Saturday, October 21, 2023

Before the PlayStation: A look at the Sony HitBit HB-55

Hello its blogging time once again and its vintage computer time again! And for this entry were taking a look at this lovely little system, The Sony HitBit HB-55





The Sony HB-55


Originally released in Japan by Sony in October of 1983, retailing for ¥54,800, or around $245 at the time (Or around $745 today adjusted for inflation), and was Sony's first true game console.


Yes, this computer is considered a game console, long before the PlayStation was a twinkle in Ken Kutaragi's eye, Sony started experimenting in the gaming computer market with the HitBit Series. It wasn't the first time Sony attempted to enter the game market, as they had briefly conceptualized a game system all the way back in the 1970's, but that never left the early development stage






The Sony TV Game Machine (Or as I like to Nickname it, The Sony Quizitron. With the "Quiz" part referring to the fact that it may have played quiz games because the four buttons on its front, with the three numbered buttons 1-3 labeled "こたえ" (kotae) in red, and one labeled "すすめ" (susume) in blue, Which mean "Answer" and "Proceed" in Japanese respectively, and the "itron" referring to Sony's Trinitron line of TV's which the system probably would have been paired with had it been released.)


The reason that the HitBit line are considered gaming computers was because they use the MSX Standard. Which was very popular with Japanese gamers







Now I have briefly mentioned the MSX a few times in the past, but never went into full detail until now. Because although the standard is somewhat unknown to the general public, it definitely does have significance in video game history.


To tell it's tale,we need to go back to 1977 for a moment. 3 personal computers had made their way to the US market, the Apple II, TRS-80, and Commodore PET. these were the first personal computers available to the average consumer instead of just computer hobbyists, scientists and engineers. These computers became known as the 1977 Trinity and paved the way for many more machines of a similar ilk to follow






The 1977 Trinity left to right: he Apple II, The TRS-80, and The Commodore PET


However this was only the case for the U.S., across the world, it was a different story, and one of those countries that were different was Japan. While kit computers like the NEC TK 80 and the PANAFACOM Lkit-16, and fully assembled computers like the Sord M200 and the Sharp MZ-80k existed, they didnt spark quite the same kind of flame as the kit and fully assembled computers of the west








 Left to right: The NEC TK 80, The  PANAFACOM Lkit-16, The Sord M200, The Sharp MZ-80k


Japan didnt get it's own Trinity of computers until 1982, with the introduction of the NEC PC-8801, the Fujitsu FM-7, and the Sharp X1. It was the introduction of these computers that the popularity of personal computers in Japan truly blossomed







 Left to right: The NEC PC-8801, The Fujitsu FM-7, and The Sharp X1


However once it did, a familiar problem occurred, There were a number of computers from different manufactures that were completely incompatible with each other, leading to a confusing and fragmented market. Enter Kazuhiko "Kay" Nishi, An entrepreneurial businessman interested in the personal computer market





  Kazuhiko "Kay" Nishi in 1978

Nishi's computer career began in the late 70s while attending Waseda University when he got a job as both the co founder and an editor for I/O Magazine, an early computer magazine for the Japanese market. But as the magazine shifted its focus from computers to video games, Nishi decided to strike out on his own and form his own computer magazine. On May 24, 1977, Nishi founded ASCII Publishing Corporation with his friends, Keiichiro Tsukamoto and Akio Gunji, and the company published its first issue one month later in July





  The first issue of ASCII magazine (1977)

By 1978, Nishi began to follow a new interest. He wasn't just writing about computers, He was helping people build them! After attending the National Computer Conference, he met and befriended Microsoft co-founder Bill Gates. Gates was interested in expanding Microsoft's products internationally, Specifically to Japan. So in a partnership with ASCII, the two formed ASCII Microsoft, and by 1980, ASCII made 1.2 billion yen of sales from licensing Microsoft BASIC.  Nishi also worked with NEC on designing the PC-8001, and with Kyocera to design the Kyotronic 85, which was sold to Radio Shack as the TRS-80 Model 100, which I've talked about previously










 Left to right: The NEC PC-8001, The Kyotronic 85, and The Radio Shack TRS-80 Model 100 (See my SepTandy Spectacular on the Model 100 for more details. Link)


By 1983, Nishi was both the director of ASCII Corporation and the Vice-President of Microsoft Japan, and it was obvious to him that the home computer market in Japan, while fragmented, was a great opportunity. He realized if he could come up with a standard that all manufactures could follow resulting with hardware and software that could work on any machine, the success could be huge.



