but ultimately the success of the SNES continued well into the 32-bit console era.

There’s a healthy retro gaming community around the SNES – used units are inexpensive, although game cartridges – especially rare ones – can be worth much more that the systems themselves. In 2017, Nintendo released the Super NES Classic Edition – a modern take on the classic console. There are also emulators and other reimagined versions out there – even after 30 years, the SNES still has the power to captivate gamers.

Image credit: JCD1981NL via Wikimedia Commons - CC BY 3.0

Saturday, 7 November 2020

DEC PDP-1 (1960)

First unit shipped November 1960

In 1960, the Massachusetts firm Digital Equipment Corporation (typically known as “DEC” or just “Digital”) was just three years old. Founded by two ex-MIT engineers, DEC’s earliest products were small computing modules on cards that could be used in labs, the design of which was based on work originally done at MIT.

The company advanced quickly, and in 1959 it announced a minicomputer based on these modules, which they called the PDP-1. “PDP” stood for “Programmable Data Processor” – according to legend this was because DEC was afraid that IBM might sue if they called it a “computer”, but in reality it seems that this approach was because computer companies were regarded as high-risk for investors, where lab equipment companies were less so.

DEC PDP-1
DEC PDP-1

Although clever and flexible in approach, the modules still consisted of individual transistors and other components soldered to a board. This meant that the overall system was quite large (weighing hundreds of kilograms). It was 36-bit computer with the equivalent of just 9.2Kb of memory, mass storage was provided by paper tape and output could be to a printer or weird circular CRT that had basically been transplanted from a radar system.

Prices started at $130,000 for a basic system (around a million dollars today) which made it a feasible purchase for well-funded labs, universities and tech-oriented companies. It was essentially a single-user system until the development of timesharing OSes such as the one from BBN. As a comparison, an IBM 7090 mainframe computer of the same era cost around $2.9 million ($20 million today), and although the PDP-1 was much less powerful it was much more flexible and it could be programmed to do things that were impossible on a tightly buttoned-down mainframe.

Things that you couldn’t do on a mainframe but could do on a PDP-1 included playing synthesised music and a key early video game – Spacewar!. A precursor of much later video games such as Asteroids, the game used the Type 30 vector display of the PDP-1 to show two opposing spacecraft fighting each other around the gravitational field of a sun. The Type 30’s long persistent phosphor added to the space-age gameplay and of course it became a major reason for people to book time on their department’s PDP-1 for (ahem) “research”.

Spacewar!
Spacewar!

DEC were still a fledgling company, and although the PDP-1 was a success it only shipped 53 units. However, just five years later DEC was growing quickly and the 12-bit PDP-8 launched in 1965 shipped an astonishing 50,000 units over its lifetime, and five years after that the 16-bit PDP-11 eventually shipped 600,000 units. As an aside, DEC also made 36-bit and 32-bit computers in the 60s and 70s, to add to the confusion.

The architecture used in the PDP-1 turned out to be a dead end, ending in 1970 with the PDP-15. However, it helped start a revolution in small-scale computing which – after nearly two decades – allowed everybody who wanted one to have a computer on their desk. Unfortunately for DEC, they never could successfully transition from minis to micros, but that is another story.

Image credits:
M.Hawksey via Flickr – CC BY 2.0
Kenneth Lu via Flickr – CC BY 2.0


Thursday, 5 November 2020

Apple III (1980)

Introduced November 1980

The legendary Apple II series was one of the most successful computers ever, selling millions of units in a 16 year run from 1977 to 1993. But despite that success, Apple repeatedly tried to kill off the Apple II and replace it with something better. The Apple III was the first attempt… and one of the most disastrous.

Apple III with Profile Hard Disk
Apple III with Profile Hard Disk

It was released to the market in November 1980, and on paper it looked like it should succeed – based on the 6502 processor like its predecessor, it had 128Kb of RAM included, supported lowercase characters (unlike the Apple II), built-in colour graphics and 80 column text and a new operating system called Apple SOS. A floppy disk was included as standard, and the Apple III also had sound.

