You and I have long been accustomed to the fact that game consoles remain practically unchanged throughout their life cycle. Yes, they are undergoing restyling, come in different trim levels and limited versions, timed to coincide with high-profile releases or the anniversary of the platform, and can even get a more powerful filling. However, in general, modifications of the same console are identical in functionality and do not have fundamental differences, and situations like the one that happened with the PlayStation 3, when subsequent revisions of the console lost the hardware unit for running games from PS2, are more the exception than the rule ...
But this was not always the case. During the formation of the home gaming industry and the active struggle for the console market, platform holders went all out, going for collaborations impossible in the current realities and creating very strange (and often not viable) devices for which any collector is ready to shell out a lot of money today. It is about unusual versions of popular consoles that we will talk about in today's material.
Hybrid theory: Sega console experiments
Although the sixth generation of consoles turned out to be the last for the company, it was Sega that broke all records for the number of incredible hybrids, ahead of Sony and even Nintendo in this field.
Sega SC-3000
Sega SC-3000 8-bit Gaming Computer
Sega began experimenting with hybridizing various devices back in 1983, releasing the SC-3000 8-bit computer, capable of running games for the original SC-1000 home system and allowing its owner to create simple programs. Although the device was available in a limited number of countries (besides Japan, the SC-3000 was officially sold only in Australia, France, Italy, Finland and New Zealand), the hybrid game console proved to be quite in demand, showing even better results than its predecessor.
The set-top box computer was produced in two main modifications: in addition to the basic version, equipped with a built-in membrane keyboard of rather low quality, there was also a more expensive SC-3000H, which received a full-fledged "mechanics".
Sega SC-3000H with mechanical keyboard
The characteristics of the Sega SC-3000 and SC-1000 were almost identical: both devices were built on the basis of the Zilog Z80A processor and used a graphics subsystem from Texas Instruments TMS9918A with 16 KB of video memory. The key difference between the devices was the amount of RAM: the Sega SC-3000 carried 2 KB of RAM on board instead of 1, as in the SC-1000.
In addition, the amount of RAM and video memory in the SC-3000 could be increased using different types of BASIC cartridges, which also contained the software necessary for a home computer to work. There were 4 types of cartridges in total:
- BASIC Level II A - did not add additional memory;
- BASIC Level II B - added 4 KB RAM and 16 KB VRAM to the system;
- BASIC Level III A - added 18KB RAM and 16KB VRAM;
- BASIC Level III B - added 32KB RAM and 16KB VRAM.
In 1984, the Super Control Station SF-7000 add-on was released for the Sega SC-3000, expanding the capabilities of the original device. The Super Control Station added an additional 64KB of RAM, 8KB of ROM, a Centronics parallel port and RS-232 serial port to the computer, and a floppy drive.
Sega SC-3000H with Super Control Station SF-7000 connected to it
Unlike the hybrid console itself, the add-on was not very popular, primarily due to the high cost: at the start, the device asked for $ 600, that is, almost twice as much as for itself SC-3000. In addition, the Super Control Station drive was designed not for the available 3.5 "floppy disks, but for the rarer 3" ones, which made this device even less attractive to the end user.
Sega Teradrive and Amstrad Mega PC
PC with Sega Teradrive Integrated Game Console Inspired
by the success of the SC-3000, Sega made another attempt in 1991 to mate a PC and a game console. This time, a hybrid, released exclusively for the Japanese market and called Teradrive, combines an IBM PC based on an Intel 80286 processor and the popular Sega Mega Drive console. In total, 3 Teradrive models have seen the light, differing from each other in the amount of RAM and the configuration of the data drives. The top-of-the-line Model 3 carried 2.5 MB of RAM on board, a 30 MB hard drive and came pre-installed with the DOS / V operating system (a special version of DOS that supports Japanese characters). Unlike conventional IBM PCs, the Teradrive system unit had a slot on the case for standard Sega Mega Drive cartridges.
Two years later, Sega partnered with Amstrad to release an improved version of Teradrive for the international market, called the Mega PC.
Amstrad Mega PC
Hybrid PC Hybrid PCs based on Motorola 68000 or Intel / AMD 80386sx CPUs were equipped with 1 MB of RAM expandable up to 16 MB, a 40 MB hard drive and a discrete graphics subsystem from Western Design Center WD90C11A-LR SVGA with 256KB VRAM onboard and expandable up to 512KB.