Now you might ask yourself, "Well why not bring over the IBM PC standard rather than reinventing the wheel?" Well there's a number of different reasons for this, The first is that the IBM PC wasn't powerful enough to process the far eastern languages like Japanese, Nor was the resolution of IBM PC's available MDA, Hercules, or CGA displays high enough to show the complex characters of the Japanese alphabets like Katakana and Kanji. The second problem is that the Japanese market was fiercely competitive, Although IBM did sell systems like the 5550 (The Japanese equivalent of the IBM 5150) and the 5511JX (The Japanese equivalent of the IBM PCjr), they barely made a dent in the Japanese market












 Left to right: The IBM 5550 (1983) and the IBM 5511JX (1984)



IBM wasn't the only western manufacturer wasn't the only western company to face these problems companies like Apple and Commodore faced the same problems when bringing their own computers to Japan.









 Left to right: The Apple IIJ+ (1978) and the Commodore 64J (1983)



Meanwhile in America, The company Spectravideo was attempting to get into the computer market. They were founded in 1981 By Harry Fox and Alex Weiss and got their start making games for the Atari 2600 VCS, the Commodore VIC-20 and the Colecovision. They also made the world's first ergonomic joystick, the Quickshot, developed by Harry Fox and Peter Law, and patented and released in 1982.











 Left to right: TapeWorm for the Atari 2600 and the Quickshot joystick



Spectravideo's answer was the SV-318, launching in January of 1983 for $299. It was a reasonably specd home computer with 16 color graphics, 16k of RAM, and 3 voice sound. But due to Specravideos poor marketing and the fierce competition, the system didn't make much of an impact in the U.S. Spectravideo also released the SV-328 which had a full travel keyboard and 64k of RAM.









 Left to right: The SV-318 and the SV-328



After overhearing the development of the system, Nishi flew to Spectravideo's international headquarters in Hong Kong to see the prototype and give some pointers. When he saw the prototype, He thought it would be the perfect computer to base his new standard on. He approached Harry Fox to ask if he could borrow the design from him, to which Fox agreed. Inspired by the similar standard of the VHS format and the MX Missile, He called the standard the MSX Standard, With MSX being short for Machine with Software eXchangeability. The format was announced on June 27 1983, and the first machine to use the standard, The Mitsubishi ML-8000, was introduced on October 21 1983.







 The Mitsubishi ML-8000



That's right, The MSX is turning 40 today! So taking a look one of these machines would be quite appropriate. And being that the system was also developed by Microsoft, It also marks Microsoft's entry to the video game market too. In fact there were even actual game consoles using the MSX technology, which ill discuss more in a future post.



But back to the HB-55As previously mentioned, the HB-55 was introduced in October of 1983, retailing for ¥54,800, or around $245 at the time, and was available in 2 colors, red and grey. Sony called their MSX line the HitBit. Now you would think the name comes from the computing term "Bit" which is a unit of measurement for things like CPUs and "Hit" was chosen as a pairing, but apparently the name is actually a play on the word "Hitobito", which means "People" in Japanese. Clever!






 A flyer for the HB-55 (1983)




The HitBit name was also used for Sony's line electronic typewriters as well as the SMC-777 computer (SMC means Sony Micro Computer) also introduced in 1983.






The Sony SMC-777 (1983)


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The Sony SMC-777 was effectively a more advanced version of its predecessor, The 1982 Sony SMC 70. That was Sony's first computer sold to the general public, It was an Z80 based business computer running CP/M and was the first Computer system to use the 3.5 inch floppy disk format (which was also invented by Sony), And although its was a well designed machine, It barely made a mark on the industry. However it, along with its 70G and 70GP counterparts, did manage to be picked up by the video production market.








The Sony SMC-70 (1982)




Inside the box was a HitBit BASIC guide, a HBI-55 cartridge (more on that later) the required cables, and of course, the computer itself.








Inside the box of the Sony HB-55's box




The machine itself is typical for a home computer of the time, an all in one unit with a chiclet keyboard. The layout is pretty standard for an MSX, unlike later Japanese computer keyboards that use the JIS layout which is more or less the same as a traditional PC keyboard layout, the MSX uses a layout influenced by its SV-318 counterpart. The control and caps lock keys are separated, there's a graph key right of  space for entering special graphics characters (Much like Commodores PETSCII graphics) as well as a select key right of that, a "Kana" key in place of the return key below it, which allows  the user to type in Japanese Kana characters, and of course a massive set of cursor keys, which are used for both editing text and for controlling games. Above the keyboard is a set of 5 function keys (with 5 more available by holding shift) Home, Stop, Insert, and Delete keys to the right of those, and a Reset button. on the top is the quite nice and chunky Power button, a pleasing little diagram showing the peripherals plunging into the computer (which reminds me of the similar graphics on the front of the Sega Master System), the cartridge slot, and a small warning message in red saying to not swap any cartridges while the computer is turned on.






The front of the HB-55 (1983)



On the side are the two joystick ports labeled Controller A and Controller B which are your typical DB-9 joystick ports of the time. While you can plug Atari 2600 Joysticks into them, some MSX games were designed to use 2 buttons, much like the Sega Master System and the Genesis, Though the Sega Master System and the Genesis controllers are wired slightly different so they aren't fully compatible out of the box without an adapter.