Despite the similarity in hardware, the Apple III wasn’t compatible with the Apple II in normal operations, but it did have a special emulation mode it could be booted into. But this was one of the Apple III’s many poor design decisions – the Apple III could only emulate an Apple II with 48Kb of memory when a lot of software demanded the full 64Kb. There wasn’t any good technical reason for this either, it was purely a marketing decision. Similar access to other advanced parts of the Apple III hardware (such as the 80 column display and lowercase letters) were deliberately blocked too, but the memory limitations meant that the Apple III did not make a very good Apple II.

Unfortunately the problems ran much deeper. The physical design of the Apple III had been determined by the marketing team, not the engineering team. So when it came to squeezing all the bits in, the engineers couldn’t make it all fit. To get round this, the Apple III motherboard was designed with very narrow tracks and a large number of soldered-on components to save space. However, the quality of the manufacturing process was not up to such precise work and a large proportion of Apple IIIs were faulty out of the box.

Overheating was a major problem too – in order to keep noise and size to a minimum, the III had no fans but instead was meant to dissipate heat into the aluminium casing. Heating would lead to system crashes and according to legend, chips would pop out of their sockets and disks could melt. Other hardware problems included a faulty real-time clock which would eventually fail and be difficult to replace.

A chronic lack of software was combined with a lack of documentation, making it had for independent developers to create new software and hardware. Compared to this, the Apple II had a huge software library and the system was well-documents and easy to work with.

The launch was a complete disaster, and it soon became clear that Apple hadn’t done any real testing on this unit and the product was unfit for purpose. Sales were quickly suspended and all the sold units recalled for re-engineering. A redesigned circuit board (and the removal of the troublesome clock) fixed most of the issues and the Apple III was re-introduced to market a year later, in November 1981.

Apple III Plus


Consumers were not keen on the revised model at all, because the reputation of the early ones was so bad that it tainted the newer and more reliable models.  A lightly revised Apple III Plus launched in December 1983 did not turn around sales either and in April 1984 the entire product line was permanently cancelled.

In three and a half years of on-off sales, the Apple III had only shipped about 120,000 units – and many of these were to replace faulty ones. The entire project lost tens of millions of dollars, but fortunately for Apple it survived because of buoyant sales of the Apple II. Apple’s next main product launch following the Apple III was the Apple Lisa, which was also a high-profile commercial failure.

It took more than a decade to kill of the Apple II – the Mac LC from 1990 helped – by which time the Apple III had been long forgotten. Today, Apple III systems are rare but usually only cost a few hundred dollars for one in working order.

Image credits:
Adam Jenkins via Flickr - CC BY 2.0
Tellegee via Wikimedia Commons - CC BY-SA 4.0


Monday, 25 November 2019

Galaxian (1979)

Introduced November 1979

Galaxian was launched at a time when arcade games were becoming really popular – and profitable. Following the trail laid by 1978’s Space Invaders was Namco’s Galaxian. Despite there only being about a year and a half between these two products, Galaxian was a huge improvement.

Fundamentally the concept of the game was pretty similar to Space Invaders – the player controlled a spaceship at the bottom of the screen which could move left or right and fire. Arranged in neat rows at the top were hostile aliens that the player had to wipe out. But Galaxian was a much richer gaming experience.

The most obvious improvement that this game was in colour, unlike the monochrome Space Invaders that used plastic strips to give the *illusion* of colour. And instead of the aliens slowly shuffling their way across and down the screen, the enemies in Galaxian swooped down shooting, either singly or in a group. Combine that with simple but well-polished sound effects and it all added up to a game that made Space Invaders look primitive.

Inside was a Zilog Z80 processor which really was next-generation stuff compared to the old Intel 8080 in Space Invaders, plus of course electronics components were improving all the time which helped enormously. It wasn’t just hardware though, Galaxian was also efficiently coded to squeeze as much out of the hardware as it could.

Namco found that it had a huge hit on its hands, first in Japan and then in North America after partnering with Midway (who had previously partnered with Taito on Space Invaders). Galaxian went on to be one of the definitive arcade games of the early 1980s and it was eventually ported to many other platforms. The official follow-on – Galaga – was an even bigger hit, and Namco themselves continue on to this day having merged with Bandai in 2006 to create Bandai Namco.


Wednesday, 13 November 2019

Asteroids (1979)

Introduced November 1979

1979 was a landmark year for Atari – the launch of the popular 400 and 800 computers, the Lunar Lander arcade game and the continued success of the VCS games console meant that Atari was very much becoming a cornerstone technology company of the late 70s and early 80s.