Both Teradrive and Mega PC have consistently failed sales. The reason for this was the inadequate price for a relatively weak iron even at that time. So, for example, having $ 2,000 in hand, which was asked for a Mega PC at the start, you could assemble a much more powerful PC with Intel 80486DX, on which you could work and play comfortably, so for most consumers, buying such a hybrid simply did not make sense. The result is quite natural: both PCs were discontinued in the year of release, and the announced Amstrad Mega PC Plus based on Cyrix Cx486SLC never saw the light of day.
Victor Wondermega and JVC X'Eye
Victor Wondermega RG-M1 Karaoke Game Console
Since the invention of karaoke, it has gained incredible popularity in the Land of the Rising Sun, becoming an integral part of Japanese culture, so the appearance of the Victor Wondermega RG-M1 console, developed by Sega in cooperation with JVC, was only a matter of time. The hybrid device, which debuted in 1992, combined a Sega Mega Drive game console, a Mega CD add-on and an advanced audio player equipped with a high-quality JVC DSP, MIDI output and a pair of 3.5mm Audio Jacks for microphone connections.
Initially, the Wondermega wanted to have a slide-out CD tray, but this idea was abandoned in favor of a top-loading, LED-backlit CD drive. It looked original and futuristic, but in reality such a solution turned out to be terribly impractical.
The Wondermega disk drive received a stylish LED backlight
The fact is that all Wondermega modifications supported the Sega 32X, however, due to the design features of the console, the addon simply blocked the drive cover after connecting. To solve this problem, Victor offered customers a console upgrade service, which boiled down to replacing the standard CD-ROM cover with a custom version with a side cutout. It was possible to use this service until 2013, that is, even 20 years after the release of the device.
After installation, the Sega 32X addon blocked the console's floppy drive.
A year later, JVC released an updated version of the Victor Wondermega RG-M2. The second model underwent restyling (however, the problem with the Sega 32X was never resolved) and received support for wireless gamepads connected to the set-top box using the front infrared port. However, if desired, the owners of the console could use classic controllers, since the DE-9 ports did not disappear anywhere, but were only moved to the rear panel.
Wondermega RG-M2 with wireless gamepad
In the spring of 1994, a special version of Wondermega RG-M2 for the United States was released, which was developed and distributed by JVC itself. The device was named X'Eye and was in many ways inferior to the original. The first batch of consoles lost the IR port for wireless gamepads and the S-Video connector, which was replaced by a 9-pin AV port, and later modifications of JVC X'Eye consoles were left without support for the Sega 32X add-on.
JVC X'Eye for the American market
Alas, the Wondermega project turned out to be a failure, and as in the case of Teradrive and Mega PC, the main reason for the fiasco was the company's pricing policy: it was much cheaper to buy Sega Mega Drive and Sega CD than a miracle unit from JVC (70 thousand yen versus 82 thousand), and the majority of fans of this entertainment already had music systems with support for karaoke.
Aiwa SD-GM1
Aiwa CSD-GM1 Gaming Boombox The
fruit of Sega's collaboration with Japanese consumer electronics company Aiwa is the Aiwa CSD-GM1 portable stereo system, released in Japan in 1994 in a limited edition. The device turned out to be strange in all respects: if the buyer of the same Wondermega received a universal device in a monolithic case at his disposal, then in the case of the CSD-GM1 the Sega Mega Drive console was placed in an independent docking station connected to the main device using the included cable. The boombox itself replaced the Sega CD, allowing you to run games on optical discs on the Mega Drive.
The docking station and stereo system were connected via a cable
As in the case of the Wondermega, the Aiwa CSD-GM1 supported the Sega 32X, so the owner of the system could plug in this addon to play a few exclusives and improved versions of the original Mega Drive projects. However, due to the unfortunate location of the cartridge slot into which the Sega 32X was inserted, the assembled device had to be put on its side every time.
Although the Aiwa CSD-GM1 was not particularly in demand among gamers at the release, now this artifact is highly prized by collectors: it is not at all easy to find a complete set on eBay, and if you can find one, be prepared to shell out at least 5 thousand dollars for it.
Hitachi Hi-Saturn MMP-1000NV
Hi-Saturn MMP-1000NV - Game Console for Motorists
Among the strategic partners of Sega, who received the rights to create their own versions of the Saturn game console, was Hitachi, which was developing the processor and disk drive for the game console. Among several models of consoles released by the Japanese corporation, Hi-Saturn MMP-1000NV, also known as Game & Car Navi Hi-Saturn, deserves special attention.