The side of the HB-55



On the back is the cassette port, RCA video and audio out, an RF output for TV's (with the channel selection switch to the left), An I/O connector (More on that later), a Centronics Printer Port, a power plug, and a extra power plug to plug your monitor into.








The back of the HB-55



It's worth noting that, Although this computer was designed for the Japanese market, You can use the HB-55 (As well as other Japanese MSX computers) In North America, because the Japanese use NTSC video, just like in the United States. Unlike say computers from countries like the UK and Australia which use the PAL video standard and run on 240v power supplies. They do have a 100v power supply though, so while it looks like a standard 2 prong power cord, you can't plug it unto a 120 volt socket without a step down converter, So keep that in mind!



For monitors you had the option of using either a TV or a composite monitor. Sony advertised the HB-55 with their Trinitron line of TVs with tubes ranging in size from 14 inches to 27 inches.







The many Trinitron models to pair with the HB-55



In the flyer they picture it with the KV-14D2, which was also sold in the U.S. as the KV-1331.









Left to right: the KV-14D2 and the KV-1331



While you can use any TV or composite to hook up the HB-55, A Trinitron would be a perfect pairing, not only being on brand, but also because the Trintron was famous for its high quality. Rather than use a traditional Shadow Mask used in most CRT TVs of the time, The Trinitron used an Aperture Grill. So instead of a thin metal sheet with small slits in either circles or stripes about 1 Mm apart, The Aperture Grill uses a single thin metal sheet with slits cut vertically through it.





Left to right: the Shadow Mask and the Aperture Grille



The result of using an Aperture Grille is a picture thats brighter, sharper, and more colorful. and the development of it was Sony's ticket out of a failed gamble. Back in 1961, Sony’s dealers were requesting them to develop a color TV. Sony was hesitant at first because their previous and first foray into the Television market, The TV8-301 (The first fully transistorized TV set), only sold in modest numbers and color TV sets were barely selling at all in Japan. But the sales department managed to convince the engineering department to actually start work on the idea.





The Sony TV8-301 (1960)



While visiting the 1961 Institute of Electrical and Electronics Engineers (Or IEEE) trade show in New York, Sony got a look at the Chromatron system developed by Autometric Inc., A spin off of Paramount Pictures. Rather than use three electron guns and a matrix of holes to create the separation like the standard shadow mask picture tube did, the Chromatron used a single electron gun combined with a vertical grille of electrically charged wires at the front of the tube, using electronics to focus the electron beam onto the correct color. The beam focused onto the vertical green phosphor stripes present at the front of the screen, and the deflecting wires, placed about a half inch behind the phosphors, pushed the beam to either side, and light up the adjacent phosphor stripes. The result was a much brighter picture than conventional tubes using a shadow mask, and required minimal convergence tweaking, allowing the tube to be configured in the factory much easier, and less likely to experience convergence problems requiring adjustment over time. Seeing the potential, Sony bought the Autometric Chromatron system from Paramount and after a few more years, the Chromatron went on sale in 1964.




The Sony Chromatron (1964)



However, it ended up being a disaster! While the sets sold for a decent ¥198,000, It costed ¥400,000 to manufacture. Sony figured if they just stuck with it, they could get the manufacturing costs down by perfecting the process as the production line matured, But that wasn't the case, and to add insult to injury, In 1966, General Electric had introduced the Porta-Color system.






The GE Porta-Color (1966)



This switched the Shadow Mask Design from a Triad arrangement to a In-line arrangement, which produced about the same picture quality as the Chromatron.





Left to right: the Triad Shadow Mask and In-line Shadow Mask



Now Sony was stuck with a money losing Color TV that wasn't much better than the competition. As a result, Masaru Ibuka, The co-founder and president of Sony, requested the engineers to come up with some kind of replacement for the Chromatron. Susumu Yoshida asked engineer Senri Miyaoka if the three in-line electron guns could be replaced by a single electron gun with three individual cathodes, to reduce manufacturing cost. It turned out that it could, albeit with some focusing issues that were solved later. Combined with the simplified Aperture Grille, and they were left with a tube that was cheaper to produce and provided a much better picture quality then the Porta-Color and the Chromatron. The result was the Trinitron, introduced in Japan in October, 1968, and the rest of the world in 1969.






The Sony Trinitron KV-1310 (1968)


It was an instant hit and was so successful, Sony even won an Emmy award in 1973, just for the invention of the Trinitron!









Sony co-founder and president Masaru Ibuka receiving the award for the Trinitron (1973)







And it wasn't just Couch Potatoes using the Trinitron to watch TV either, as some computer enthusiasts paired Trinitrons with their computers to use as a color display and even some third party companies striped Trinitrons of their TV tuners, and sold them as computer monitors.