Asteroids Gameplay (click to enlarge)
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Asteroids Cabinet
The next step in the story was the Atari Asteroids arcade game. Based on the same basic hardware as Lunar Lander, Asteroids was a much more playable game. In case you’ve never seen any of the many versions of Asteroids that followed the 1979 classic, the basic idea is to blast large chunks of rocks into smaller chunks and then destroy them completely using a small spaceship that can move about the screen. Flying saucers will also appear and attempt to shoot the player to give it an extra degree of complexity. Although not strictly following the laws of physics, the game has a fair approximation which gives it an atypical gameplay for an arcade machine.

Like Lunar Lander, this was a vector graphics games powered by a 6502 with some rudimentary sounds hard-wired in. Although the controls were different (with five buttons to rotate left and right, fire, thrust and hyperspace).

The game was an enormous success, raking in tens of millions of dollars for both Atari and the arcade operators. Demand for the games was so great that Atari cannibalised some of their Lunar Lander boxes to meet it, and it became the most popular arcade machine in the world… for a while.

Sequels, spin-offs and clones followed on just about every console and computer system known to mankind. Forty years later it is still a popular game, although the days of CRT machines with vector graphics are long gone. If you want the original thing, they are pretty hard to come by and most of those available seem to be in the US with a price of $1500 or so for the classic cabinet version and around $500 for the cocktail table variant.

Image credits:
Michael F. via Flickr
killbox via Flickr

Sunday, 3 November 2019

Atari 400 / 800 (1979)

Atari 800 (1979)
Introduced November 1979

In the late 1970s the microcomputer revolution had been kicked off by the holy trinity of the PET, Apple II and TRS-80 which all launched in 1977. Then – as now – two years is a long time in technology and even those these computers well selling well in in 1979 there were better machines coming along.

Atari was an established player in the consumer electronics market since the early 1970s, but although they were eager to capitalise on the new microprocessors launching in the later part of that decade they had taken a different path with the Atari VCS (later called the 2600) launched at the same time as rivals were launching home computers instead.

The Atari VCS was a significant hit, however Atari’s own engineers though that it would have a very limited lifespan (although in fact it was in production in one form or another for 15 years). Development of an improved version based on the VCS architecture started immediately after the product was launched.

When the Atari 400 and 800 were launched two years later it turned out that the VCS had evolved into something very much more advanced. Based on the popular 6502 processor, both the 400 and 800 were fully-featured microcomputers much like the competition, but they also came with a convenient cartridge slot like a games console… which most of the competition did not.

During the design phase it was envisaged that the 400 and 800 would be quite different computers, but in the end they were fundamentally the same. The main differences were that the 400 had 16KB of RAM, a single cartridge slot and a membrane keyboard compared to the 800’s 48KB of RAM, two cartridge slots and a traditional mechanical keyboard.
Atari 400 showing cartridge slot (1979)

At launch the 800 was priced at $1000 with the 400 coming in at $550. Because you had to add a monitor plus some sort of storage (i.e. a cassette or disk drive) then it could add up to being quite an expensive system. However, the hardware was much more sophisticated than earlier rivals.

Featuring two graphics support chips (ANTIC and CTIA) plus another I/O chip that handled sound and everything else (POKEY) plus four joystick ports and a serial expansion bus, these 8-bit Ataris were easily more capable than the first-generation of microcomputers they were up against. They made excellent games machines, but they were also capable of doing everything that any other contemporary microcomputer would do.

FCC regulations of the time basically mandated that the whole computer be hidden inside a cast aluminium block, making the Atari 400 and 800 especially sturdy. These regulations also led to the development of a novel serial bus (called SIO) that allowed components to be daisy-chained to a single interface port on the computer itself. This solution was ahead of its time and is conceptually similar to the way USB peripherals work, but it had the disadvantage of making plug-in devices much more expensive.
Atari 130XE (1985)

Still, the advanced features of the device made the Atari 400 and 800 very popular, but high production costs meant that Atari made little – if any – profit from them at the beginning. A brutal price war in the early 1980s hit hard, but Atari fought on with the cheaper but more sleek "XL" line (notably the 600XL and 800XL). The 8-bit Atari range had an unexpected boost with the fall of the Iron Curtain in the late 1980s which led to huge sales success in these emerging markets due to the low-cost nature of these computers with even cheaper “XE” machines (the 65XE, 130XE and 800XE) plus a games console based directly on the same architecture (XEGS).