As you might guess from the extended name, this device was aimed at car gamers. The MMP-1000NV could be connected to a portable LCD monitor, TV tuner and satellite navigator with support for Naviken mapping software, which were sold separately, and power the system through a cigarette lighter using a special adapter. Hi-Saturn could also be used as an audio system with karaoke function, and this version of the set-top box acquired a full-fledged multiplexer.
Advertising Hi-Saturn MMP-1000NV on the centerfold of a Japanese magazine
Despite the rich functionality, Hi-Saturn MMP-1000NV was not very popular, because even for its basic version they asked for almost $ 1500, while for a portable display they would have to pay another $ 440. Is the opportunity to while away the time playing video games in a traffic jam worth such an expense? For most motorists, the answer to this question was quite obvious.
Fuji Divers 2000 CX-1
Fuji Divers 2000 CX-1 Gaming TV with Built-in Sega Dreamcast
In May 2000, Sega did the impossible by collaborating with Fuji to create an almost perfect gaming TV that every Dreamcast fan has probably dreamed of owning. This is a unique monoblock Fuji Divers 2000 CX-1, made in the shape of the head of the permanent Sega mascot - Sonic the hedgehog, the protagonist of the Sonic the Hedgehog series of games.
The body of the Fuji Divers 2000 CX-1 resembled the head of a Sonic the hedgehog.
In addition to the futuristic design, the Fuji Divers 2000 CX-1 was very rich in functionality. It was by no means just a candy bar with a built-in game console, but the most complete Smart TV! The TV had a full set of network interfaces and supported the Dreameye keyboard and webcam, which were included in the kit, so its owner could comfortably surf the Internet and even participate in video conferencing using Sega's proprietary Dream Passport 3 software.
Happy owners of the Fuji Divers 2000 CX-1 also commented on the excellent quality of the 14-inch color picture tube and built-in stereo speakers, which helped to immerse themselves in the gameplay.
The package for the Fuji Divers 2000 CX-1 was quite rich
. Unfortunately, the hybrid gaming TV was released in a limited edition and only for the Japanese market. So if you suddenly want to purchase such a miracle in your collection, be prepared to pay from 3 to 5 thousand US dollars for it.
Sega fish life
Virtual aquarium Sega Fish Life
However, the most expensive modification of the Dreamcast turned out to be a device called Sega Fish Life, designed to run ... just one game. A special version of the console was released in 2000 and was aimed at restaurants and hotels. The $ 6,000 kit included a Sega-designed 15-inch LCD touchscreen monitor, in addition to the box itself.
Sega Fish Life was an interactive aquarium that allowed the player to interact with virtual fish in various ways. The user could touch the screen, observing the reaction of marine life, call the fish to the "glass" of the aquarium thanks to the built-in microphone in the monitor, feed the virtual living creatures, and even create your own fish by drawing it with your finger on the display.
Quite like the real thing, isn't it?
Alas, Fish Life turned out to be too expensive even for HoReCa enterprises. In total, Sega managed to sell about 300 sets of equipment, and most of the circulation subsequently had to be disposed of.
Passion for Nintendo: innovation, intrigue and betrayal
Unlike Sega, Nintendo has had virtually no overtly failed experiments. Except for one, which resulted in the emergence of a new player on the console market.
Sharp Famicom Titler
Famicom Titler - the most sophisticated 8-bit console
If you believe that the release of PRO-versions of consoles at the end of a generation is Sony know-how, then you are seriously mistaken: it was Nintendo who pioneered this field, introducing the Famicom Titler game system in 1989 - “ upgraded "version of the original NES, developed in conjunction with Sharp.
At the time of release, the Famicom Titler was the most advanced 8-bit gaming system on the market, truly ahead of its time. The console was able to generate an RGB video signal, displaying on the TV a picture comparable in juiciness and clarity to the picture generated by slot machines based on PlayChoice-10. In turn, a full set of video and audio inputs and outputs, including S-Video, made it possible to connect a camcorder and a VCR to the set-top box, record gameplay on video cassettes and use the Famicom Titler for video editing.
Famicom Titler rear panel
Using the built-in software, the user could add subtitles to the video (a miniature touch screen was provided for entering letters on the console body, and the device was able to recognize handwritten text, converting it into printable characters), record audio comments using the supplied microphone , and overlay cliparts from a rich collection stored in the device's internal memory onto the video sequence. Thus, every Famicom Titler owner could easily create spectacular video cards and funny clips without special knowledge and expensive equipment.