A Sony Trinitron paired with an Apple II


Sony caught on to this and eventually released their own line of Tinitron based computers displays in 1983, known as the GDM (or Graphic Display Monitor) designed for CAD work. Although Sony rarely OEM'd the Trinitron to be used by other manufacturers, they did license the tubes to companies like Digital Equipment Corporation, IBM, Silicon Graphics, Sun Microsystems and most notably, Apple, who used Tinitrons in their early color Mac monitors. In fact the monitor for the first color Mac model, The Machintosh II, was a Trinitron display.







The Machintosh II (1987)


Sony continued to sell the Trinitron until 2008, When it, along with its other CRT TV counterparts were replaced by modern LCD and Plasma displays. However are still used among retro tech enthusiasts today.


But back to the HB-55, powering up the computer is different than most MSX's. most MSX's show a copyright message then drop you into BASIC, But with the HB-55 rather than dropping you into a BASIC prompt after the copyright message, here your dropped into Sony's Personal Databank software. You're greeted by a menu that gives you 4 different options, an address book, a scheduler, a memo pad, and BASIC (the bottom message says "cursor key please select from Return). These programs are pretty self explanatory address book will allow you to enter in someones Address (or name like I did) and their phone number with a brief description at the bottom, the scheduler allows you to put in date for events and brief descriptions of those, and the memo pad, will allow you to write small notes. you can select any one of the entries in these programs by going to file and selecting them. their you will get options to print, update (or edit), delete or stop (or cancel). by hitting update, you can more text to it and then either save or cancel the edit.







A tour of Sony's personal data bank


The last option is for MSX BASIC, scroll down to it and hit return and you'll be dropped straight into the BASIC prompt. Naturally, being made by Microsoft, MSX BASIC is compatible with the standard Microsoft BASIC's of the time. MSX BASIC took ques from GW-BASIC, which itself was an evolution of  BASICA (or IBM Advanced BASIC) that was included on the IBM PC and compatibles, so most of the same programming techniques can be applied here, It even has the same ability to use the function keys to access short cuts for commands in BASIC such as listing a program, changing the screen color, and adding a GOTO statement. Plus MSX BASIC has commands for graphics, sound, collision detection, and sprites, so users could write games fairly easily. For a programming example, I'm just going to stick with the classic HELLO WORLD! though.












For software media, most MSX software came on cartridges. continuing the game console similarities, the cartridges just plug into the top of the machine. each cartridge came in small cardboard boxes, with the cartridge and a manual, Exactly like what you would expect.







The box, cartridge and manual for ASCII's Crazy Bullet (1983)



However, not all of the cartidges for the MSX contained ROM, they also could could contain RAM. Remember that HBI-55 cartridge I mentioned earlier? Well that's an example of a RAM cartridge.








The Sony HBI-55 data cartridge



This contained 4K of SRAM (Static RAM) with a small battery preserves them when the computer is off.








Inside the Sony HBI-55 data cartridge



Its essentially a rebranded version of Yamaha's UDC-01 cartridge, which was used with Yamaha's own MSX computers, and both cartridges are interchangeable.








Left and right: The Sony HBI-55 data cartridge and the Yamaha UDC-01 cartridge



The HBI-55 is actually required to use the Personal Databank software, Because if you turn on the computer and attempt open up on of the programs, you'll get a message at the bottom saying: "Power OFF HitBit data cartridge Please insert cartridge and try again.".








The error message when the HBI-55 data cartridge is not inserted


You also have the tape recorder socket on the back. Sony provided the TCM-3000D Cassette Recorder for use with the HB-55 and the SMC-777.









The Sony TCM-3000D Cassette Recorder


The processes of loading and saving a program from tape is identical to machines like the TRS-80, Coco and Tandy 100, just insert a tape, type the CLOAD, wait for the program to finish loading, and hit run. To save a program. To save insert a blank tape (Making sure its rewound of course!) typethe CSAVE command with the name in quotes, and hit record. Once it finishes, rewind the tape to the beginning and eject.




You also have the option to load and save programs from 3.5 inch floppy disks. In 1984, Sony offered The HBD-50. this allowed you to load and save programs to single sided 360K disks. Like most MSX computers the disk drive controller plugged into the cartridge port, much like the Tandy Coco or the Commodore TED series.












The Sony HBD-50 Disk Drive


Now going back to the cartridge slot again, the HB-55 only has 1, and later MSX's had 2 or more, so with the HB-55 you were stuck 1 cartridge slot for either a program on cartridge or using the disk drive. However there is a way around that. Remember that I/O connector on the back? Well it has the required pins to add more cartridge slots. In 1984, Sony also introduced the HBI-50, this plugged into the I/O connector and expanded the slots from 1 to 3.