In all there were three generations of the Atari 800 and its siblings, with production lasting until 1992 – the same year that Atari finally pulled the VCS games console. The popular Atari ST – based on the Motorola 68000 – was launched in 1985, giving the company a new lease of life into the 1990s.

Today the Atari 800 is more readily available than the 400 for collectors, with prices varying between tens and hundreds of pounds depending on condition and peripherals. The later 800XL is much more common and tends to be cheaper. Alternatively various emulators are available if you want to try it that way instead.

Image credits:
Bilby via Wikimedia Commons
Rama & Musée Bolo via Wikimedia Commons
Multicherry via Wikimedia Commons

Wednesday, 21 November 2018

Nokia 3200 and 7200 (2003)

Launched November 2003

These days all phones tend to look rather similar, but in the early noughties Nokia came up with some interesting ideas to come up with something different. Unlike some of the more unusable ideas, the Nokia 3200 and 7200 were much more conventional –and usable - devices.

Nokia 3200



Nokia had pioneered the idea of Xpress-on covers where you could change the look of your phone by changing the panels, indeed you can still do that today. The Nokia 3200 took it further – it was a phone where you could design your own covers and make your handset truly unique.

The secret was the transparent case, underneath this you could fit covers you printed out yourself with any design you wanted, or you could use one of small selection of pre-printed covers. The phone itself was a rather basic 2G affair but it did come with a built-in flashlight. And of course the Nokia of 2003 gave you a weird keypad too which could be a bit tricky to use.

Adding something like this to a modern smartphone would be possible but perhaps tricky, and indeed one of the criticisms of the 3200 was the flimsy-feeling case.

Nokia 7200


Rather more upmarket but still visually unique was the Nokia 7200. This was Nokia’s first clamshell phone, and instead of going for something bland and silver they came up with something much more imaginative.

The key fashion feature of the 7200 was the fabric Xpress-on covers. These came with a matching bag and also matching themes on the phone itself. A sort of retro-futuristic design overall made the 7200 look very different from the competition.

From both a tactile and design point of view, fabric seems like an obvious choice for a smartphone cover. Sadly it seems not to be a choice that modern manufacturers are willing to offer.

Both the Nokia 3200 and 7200 are pretty commonly available second-hand with prices for the 3200 starting at £30 or so and the 7200 starting at about £60. Although neither phone changed the world, their design is certainly an antithesis to modern blandness.

Image credits: Nokia

Saturday, 17 November 2018

BlackBerry Storm 9500 (2008)

Launched November 2008

By late 2008 it was nearly two years after the launch of the original iPhone, but there was still everything to play for in the newly popular smartphone market. Nokia had launched the 5800 XpressMusic, Google had partnered with HTC to make the T-Mobile G1 and even Windows phones were showing some useful developments. But nothing could quite manage the polish and attention to detail that Apple had.

So when RIM started working on a touchscreen device there was much anticipation that their expertise would come up with something class leading. When the BlackBerry Storm 9500 was announced in a blaze of publicity and it was dubbed an “iPhone Killer”.

On paper it looked pretty good. The screen was a bit smaller than the iPhone but had a higher resolution, the camera looked promising, it had GPS support, a removable battery and expandable memory but for some baffling reason there was no WiFi. Expectations about the software were very high, RIM having gained a reputation for making an effective platform for both businesses and consumers.

In reality the BlackBerry Storm was a disaster. One of the main problems was the screen – instead of making a simple touchscreen, RIM had tried to reproduce the feel of a traditional keypad using a system called SurePress, which simulated having to press down on the screen to do something. It was awful, in particular when used with the virtual keyboard. But it didn’t stop there, the entire user interface was a badly-implemented rehash of traditional BlackBerries and it lacked the ease-of-use that Apple was offering. Despite the proven strengths of RIM’s software offerings, the user experience was pretty abysmal.

But there was more – the camera should have been better than the iPhone but really only produced fuzzy approximations of real life, the lack of WiFi turned out to be a big deal, it was slow and had limited memory, and it was much chunkier than the iPhone to carry about.