Doesn't it look like anything? In fact, the Sharp Famicom Titler anticipated the emergence of social media, stories and letsplay. Another thing is that in the late 80s all this was only a vague concept: then few could imagine that in the future network technologies would allow transferring files and streaming video over colossal distances, and it was precisely the possibility of free exchange of information between people that was not enough to popularize such functionality. As a result, in its subsequent gaming systems, Nintendo abandoned further experiments of this kind, focusing entirely on improving gaming systems.
Sharp Famicom TV C1, Sharp NES TV and Sharp SF-1 SNES TV
Sharp Famicom TV C1 Gaming TV
Unlike Sega, Nintendo has never sought to breed a "bulldog with a rhino". Obviously, the company's managers were well aware that the audiences of PC users and home consoles did not overlap very much, and it was basically impossible to create a productive and, at the same time, affordable combine that would suit everyone. The idea of a gaming TV suggested itself, so the emergence of the project "Sharp Nintendo Television" was not long in coming.
The first sign of this concept was the Sharp Famicom TV C1, released in 1983 and sold in Japan under the official name My Computer TV C1. The line of color TVs with built-in NES included two models with a screen diagonal of 14 and 19 inches. All-in-ones came with pre-installed JR GRAPHIC and TV NOTE applications. Also included with each TV was a multi-cartridge with stripped-down versions of Donkey Kong Jr. and Donkey Kong Jr. Math. At the time, it was the only licensed multi-cartridge for the Famicom gaming system.
The release of the Sharp Famicom TV C1 for the United States, called the Sharp NES TV, took place in August 1989. The gaming TVs received an updated case design, which turned out to be not the most successful: the plastic legs, designed to ensure the stability of the system, were too fragile and quickly broke.
Sharp NES TV was distinguished by very fragile legs
In the next generation of consoles, Nintendo again turned to Sharp, and in 1990 two models of Super Famicom Naizou TV SF1 (SF1 SNES TV) gaming TVs with a screen diagonal of 14 and 21 inches were released. AiOs were not officially sold outside of Japan.
Super Famicom Naizou TV SF1 with built-in SNES An
interesting fact is connected with the Sharp Nintendo Television project. Due to the technological peculiarities, the monoblocks produced a noticeably better picture than the usual NES and SNES. Because of this, Nintendo used screenshots from gaming TVs in advertisements and press releases, as they looked much more impressive. Of course, this slyness cannot be compared with modern shenanigans with pre-rendered scenes passed off as real gameplay, but even here Nintendo turned out to be a trendsetter.
SNES-CD (Nintendo PlayStation)
Semi-mythical Nintendo PlayStation in the flesh
For a long time, the SNES-CD was enveloped in an aura of mystery. There were a lot of rumors and speculations around this device, and many experts and collectors considered the console to be fiction. This continued until 2015, when the only surviving prototype of 200 prototypes of a unique set-top box, created by the now irreconcilable competitors, Sony and Nintendo, was finally discovered.
The acquisition of the SNES-CD is nothing short of miraculous. One of the former employees of Advanta Corporation, Terry Diebold, after the bankruptcy of the company, bought part of its property put up for auction for only $ 75. Among the junk purchased on the cheap, there was something very unusual, more like a fake. The odd find was a game console equipped with a cartridge slot and CD drive, and came with a gamepad that mimicked the design of a standard SNES controller one-on-one. Here are just all of the above proudly flaunted the inscription PlayStation.
SNES-CD vs. Original Super Famicom and PlayStation
And the story was like this. Realizing how promising could be the use of optical discs as storage media for game consoles, Nintendo in the late 80s began to look for a partner for the implementation of such a project, finding him in the person of Sony. In 1989, two Japanese companies began developing the SNES with a built-in CD drive, codenamed "PlayStation". The official announcement of the innovative gaming system took place on May 28, 1991 at the Consumer Electronics Show held in Chicago, becoming almost the main sensation of the event. And the very next day Nintendo announced the termination of cooperation with Sony and the conclusion of an agreement with the Dutch company Philips.
The sudden breakup stemmed from long-standing suspicions of Nintendo's management of Ken Kutaragi, the engineer who oversaw the project for Sony. And, I must say, these suspicions were not unfounded: the future "father" of the PlayStation really considered the partnership with Nintendo as a starting point for the development of Sony's own gaming business.