The Sony HBI-55


For Joysticks, Sony provided the JS-55 joystick for use with the HB-55 and the SMC-777. This was fully MSX compatible, having two buttons and wired to the correct pins. The stick looks a bit like the gear shift lever from a car and its somewhat similar to the Arcade stick for the Sega Master System. 












The Sony JS-55


Speaking of Arcade sticks, there was also the JS-70 introduced a little bit later in 1986, having a classic red ball top and two buttons on both the left and right sides for left and right handed players












The Sony JS-70


There were even Wireless controllers! In 1984 Sony introduced the JS-75 Joystick. This came with the JS-C75 IR Receiver and took 2 AA batteries, with a switch to select between Player 1 and Player 2. You could also buy a second controller separately













The Sony JS-75


For printers, MSX computers are compatible with the popular Centronics standard of the time used with computers like the IBM PC. While you could use a printer from an IBM PC or the SMC-777, Sony did introduce an official 9pin Dot Matrix printer for the HB-55 in 1984, the PRN-M09. This was a rebadged Brother M-1009X.









Left and right: The Sony PRN-M09 printer and the Brother M-1009X printer



For Hardware, Inside the HB-55 and other MSX computers lies a Zilog Z80 clocked at 3.58 MHz, 16K of RAM, 16K of VRAM, and 48K of ROM with 32K containing the BIOS and MSX BASIC V 1.0 and 16K for the Personal Databank software.




The graphics are generated with a TI TMS9918, the same chip used in systems like the The TI-99/4, The Sega SG-1000 and SC-3000 and the ColecoVision, providing graphics modes such as 40 x 24 and 32 x 24 text modes, A 256 x 192 Hires graphics mode, and a 64 x 48 low-res Multi color mode, and 32 sprites. All with 16 colors available (although the 16th is a transparent color).








The TI TMS9918 printer and and the other machines that used it.





The sound is generated with a Genereal Instrument AY-3-8910, providing 3 channels and 7 octaves of either mono or stereo 8 bit squarewave audio or white noise











Inside the Sony HB-55


For 1983, those are some pretty decent specs for a home computer, putting it about on par with the Apple II and the C64 in terms of graphics. It was less suited for business uses due to its 40 column screen, but for games, it was pretty well suited. Although its biggest competior, The Nintendo Famicom had shipped 3 months prior and had vastly better graphics, It wouldn't start to take off until the following year due to the slow introduction of new titles, no third party developers supporting the system, and the early Famicoms having a defect in the CPU causing the system to crash on rare occasion and the controllers having a less than suitable set of square rubber buttons that could get stuck easily












An early square button Famicom (1983)


But when it did start to pick up steam it defiantly outshined the MSX, Especially when it came to scrolling. Compare both the MSX and Famicom ports of Tekhan (Later Techmo)'s Star Force, both released in 1985







 






A comparison of ports of Star Force: MSX version on the left and the Famicom version on the right


While the Famicom had superior hardware, the MSX had the advantage of being both a gaming system and a computer.




Similar to American computers, Sony's managed to get a celebrity spokesperson for the for the HB-55. Commodore had William Shatner, Texas Instruments had Bill Cosby, and Sony had Seiko Matsuda, a popular J-pop singer at the time











A ad for the HB-55 Featuring Seiko Matsuda (1983)


Anyway, lets have a look at the launch titles put out exclusively for the HB-55. There were 5 games put out by Sony for the system and we're going to have a look at them by cart number.




The first game were going to take a look at is Sparkie, Cart Number HBS-G001C, developed by Konami. Yes, Konami put this out. Again much like computers and game consoles in the west, Sony was able to get a major arcade game manufacturer to provide titles for their system. Atari had Namco, Mattel had Data East, Commodore had Bally Midway, and Sony had Konami. Although Sparkie isn't an arcade title, Its an original game. (Though supposedly it was meant to be an arcade game but it was either unfinished or unreleased). Its an action game where you take control of a anthropomorphic cherry bomb trying to clear each level. To clear the level you either need to make the entire level blue (I think the blue is supposed to be water), which you do simply by walking around, or eradicate all fiery enemies that can spark your fuse like lighters, flames and pieces of flint. For this your able to shoot water at them. The small flames can be quickly extinguished, but new ones keep appearing as long as you don't extinguish the fires they come out of. The larger enemies require several hits. enemies can also come out of the blocks once their color changes to to red. Its not necessarily a good game, but its decent enough to start with













Sparkie (HBS-G001C)