In short, it was a disaster. Famously, Stephen Fry gave it a withering review while at the same time praising the BlackBerry Bold 9000, concluding that “the Storm could teach an industrial vacuum pump how to suck”. While other reviewers were perhaps less eloquent, the feelings were very widespread. And although initial sales were not bad, word quickly got around and it was widely recognised for the lemon it was.

RIM took on board the criticisms and fixed at least some of the problems with the Storm2 launched a year later. The Storm2 added WiFi and improved the user interface and tricky SurePress display, but the Storm’s reputation preceded it, and because the Storm2 was basically a bugfix the specifications were looking rather out-of-date in late 2009.

In 2010, BlackBerry tried again with the Torch which combined both the touchscreen and a slide-out physical keyboard. It was a moderate success, and quite popular with existing BlackBerry customers but it didn’t win anyone else over. In 2013, RIM tried again with the all-touch BlackBerry Z10 which ended up as an even bigger disaster than the Bold. Overall, you could say that RIM didn’t have much luck with touchscreen devices.

If you like to collect high-profile failures, the BlackBerry Storm is easy to come by and inexpensive with prices starting at £30 or so for good ones, and up to £90 for “new old stock” with the marginally more useful Storm2 coming in at a little more.


Image credits: RIM / BlackBerry

Monday, 12 November 2018

Nokia 6810 and 6820 (2003)

"Ta-dah!" - the Nokia 6280 shows off its party trick
Launched November 2003

A pair of handsets from Nokia’s “weird phase” in 2003, the Nokia 6800 series of devices attempted to make messaging easier by adding a large keyboard, while at the same time keeping the size and weight down to that of a standard mobile phone.

Both phones were derived from the original Nokia 6800 launched the previous year and copied the novel unfolding keyboard that it had pioneered. Cleverly hidden underneath the numeric keypad was a QWERTY keyboard which opened up by a hinge halfway up the screen. This led to the unusual layout of having half the keyboard on each side of the display.

The Nokia 6810 was a straight upgrade of the previous year’s phone, but adding Bluetooth in addition to the FM radio the 6800 had. The Nokia 6820 came with a basic CIF camera and a more compact keyboard which meant that the phone was more compact than the 6810. The 6820 was sold more to consumers, the 6810 was marketed at businesses – especially for email.

The 6810 and 6820 were certainly a triumph of industrial design and they certainly had the “wow factor” when opened up. However, the keyboard arrangement forced you to use two hands (unlike a contemporary BlackBerry) and the whole thing definitely looked rather strange.

They were a niche success in the end, and although sales were quite low these funny little handsets did have their fans. Two years later, Nokia tried the same format again with the Nokia E70. This was a much better phone all around, but it still failed to break the mould in the way Nokia would have hoped.

These handsets are quite collectable today, with prices starting at around £40 or so and going to up a couple of hundred for ones in perfect condition. They’re an interesting glimpse into what might have been, and are certainly testament to Nokia’s efforts in coming up with new ideas… even if you really wouldn’t want to be seen using one in the street.

Image credit: Nokia



Sunday, 19 November 2017

Apple Newton MessagePad 2100 (1997)

Apple Newton MessagePad 2100
Launched November 1997

More than a decade before the launch of the iPad and iPhone, Apple had another range of handheld computing devices called the Newton series. Launched originally in 1993 to a press fanfare but mixed reviews, the Newton range was improved over its lifespan up to the final device in the range – the Apple Newton MessagePad 2100.

Not too dissimilar in footprint to an iPad Mini, but much thicker and heavier, the MessagePad 2100 sported a 6.1” monochrome LCD display with a 480 x 320 pixel resolution and a stylus. Inside is a 162 MHz ARM processor with 4MB of RAM and 4 MB of flash storage. Connectivity was through infra-red or an Apple LocalTalk connection with two PCMCIA expansion slots that could be used for things like modems or network cards. Software available included a word processor, e-book reader, web browser and email client.

It sounds like a modern tablet, but really it wasn’t anything close. There was no kind of cellular or mobile data (GPRS and EVDO would come a couple of years later, as would generally available WiFi) so connecting to the internet would typically involve a cable and the horrors of a dial-up modem. To a large extent the MessagePad was just an electronic personal organizer rather than the sort of device we’d see today.

