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Milton Bradley Microvision — The Forgotten Pioneer of Portable Consoles
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When discussing the first portable console with interchangeable cartridges, most people think of the Game Boy. It’s no surprise: it became a mass phenomenon, a cultural icon, and truly influenced the portable gaming industry. But long before it, in 1979, the Milton Bradley Microvision was released. The Microvision was the first portable console with interchangeable cartridges.
Moreover, according to Satoru Okada — one of the creators of Game & Watch and Game Boy — Nintendo drew inspiration from the Microvision.
The History of Milton Bradley
The Milton Bradley Company began its journey in 1860 when its founder, lithographer Milton Obel Bradley, earned a living by selling paper portraits of famous people printed using lithography.
The most popular portrait was of Abraham Lincoln. But soon, Lincoln grew a beard — and the portrait, which had previously sold in large quantities, became outdated: it no longer reflected the politician’s appearance, leading customers to demand refunds.
To avoid losing his income, Bradley decided to pivot and created The Checkered Game of Life — a board game about life’s journey and moral choices.
The game unexpectedly became a hit, selling thousands of copies and laying the foundation for one of the oldest gaming companies in the U.S.
However, over the next 119 years, leading up to the release of its iconic Microvision portable console, the company faced significant upheavals: periods of rapid growth were followed by crises, and during the toughest times, Milton Bradley’s factories even switched to producing hinges for fighter jets.
The turning point came in 1967 when James Shea Jr. took over the company. By the early 1970s, the board game market was rapidly changing: amid the boom in electronic devices, Milton Bradley decided to keep up and enter a new arena. However, the company lacked both engineering talent and technical infrastructure — it needed a partner capable of turning the idea into a full-fledged gaming console. That person was Jay Smith — an engineer and entrepreneur who played a key role in the future project. The story of the Microvision begins with him.
Who Is Jay Smith and What Does Hughes Aircraft Have to Do with It?
In the 1970s, Hughes Aircraft was not only involved in military aviation but also in developing advanced display technologies — particularly liquid crystal screens for defense and aerospace needs.
Jay Smith was part of the supply chain: he provided the company with the chemical components needed to produce these displays. Over time, Smith became increasingly immersed in the technology and eventually decided to go further — founding his own firm, Smith Engineering, focused on developing devices with LCD screens.
His first major client was Mattel, which approached Smith Engineering to develop a new LCD screen for their electronic toys. Smith Engineering’s screens became the foundation for hits like Mattel Football and other popular handheld games of the late 70s.
By 1978, Jay Smith and his team had developed a programmable LCD screen with a resolution of 16×16 pixels, a significant leap forward compared to the primitive 3×3 displays used in most handheld games of the time.
This display became the basis for the Microvision — the world’s first portable gaming console with interchangeable cartridges. It was released in 1979.
The Microvision remained on the market for about three years. It disappeared not because it was poorly made — the market simply wasn’t ready to perceive handheld devices as something durable. At the time, such gadgets were seen more as toys for a couple of evenings rather than platforms with a future.
Package Contents and Starter Game
The Microvision came in a beautiful cardboard box.
Inside were: the console itself, a starter cartridge with the game Blockbuster, an illustrated manual, and even a soft case.
Despite the compact packaging, the console itself was quite large. If you place the Microvision next to a Game Boy or even a Nintendo Switch, the Microvision would be the bulkiest. It weighs about 230 grams and resembles a tabletop device more than a pocket console.
Initially, the engineers wanted to make the body smaller, but the marketing department insisted otherwise: a larger device was perceived as more substantial. Especially in the 70s, when "size" was associated with reliability.
The device’s body is made of thick plastic. It was powered by two 9-volt "Krona" batteries.
But perhaps the most interesting part of the console is the cartridges themselves. We’re used to thinking of cartridges as just a board with a memory chip. Back then, things were different: the Microvision’s cartridge was essentially a full-fledged mini-console. It contained a processor, buttons, and even a graphics panel. Without the cartridge, the device wouldn’t even turn on — all the logic, all the "life," was inside it.
Did you notice that the control buttons are also on the cartridges? And even the graphics — not on the screen, but printed directly on their surface, like in the old Game & Watch. Swap the cartridge, and not only does the game change, but so does the appearance and the feel of the controls.