The next title is Juno First, Cart Number HBS-G002C, also developed by Konami. Unlike Sparkie, Juno First IS an arcade title, Its a shooter game where you take control of a space ship with the goal of shooting through waves of aliens. The aliens will also mutate into more dangerous forms the longer you leave them, so its important to shoot all of them as quickly as possible. It's somewhat like Defender turned sideways, in that you can move backwards and forwards to get out of the way if the aliens get too close for comfort. You can also escape from danger by using warps and special objects you can collect along the way. The aliens will also mutate into more dangerous forms the longer you leave them. It's certainly a fun game, and a well done conversion of the arcade original. Speaking of the arcade original, it was actually release outside of Japan, Where it was licensed and distributed by Gotlieb, and Datasoft ported the game to the Commodore 64, Atari 8bit line and DOS, so you dont even need an MSX to play the game. Still, a game worth giving a try













Juno First (HBS-G002C)


The next title is Computer Othello, Cart Number HBS-G003C. Unlike the previous 2 games, this one was developed and published by Sony, although I believe it was licensed by Tsukuda Original, The Japanese board game company who owned Othello at the time. Its Othello (or Reversi) and its what you would expect. The board is an 8x8 square on which white and black tokens are placed. The starting position has two tokens of each color diagonally opposite in the central 2x2 square. Black then places a token so that there is now one or more lines (of one or more consecutive white tokens) between the placed token and another black token. These lines can be either horizontally, vertically or diagonally, and results in all of those tokens being flipped to black. The same rule applies when white plays to flip black tokens. Players alternate placing single tokens at a time, and must flip a token each turn. Only if no legal move is available can they pass. The aim is to have the most tokens of your color before both players need to pass. This version allows you to play against the computer, with up to four skill levels. There is also a view button for beginners to show what squares allow legal token placement










Computer Othello (HBS-G003C)


The next title is Car Jamboree, Cart Number HBS-G004C. This game was developed by Omori Electronics Corporation and was based on their arcade game of the same name. You control a car and compete with three other cars in an squared arena. The goal is to destroy the other three cars in each level by crashing into them on the side. A head-on collision has no effect. When all three other cars have been taken out of competition you advance to the next level. Some levels also contain a ramp, which can be used to jump on other cars or a pond in the middle in which you can try to push the other cars to take them out of the competition. All this has to be done before you run out of fuel. If any fuel left then you'll receive bonus points, but if you run out of fuel you lose a life. Its not a great game, there's not much variety, but a decent game for the time.











Car Jamboree (HBS-G004C)


The last title is Battle Cross, Cart Number HBS-G005C. This game was also developed by Omori Electronics Corporation and was based on one of  their arcade games. Its basic horizontal shooter where you fly a space ship and have to shoot fleets of ships that fly in from both sides of the screen and loop around in formation while  avoid crashing on to a rock formations. Its basic but it works.











Battle Cross (HBS-G005C)


So that was Sony's offerings for the HB-55, Not all of them were great, But they work. But those weren't the only games available for the HB-55. Being an MSX there were hundreds of games available from all sorts of publishers, and here are a few of my favorites, notable titles and titles I've mentioned in the past.







Heres Pac-Man, an arcade port every game system and computer in the 80's had to have by law, and a pretty good version too. Its almost identical to the Famicom/NES version other than the graphics and sound.










Pac-man




This is Warp & Warp (Or Warp Warp as it was known as in the U.S. when brought over by jukebox maker turned arcade game company Rockola), another Namco arcade port and a good one at that. you control a monster fighter and your goal shoot the monsters before they catch or shoot you. there's also a frog that can appear that you can shoot for bonus points. The reason the games called Warp & Warp is because in the center of the screen, when it flashes you'll be transported to another screen and the game will switch from a open area shooter game, to a maze like, almost Bomber Man like game where you need to take out the enemies by setting bombs at the right time and you can set how long it takes for them to go off depending on how long you hold the fire button.









Warp & Warp

Speaking of Bomber Man, The MSX also had a port of the very first version of Bomber Man (or Bakudan Otoko, as it was originally known in Japan), and it plays exactly how you would expect, albeit simpler. The reason for the Simplicity was actually because it was originally a demo for a BASIC compiler made by Hudson Soft back in 1980 Written by Yuji Tanaka. In 1983, Hudson Soft release the game in a small scale in Japan and Europe.











Bomber Man


Next is yet another Namco arcade port Bosconian. I've mentioned this in my Septandy Spectacular about the Coco. Bosconian is a space shooter that plays like a cross between Galaga and Rally X. The goal is to destroy all of the enemy battle stations scattered throughout the galaxy, filled with meteors and space mines that you can shoot down. You can take out each base by either destroying one by one their outer structures or with a single shot in their core. They are heavily defended however by guns, fighters and in later levels missiles. Destroying all battle stations, with the help of your radar, will bring you to the next level. The enemies will try to destroy you by launching attack waves. Theres also an enemy spy ship, if it escapes your fire, It will send an endless barage of enemies that will surely finish you off. Its a pretty good port and replicate most of the features of the arcade original, It even has the same speech speech sampling from the arcade game. A bit of trivia for you, Bosconian was one of the first arcade games to have a continue screen.









