Vectrex
The only home console with a vector display and built-in monitor.
The Vectrex is a home video game console that uses a vector display, the only such system designed for the home market. It was developed by Smith Engineering and manufactured by General Consumer Electronics, first released in North America in October 1982 and later in Europe and Japan in 1983. Unlike other consoles of its time, the Vectrex does not require a television connection, featuring an integrated monochrome CRT monitor. It is notable for its built-in game Mine Storm, translucent color overlays, and being the first console to offer a 3D-based peripheral.
Quick Facts
- Developer
- Smith Engineering
- Manufacturer
- General Consumer Electronics (1982–83) / Milton Bradley Company (1983–84)
- Generation
- Second generation
- Release Date
- NA · October 1982 · EU · 1983 · JP · 1983
- Discontinued
- February 1984
- Media
- ROM cartridge
- Cpu
- Motorola MC68A09 @ 1.5 MHz
- Memory
- 1 KB
- Display
- 9-inch cathode-ray tube (CRT)
- Graphics
- Vector-based
- Sound
- AY-3-8912
- Controllers
- 2 controller ports
Facts from the source article.
Lore & Background
The Vectrex was conceived by John Ross of Smith Engineering in late 1980 after a visit to a surplus warehouse where a small cathode-ray tube was found. Originally envisioned as a handheld called the 'Mini Arcade', the design evolved into a tabletop system with a nine-inch screen. The system was licensed to General Consumer Electronics in 1981 and unveiled at the Summer Consumer Electronics Show in Chicago on June 7, 1982. It launched in seven select markets in October 1982 at a retail price of US$199, with national distribution following in early 1983. Strong initial sales led Milton Bradley to acquire General Consumer Electronics in early 1983. Milton Bradley released the Vectrex in parts of Europe and, through a co-branding agreement with Bandai, in Japan under the name 'Lightspeed Ship'. However, the North American video game crash of 1983 caused sales to stall. Despite price reductions of 25% and later 50%, Milton Bradley lost $31.6 million on the console and discontinued it in early 1984. The remaining inventory was sold to discount houses at a fraction of the original price. Milton Bradley later merged with Hasbro, and all rights reverted to Smith Engineering. A color version and a handheld revival were conceived in the late 1980s but never released. In the mid-1990s, Smith Engineering allowed fee- and royalty-free development and not-for-profit duplication of original software.
Reader's Guide
The Vectrex is significant as the only home console to use a vector display, offering a unique visual experience distinct from the raster-based systems of its era. Its built-in monitor eliminated the need for a television, making it a self-contained unit. The console was praised for its software library and graphical capabilities, with several publications considering it among the best consoles available at the time. The Vectrex pioneered 3D gaming with the 3D Imager peripheral, which used a spinning disk with colored filters to create a stereoscopic effect. Despite its commercial failure during the 1983 video game crash, the Vectrex has maintained a dedicated following. Its legacy includes the later permission from Smith Engineering for open development and free duplication of original titles, allowing enthusiasts to preserve and expand the system's library. The console's distinctive buzzing sound from early units, caused by a grounding issue, became a characteristic trait. The Vectrex remains a notable example of innovative hardware design that was ahead of its time but unable to survive the market downturn.
Did You Know?
- The Vectrex was the first console to have a 3D-based peripheral, the 3D Imager.
- The built-in game Mine Storm was inspired by Asteroids.
- The console's CPU is a Motorola 68A09 clocked at 1.5 MHz.
- Bandai released the Vectrex in Japan under the name 'Lightspeed Ship'.
Arriving in the 1982 Console Surge
Vectrex entered the market in 1982, joining a crowded wave of new hardware that also included the Emerson Arcadia 2001, the ColecoVision, and the Atari 5200, all launched within the same year. This burst of releases placed Vectrex squarely in the middle of the second-generation era, a period spanning from the Fairchild Channel F's debut in November 1976 through the eventual discontinuation of the Atari 2600 in 1992. By the time the generation wound down, more than fifteen distinct consoles had competed for consumer attention. The entire era was energized by the golden age of arcade video games, and a defining characteristic of home console software during this stretch was the heavy reliance on ports of those arcade hits. Titles like Space Invaders, which arrived on the Atari 2600 in 1980 as the first major 'killer app' port, and Donkey Kong, which Coleco bundled with the ColecoVision at its August 1982 launch, set the template that Vectrex and its contemporaries were expected to follow.
The Microprocessor Revolution That Made Vectrex Possible
The hardware that made Vectrex and its 1982 peers possible owed everything to a single technological breakthrough: the low-cost microprocessor. Earlier consoles in the first generation had relied on discrete electronic components, transistor-transistor logic chips, and custom application-specific integrated circuits like the AY-3-8500, each locked into a single fixed logic program with only minor variations achievable through jumper adjustments. The Intel 4004, introduced in 1971, changed the equation by allowing engineers to write software programs around a general-purpose chip rather than hard-coding game logic into circuitry. The Fairchild Channel F, released in 1976, was the first console to harness this capability, and it also established the ROM cartridge format—a ROM chip mounted on a circuit board inside a durable casing designed to survive repeated insertion and static discharge. The Atari 2600 followed in 1977 with its own cartridge design. Throughout the generation, improvements in screen resolution, color graphics, audio output, and artificial-intelligence simulation continued to push the medium forward, and Vectrex arrived as a beneficiary of that entire evolutionary arc.
The Perfect Storm of 1982 and the Crash That Followed
Vectrex's 1982 launch year was also the year the market hit its breaking point. Toy-store shelves across North America were already buckling under an overabundance of competing consoles, over-hyped game releases, and a flood of low-quality titles from newly arrived third-party developers. The combination of console saturation and a general lack of market understanding set the stage for the industry crash that began in December 1982 and rippled through all of 1984. The disruption was severe: established developers collapsed, and the pace of new console game development slowed to a crawl. By mid-1985, the number of console games actually announced for release in the United States had dropped to effectively zero. The North American market did not fully recover until the arrival of the third generation. For a system like Vectrex, which entered an already overcrowded field in the very year the tide began to turn, the timing could not have been more precarious.
The Ecosystem That Shaped a Generation
The second-generation ecosystem that Vectrex inhabited was one of rapid institutional growth. At the generation's start, every game was developed and produced in-house by the console manufacturer. That changed in 1979 when four former Atari programmers, frustrated by management conflicts after Warner Communications acquired Atari, founded Activision—the first third-party video game developer. The company remained small through the 1980s but eventually grew into a 21st-century gaming giant. In the early 1980s, numerous large corporations, emboldened by the home video game industry's success and particularly the VCS's dominance, launched or acquired subsidiaries to produce console software. The generation also saw the entry of handheld systems, including Milton Bradley's Microvision in 1979 and Nintendo's Game & Watch in 1980, the latter guided by Gunpei Yokoi's Blue Ocean philosophy. All of these forces—third-party development, corporate consolidation, handheld competition, and arcade porting—created a dense, fast-moving environment in which Vectrex had to find its footing.
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