The MessagePad struggled against the market-leading Palm Pilot and early shortcomings had tarnished its reputation in the public eye. Despite a great deal of goodwill from Apple fans of the late 1990s, the Newton range wasn’t the success that Apple were looking for. The entire platform was axed by Apple’s new CEO, a certain Steve Jobs.

Fans of the Newton platform argue that it was killed off just as it was getting into its stride, and that Jobs may have been partly motivated by revenge against the people who ousted him in 1985 from the company he founded.

It took another decade or so to get to the technology level that allowed the iPhone and iPad, and although the Newton range was certainly influential it was a dead-end platform, as was the rival Palm Pilot. But not all PDAs of this era went the same way, and Psion’s Series 5 (also launched in 1997) helped to give birth to the Symbian OS that eventually became the dominant smartphone platform... for a while

MessagePads of most varieties are still popular collectors’ items, with prices for the 2100 varying between about €50 to €400 or more, depending on condition and accessories.

Image credits:

Sunday, 12 November 2017

Amazon Kindle (2007)

Launched November 2007

Ten years ago this month, Amazon started a surprise revolution with the launch of the original Amazon Kindle e-book reader. Launched at a time when single-purpose devices were beginning to converge into smartphones, the Kindle created a niche for that type of product that it still dominates today.

These days we are used to having our cameras, handheld games consoles, music players, GPS navigation, web browsers, email clients and telephones all in one smartphone. And while you certainly can read e-books on your mobile device, dedicated readers such as the Kindle still sell very well.

Probably the most significant element that the Kindle brought was the large 6” electronic ink display. Lightweight and with a very low power drain, the display operated best in bright light where other devices would struggle. A Kindle would run for weeks on a single charge, and the 250MB storage of the original was good for a couple of hundred books.

It wasn’t the first consumer product with an electronic ink display (that was the 2006 Motorola FONE F3), and it wasn’t the first e-reader such a display either (that was the Sony PRS-500 also from 2006) but Amazon’s unique selling proposition was that they could sell you the book from their own catalogue and it would be delivered instantly to your Kindle without any waiting around.

When launched, the Kindle sold out almost instantly and it took another five months for stock to become generally available. This initial success seemed a bit of a surprise, given that the original Kindle cost a staggering $400 and there were only a limited number of titles available. Oh yes... the original Kindle was also a bit weird looking too.

The original Kindle was only available in the US, but the second generation device launched in the US in February 2009 started shipping in worldwide markets in October of that year. The third generation devices hit the market in 2010 by which time Amazon had a major hit on its hands. These later models tend to be available in both WiFi and 3G variants.

Subsequent models lost the keyboard, came with better displays of varying sizes and capabilities but the basic principle has remained the same. In 2011 a range of more conventional Android-based tablets were launched called the Amazon Kindle Fire (later shorted to just Amazon Fire) – these were a significant success for Amazon, but an attempt to make a smartphone to follow this up flopped.

In the US one of the quirky first generation devices will cost you about $40 used, a new basic Kindle costs around $80 (£60 / €70) with the popular Paperwhite model coming in at $120 (£110 / €130). And although not every digital e-book is cheaper than its paper rivals, book lovers have certainly found that they don’t have to worry about the never-ending battle for shelf space, which is a little victory in itself.

Image credits:


Tuesday, 7 November 2017

Android (2007)

Announced 2007

January 2007 saw the launch of that smartphone from Apple, but while that was helping to usher in a new epoch of smartphone the competition wasn’t exactly sitting around doing nothing. Partly in response to Apple, and partly seeing an opportunity to grab a slice of the smartphone ecosystem itself, Google and its partners announced the Open Handset Alliance and the Android operating system in November 2007.

Although Android is a Unix-like operating system just like Apple’s iOS, it is designed to be more open and less tightly controlled. Any manufacturer with a compatible device can be loaded with a free open-source version of Android, with additional features that can be licensed from Google. Applications can be downloaded from Google Play or indeed any other application store, and applications are permitted on Android that simply are not allowed by Apple (for example, programming languages).