Bosconian

Speaking of games I've mentioned before, here's the MSX version of Elevator Action. A conversion of an arcade game by Taito. In it, you take control of secret agent called Agent 17 (codename: "Otto"). with the goal being to secure all top secret documents from a security building and escape in the getaway car, located in the basement of the building. Enemies spies are scattered throughout the 30-floor building and they have only one mission: execute Agent 17 at all costs. There are several ways in which Agent 17 can kill them by Shooting them with his gun, Kicking them by jumping onto them, Shooting a light on the ceiling while in an elevator, dropping the light onto one of them or Crushing them with an elevator. Whenever a light has been dropped, the hallways will be dark for a short period of time, making the enemy spies harder to see. The same holds true for hallways that are already dark. While Otto is in an elevator, he will have complete control of it by moving up or down. He can still get killed if he's already in an elevator if a bullet's trajectory is aimed at it. When Otto is not in an elevator, it will move from floor to floor automatically, even when enemy spies are in it. Otto is able to leap over the elevator gaps, but he must be as close to the edge as possible without falling off in order to make the jump safely. If there is an elevator cable in the way, however, it will block him, causing him to fall. You can also travel on escalators up and down which will allow you to avoid gunfire without jumping or ducking. Otto must go into the rooms with red doors to collect the top secret documents. If he tries to get to his car without getting all the documents, he cannot escape and must go back and collect the remaining documents. Once he has all the documents and drives away, he then proceeds to the next building. If Otto takes too much time to collect the documents, the alarm will go off, and he will have trouble controlling the elevators, which will take time to react. Bad guys will be especially aggressive. The alarm doesn't go off when Otto loses a life, it only resets after finishing a building. Besides ducking, bad guys may also drop themselves and lay flat on the floor. It's virtually impossible for Otto to shoot bad guys when they do this. Also, Otto cannot duck when in an elevator. Its a pretty good conversion of the arcade game and captures most of its elements. As i mentioned in my Lost and found entrée, the game was worked on by Hiroshi Tsujino (often going by the nickname “Onijust”) who also created The Fairyland Story.











Elevator Action


Speaking of The Fairyland Story, here's the MSX version of  the game. As I said before, You play as a young witch named Ptolemy, who's on a quest to find the holy diamond stolen by the evil dragon Dracolisk. The only catch is Ptolemy's still a witch in training, so the only spell she can do is one that can turn enemies into cakes for a limited amount of time. The object of the game is to defeat all of the enemies in each level by either repeatedly casting the spell on the enemies until they disappear or push off a ledge in cake form, squashing other enemies below if they happen to be there Despite being a game from 1985, being ported to a 1983 machine in 1987, it plays pretty well.










The Fairyland Story


The next game is Antarctic Adventure. Its a Konami game and it was created for the MSX. You play as a penguin named Penta and the goal is race around the Antarctic, making your way between bases before time runs out. All the while avoiding ice crevices and leopard seals. You can jump over the crevices, but jumping over the leopard seals can be much more difficult. You can speed up or slow down Penta to avoid both of these hazards. The bases include Australia, France, New Zealand, USA, Argentina, UK, and Japan. You can collect flags and eat fish for points. Collecting a flashing flag will allow you to wear a propeller that enable you to fly over those hazards. Fun fact: The game got a sequel in 1986 called Penguin Adventure, Which happens to be the first game Metal Gear creator Hideo Kojima worked on as a planer.












Antarctic Adventure

And the last game I have is Time Pilot. Its another Konami game and its a conversion of the arcade game of the same name. Its a multi-directional shooter where you control a spaceship with the goal being to destroy the all the squadrons of enemy craft. On each level you have a quota of enemies that need to be destroyed. After fulfilling your quota, a final boss of the level will appear; when destroyed, you will move on to the next level. The game starts in the year 1910, and each time a level is completed you advance in time. In 1910, you face off biplanes and blimps, but as the levels advance so does the technology. So after beating the first level you go forward in time to 1940, where you fight  WWII monoplanes and a B-25 bomber, then to 1970, where you fight Vietnam War helicopters and a large, blue CH-46, then to 1984, where you fight jets and B-25 bomber, and finally to 2001, where you fight UFOs. From time to time, you will encounter a parachute; if you run into this, you will earn bonus points. Its a pretty solid conversion in my book and i do enjoy playing this version every so often.  An interesting fact about Time Pilot is that the "present" changes depending on which version it is. In the original Japanese Konami version, the year was 1982 (the year the game was made). When Konami licensed the game to Centuri for distribution in the United States, the year was changed to 1983, the Colecovision version changed it to 1985, and in this version its 1984. Another bit of trivia, the game was designed by Yoshiki Okamoto, who also created Gyruss, and eventually go in to work for Capcom, where he would work on several games including 1942, Gun.Smoke, Final Fight, Street Fighter II and even Resident Evil. 