Ken Kutaragi, the "father" of the PlayStation and the main intriguer of the Sony gaming division The
preemptive strike, designed to knock the ground out from under the feet of a potential competitor, had diametrically opposite effects. The then president of Sony, Norio Oga, after such a public betrayal, literally flew into a rage, which Ken took advantage of, convincing his superiors that the company could easily take revenge on the former partner. Norio gave the go-ahead for the creation of the gaming division of Sony Computer Entertainment, which was headed by Kutaragi, and just 3 years later the release of the first Sony PlayStation took place.
At the same time, Nintendo and Philips never managed to complete their plans, eventually ending their cooperation. And the only living reminder of this project is the stillborn Nintendo PlayStation, which now costs about $ 300,000 - it was for this price that the unique console was sold at the Heritage auction held in 2020 in Dallas (Texas), to a certain collector who wished to stay unknown.
iQue Player
iQue Player - licensed Chinese console Nintendo
Since the days of Dendy, we have become accustomed to unlicensed copies of game consoles, which continue to be produced by Chinese craftsmen to this day. However, in addition to many pirated devices, history knows at least one licensed one, and not by anyone, but by Nintendo itself.
iQue Player was a localized version of the Nintendo 64 for the Chinese market, produced by iQue, a company founded by Taiwanese engineer Wei Yen with contributions from the Japanese gaming giant. The console was a massive gamepad, inside of which all the hardware was hidden. Like the original, iQue Player used the R-4300i SoC, however, due to differences in architecture and firmware that resulted from the miniaturization of the device, the console could not run games for the original Nintendo 64.
Another interesting feature of iQue Player was its unusual approach to video game distribution. The latter were distributed through a kind of analogue of the modern Nintendo eShop - iQue Club. Since the games for this console were not released on physical media at all, and the Internet (not to mention eCommerce) was not yet sufficiently developed at that time, gamers had to visit iQue Depot kiosks, where they could purchase iQue Ticket scratch cards with activation codes for the games they liked. connect the console to the network and download the distribution kit to a proprietary 64 MB iQue Card flash card, which replaced the classic cartridge (one of them was supplied with the console).
Happy home internet users could use the iQue @ Home web service to purchase and download their desired games online. With one caveat: for this, it was also necessary to have a PC running a 32-bit Windows system, since the iQue Player itself did not know how to go online, and the drivers for the console did not support 64-bit OS versions.
All these difficulties naturally provided the console with a deafening failure: iQue Player sold a record low circulation of about 12 thousand devices, while only 14 games from the rich Nintendo 64 game library were ported for it, which also did not contribute to the growth of the device's popularity. The last release on the ill-fated gaming system was "Animal Crossing", released in 2006.
Panasonic Q
Panasonic Q Media Center - Chic and Inaccessible
Unlike its direct competitors like the PlayStation 2 and Xbox, the Nintendo GameCube couldn't be used as a home media center. Since the console only supported proprietary mini-DVD optical discs, this problem could not be solved with just a firmware update: full-size drives simply did not fit into a miniature drive.
To correct this misunderstanding, Nintendo entered into a partnership agreement with Panasonic, thanks to which the Panasonic Q multimedia center was born at the end of 2001. The all-metal device, resembling in its design a kind of SWAG oscilloscope, supported playback of DVD, VCD, Audio CD and MP3 CD. including self-written, also allowing you to run any games for the original GameCube and Game Boy using a modified version of Game Boy Player Q (the original device did not fit the Panasonic station due to the form factor). Among other things, the Panasonic Q boasted a high-quality audio subsystem, supported Dolby Digital 5.1 and DTS, and had a separate subwoofer output.
Thanks to all of the above, the hybrid console was (and continues to be) popular among collectors, but ordinary buyers did not appreciate such a luxurious unit: less than 100 thousand devices were sold worldwide. As a result, the Panasonic Q was discontinued at the end of 2003, just a couple of years after its release.
Ordinary exotic: custom consoles from Sony
Compared to competitors, Sony looks somewhat conservative. There are practically no devices in the company's portfolio, at the sight of which one would like to exclaim: "Who could have invented such a thing?" Nevertheless, in the PlayStation lineup there are several not quite ordinary consoles that deserve a mention in this material.