Philosophically, Android had a similar approach to Symbian (led by Nokia), which could also run on a variety of different devices with no restrictions on the types of applications available. In the end, Android proved that it could do it better, and since Nokia didn’t pursue Android at the time it ended up being side-lined.

T-Mobile G1 (2008)
Today, Android has a market share of around 85% for new handset sales, with Apple accounting for almost all the rest. This has come at the cost of fragmentation though, and while Apple have made only about 40 different iOS devices over ten years, Samsung on its own has made nearly 400 different devices which are all different (and often have limited support). On top of that, different manufacturers like to put different add-ons on top which can make it confusing to move from phone to phone.

It took a long time for the Open Handset Alliance to bear fruit, with the first Android device being the T-Mobile G1 (also known as the HTC Dream) in September 2008. The first Samsung Galaxy handset was launched nearly a year and a half later.

Despite millions of handsets being sold, the website of the Open Handset Alliance has not been updated since 2011. Android however has gone from strength to strength despite its problems. Ten years ago Symbian was the biggest selling OS… will Android still be the biggest in another ten years time?


Image credits: T-Mobile and Open Handset Alliance

Sunday, 13 November 2016

Nokia 6300 (2006)

Launched November 2006

A decade ago this month, Nokia announced one of their most iconic features phones - the Nokia 6300. Compared with advanced smartphones such as the N95 announced a few weeks before, the 6300 was rather simple and low-tech... but it provided customers with exactly what they wanted and was a huge success.

A very slim device for its time, the Nokia 6300 was also elegantly designed with classic understated good looks, lots of brushed metal and with highly usable ergonomics. The 2" QVGA screen seems small by today's standards, but was ahead of most of the feature phone competition of the time. The Nokia 6300 also had a microSD slot, music player, Bluetooth and a reasonably decent 2 megapixel camera.

The Series 40 operating system on the 6300 was familiar to Nokia fans and very easy to use. Although not as sophisticated as a smartphone of the type, users could still download Java applications such as games and customise it a little. The whole thing created a package that was ideal for people who wanted a little bit more than a basic mobile phone, and who still wanted it to be good looking and easy-to-use.

On the downside, there was no 3G or WiFi support and no GPS either. Most consumers didn't really seem to want those things though, and it did mean that the 6300 was only a fraction of the cost of the state-of-the-art N95. A reported 35 million units were shipped, testament to Nokia getting this particular handset exactly right.

Arguably, Nokia never did manage to come up with a feature phone as iconic this afterwards. The 6300 remained on sale for two and a half years, and there was some sadness at its eventual passing. Today, Nokia 6300 handsets in good condition are commonly available for under €40. Admittedly you can get new "Nokia" handsets with a slightly better spec for the same price, but the 6300 is a bit of a design icon and surely much more desirable?

Image source: Nokia

Sunday, 22 November 2015

Samsung P300 "Card Phone" (2005)

Announced November 2005

A decade ago, manufacturers were still experimenting with mobile phone form factors, and the Samsung P300 was an attempt to create a handset that was the same shape as a credit card.

Measuring 86 x 54 x 8.9mm, the SGH-P300 (dubbed the "Card Phone") had exactly the same footprint as the plastic in your wallet.. but of course it was a lot thicker and you couldn’t actually put in in your wallet. It weighed just 81 grams and had a wide 1.8” 220 x 176 pixel display, a 1.3 megapixel camera with LED flash, Bluetooth and a MP3 player, although the internal memory of just 90MB or so did limit the amount of music you could store. Unsurprisingly, the P300 was a GSM-only device.

Because of the somewhat squat layout, the P300 had a wider keypad than usual which came with calculator-style keys. Combine that with the widescreen display and a folding case (with an external battery) to put it in, the P300 really did look very much like a pocket calculator. Peculiarly, one feature the P300 did not have was a built-in calculator function.

The unusual design polarized opinions completely, many people loved it and about an equal number seemed to loathe it. Priced at around $500 to $600 in the US at the time (today that would be equivalent to around £420 or €600), it was relatively expensive but ended up as being a niche success. Today, the P300 is quite collectable with prices ranging between £60 / €85 to £230 / €330 or so.

Samsung followed the P300 with the P310 launched the next year, and the touchscreen P520 launched in 2007. Some other manufacturers also tried the same format over the years, but none of them ever reached the cult status of the odd little P300.