Time Pilot







So thats a look at the Sony HB-55, but were not done quite yet. Sony continued to produce new HitBit models for the next few years. The HB-75 was introduced in 1984, was avalible in both black in white, and was pretty much exactly the same as the HB-55, only it had a full travel keyboard, more RAM and a visually improved version of the Personal Databank software.













The Sony HB-75 and its improved Personal Databank






1984 was also the year the Sony HB-55P was introduced. This was a Version of the HB-55 meant for the European market and it has some notable differences. First, the Keyboard now has extra graphics symbols on the keys instead of Kana Characters and the Kana key is now gone.














The Sony HB-55P






The second is that the I/O port was replaced by a second cartridge slot, and has a different power plug (obviously).







The back of the Sony HB-55P







And the third is that now all of the writings on the machine and the text in the Personal Databank software are now in English, which was partially how I was able understand what everything meant.










The English version of the Personal Databank software






The HB-75 was also released in multiple countries such as Australia (The HB-75AS), The UK(The HB-75B), Germany(The HB-75D), France (The HB-75F), and the rest of Europe (The HB-75P), all availble in black only
.













Left to right: The HB-75AS, The HB-75B, The HB-75D, The HB-75F, and The HB-75P






Sony later introduced HitBit models that used the later MSX2 and MSX2+ standards introduced in 1986 and 1988 respectively.






                    













Left to right: The Sony HB-F1 (1986) The Sony HB-F1XDJ (1988)






Sony continued to make MSX computers until 1989, when the HitBit line was finally discontinued. However Sony continued to experiment with video games off and on for the next few years. The same year  HitBit range was discontinued, in 1989, Sony formed Sony Imagesoft, which published games for the NES, SNES, Sega Genesis, Game Boy, Game Gear, and most notably the Sega CD. In 1990, they introduced the Data DiscMan which had a virtual Chose Your Own Adventure book called Adventure 101 : Intro. to Tourist Traps, Dwarfs and Chivalry, and in 1991, They introduced the Intelligent DiscMan, A portable CD-I.



                    











Left to right: The Cover art for Sewer Shark (1992), Sony Data DiscMan DD-1 (1990) and The Sony Intelligent DiscMan  (1991)







But Sony's true gaming system that was to remain supreme was being conceptualized by an employee all the way back when the HitBit line was discontinued. His name, Ken Kutaragi.





Ken Kutaragi



Kutaragi began his career at Sony in the mid 70's in the digital research labs, but in 1989 he began to gain a new interest. Each day he would watch his daughter play on the Famicom and would think about designing something similar. Although his superiors weren't interested in taking his idea further, Kutaragi was so persistent, He got into a development deal with Nintendo behind their backs. the goal was to not only design and provide the sound chips for Nintendos Super Famicom/Super Nintendo Entertainment System but also create a CD based Add on for the Super Nintendo.







Concept art for the SNES-CD




As the story goes, due to a rift between the two companies due to Nintendo's paranoia, Nintendo instead ditched Sony and partnered with Phillips to make the add-on. Sony, understandably upset about this, decided to take on the console business themselves. they took the planned hybrid Play Station system that combined an SNES and the CD add on into one system, removed the SNES fuctionality, enhanced the hardware, and changed the name from Play Station to PlayStation.


















Left to right: The Original Sony Play Station prototype (1991) and the PlayStation 1 (1994)






Kutaragi formed Sony Computer Entertainment in 1993, to focus exclusively on games, and the  PlayStation was released on December 3, 1994 In Japan,  September 9, 1995 in North America and 29 September 29, 1995 in Europe. It was an immediate success selling 1 million units within just 6 months.




Even though the HitBit range is long gone from Sony's product line, It seems they havent forgotten it. In the Truth ending of Metal gear Solid 5, the Sony SDC-500 cassette recorder designed for the HitBit range is prominatly used by Snake and the Sony HB-F1 can be seen in the background (Although its a bit anachronistic as the game is supposed to take place in 1984 and the HB-F1 wouldn't be released until 2 years later, but I digress).











The Sony SDC-500 Cassette recorder and the Sony HB-F1 seen in Metal Gear Solid 5







Today The HitBit Range is still regarded as the very best MSX models made among the small but dedicated MSX community, and to celebrate both the MSX and its community over the past 40 years, I think its appropriate to end with a special BASIC program for this occasion.











Happy Birthday to you, Happy Birthday to you, Happy Birthday Dear MSX, Happy Birthday to you!  Blows out the candles Yaaaaaaay! clapping.






Anyway that wraps it up for my look at the HB-55 and its successors, Tune in tomorrow as we take a look at some other MSX machines that paved the way to the Xbox. Until then, Thanks or reading.




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