Sony PlayStation "Hi-Fi Edition"
Audiophile PlayStation is like a regular PlayStation, only audiophile
No, your eyes are not fooling you: the picture above really shows one of the PlayStation "fatties", which also came with the most common gamepads without analog sticks. But the devil is in the details, and in this particular case we are interested in what was hidden "under the hood" of the first samples of the famous game console.
The business model of large platform holders has long been a Punchinelle secret: everyone knows perfectly well that consoles are sold at almost cost price (and sometimes at a loss), while their manufacturers get the main profit from sales of exclusives and a 30% commission charged on sales of games from third party publishers. The most difficult thing in this situation is to find a balance between the cost of manufacturing the device and its attractiveness in the eyes of the target audience, which Sony, to the delight of audiophiles, failed to do.
Entering the hitherto unexplored territory of the gaming industry, the company reinsured itself a little by installing the top 16-bit sigma-delta in the first PlayStation models (and this is SCPH1000 for sale in Japan, SCPH1001, aimed at the American market, and SCPH1002, intended for sale in the European Union) DAC AKM AK4309AVM from Ashahi Kasei Microsystems and equipping the console with full-fledged RCA connectors, providing excellent audio quality.
As a result, the $ 400 home game console sounded significantly better than the several thousand US dollar audio systems. Thanks to this, the first revisions of the PlayStation remain in demand among music lovers to this day: since a lot of such devices were released, purchasing a used console is still the most affordable way to join the world of Hi-Fi.
Sony playstation one
PlayStation One Combo Bundle
In 2000, at the end of a generation, Sony released a compact version of its first game console called the PlayStation One. This model differed from the "bbw" by significantly smaller dimensions (38 × 193 × 144 mm versus 45 × 260 × 185 mm), improved firmware and the absence of a serial port for local multiplayer. However, the main feature of the PlayStation One was the ability to connect a 5-inch LCD display with built-in speakers, which could be purchased either as part of the PSone COMBO bundle or separately.
The LCD display for the PSone could be purchased separately from the
console.Its terminal exactly followed the geometry of the back panel of the console and was equipped with a pair of metal pins for secure attachment to its case, so that once connected, the display became literally one with the console. In turn, the foldable design allowed the PlayStation One to be safely transported with the screen connected without risk of damage.
LCD PlayStation One folded
Sony also released special power supplies for connecting the set-top box to a car cigarette lighter and an adapter that allows the console to be connected to the Internet via a cell phone - a kind of "mobile gaming" at the beginning of the 2000s. However, the listed devices were practically not sold outside Japan: although the PlayStation One showed excellent results, having bypassed not only the previous revisions of the original console at the start of sales, but also its older sister, the PlayStation 2, most gamers continued to perceive the console as a purely home gaming system.
Sony PSX
Sony PSX Multimedia Game Station PSX
is not only the codename for the first generation of Sony game consoles, but also the name of the unique 3-in-1 device, which was released in December 2003. The PSX was an advanced CD / DVD player equipped with a 160 GB (5000 series) or 250 GB (7000 series) hard drive and capable of running PlayStation and PlayStation 2 games thanks to the 90nm EE + GS hybrid chip. combining, as the name suggests, Emotion Engine and Graphics Synthesizer for the original consoles.
The multimedia processor was compatible with all official gamepads and memory cards produced by Sony, and the older PSX models, DESR-5700 and DESR-7700, also received support for syncing with the PlayStation Portable, which allowed transferring photos, videos and music files between devices. Unfortunately, PSXs were not sold outside of Japan.
Sony BRAVIA KDL22PX300
Sony BRAVIA KDL22PX300 TV with built-in PlayStation 2
Unlike Nintendo, Sony did not need partners to create hybrid devices: when the company decided to release its own candy bar, it took the line of BRAVIA TVs as a basis.
Sony BRAVIA KDL22PX300 with a diagonal of 22 inches and a resolution of 720p (1366 by 768 pixels) was released in 2010. The game TV was distinguished from its brothers by a massive base, which is nothing more than a modified PlayStation 2 game console. In addition to games, the built-in set-top box supported playback of CD, CD-R, CD-RW, DVD, DVD-R and DVD-RW. Add to this the ability to view videos in most popular formats directly from a flash drive, as well as support for IPTV, and the result is a versatile multimedia system that can be a great purchase even today. Moreover, in the secondary market, this device can still be found at an adequate price.
Cloud servers from Macleod are fast and secure.
Register using the link above or by clicking on the banner and get a 10% discount for the first month of renting a server of any configuration!