Imagine if Nintendo had released a Game & Watch in 1979 but with the ability to swap front panels — each with its own buttons, chip, and graphics. Only the Microvision came out almost two years before Nintendo’s first Game & Watch, which was released in 1980.
The paddle wheel — the primary control method in most Microvision games — deserves special mention.
It’s located right on the console’s body and resembles the volume wheel of an old radio. In some games, like Blockbuster, it plays a key role and requires real skill.
The controls might seem unusual, but the physical wheel works intuitively and clearly. Today, dozens of controllers mimic wheels, sticks, and paddles — but the Microvision did it in 1979. It’s even strange that, despite having such a "wheel," no racing games were ever released for the Microvision.
Games in My Collection
If you recall the early Game & Watch from Nintendo, where the entire game revolved around catching balls by moving your hands left and right, the Microvision seemed like a leap into the future by comparison.
Unlike early LCD games with fixed object positions, the Microvision used a 16×16 pixel matrix — enough to build a simple game field on the screen and display the gameplay. For example, an Arkanoid-style game with a ball, blocks, and a paddle — something that was physically impossible on older-type displays.
My collection includes four cartridges.
And despite the modest graphics and a single sound effect, each game feels unique. That’s genuinely impressive for a device released in 1979.
Blockbuster — Arkanoid
Blockbuster is the main starter game included with every Microvision. It’s pure Arkanoid: you bounce a ball upward to destroy blocks. The controls use the paddle wheel, which was meant to mimic an analog controller. Sounds cool, but in practice... the ball flies at breakneck speed, and the wheel isn’t the most precise.
Still, it’s addictive. It really shines once you get used to the insane speed and wheel spinning. Considering the ball is 1 pixel and the paddle is just 3 pixels, this game requires meticulous control. But that’s what makes it interesting.
Bowling — Bowling
Compared to other Microvision games, this one feels almost relaxing. No breakneck speed, no paddle wheels. Just a ball that wobbles side to side at the bottom of the screen. Press the button at the right moment, and it flies upward, knocking down pins.
You can play with two players.
Shooting Star — Space Shooter
One of the most dynamic games for the Microvision. You control a cannon, shooting at enemy ships that appear on the screen. All this with just three buttons: left, straight, right. The ships fly at different heights and speeds. Getting the hang of shooting them down is quite challenging. But it’s still easier than Blockbuster.
Connect Four — Logic Game
A digital version of the classic board game "Four in a Row." A very engaging game. You really have to think, and each match plays out differently. And most importantly — the AI is quite competent. You can’t beat it easily; you’ll have to put in some effort.
It’s amazing, but the very first portable console with cartridges already did more than expected. It had variety, genres, and even decent AI. And this was in 1979, with a 16×16 pixel screen.
Microvision’s Flaws
Like any pioneer, the Microvision had its weaknesses.
- The screen burned out. The Microvision’s LCD display was so sensitive to light that direct sunlight could literally "burn" it. Leaving the console on a windowsill or playing outside for an hour could darken the screen or leave spots.
- The processor in the cartridge. Each game had its own chip — right inside the cartridge. When inserted, it had no protection against electrostatic discharge. Even a weak discharge, unnoticeable to humans, could damage the microchip.
- Fragile buttons. The buttons were on the cartridge itself, made of thin plastic. Over time, they would wear out, stick, or simply break. With active use — especially by children — this happened fairly quickly.
The Microvision was truly ahead of its time — but it was developed by a small team, and technical flaws were inevitable.
Epilogue
You can still find the Microvision at a reasonable price — especially if you’re not fixated on the box or perfect condition. On average, my copies cost around 3000–4500 rubles — and honestly, I got lucky.
Today, even basic sets on eBay start at $60–100, while rare versions or complete sets can go for up to $1000 or more.
Interest in the Microvision is only growing, especially since new screens have recently become available, allowing old units to be revived. And most likely, the price will only rise.
But even if it doubles or triples, we’re still talking about a unique system that started the history of portable gaming. So unique that it even inspired Nintendo back in the day. And all this — for just $60. A true rarity at the price of one modern game.
If you collect portable consoles — the Microvision simply must be in your collection.