The Second Generation: the Other Players (Part three)
This chapter will be about the Magnavox Odyssey 2, 3, Mattel Intellivision, ColecoVision, Bally Astrocade, Sega SG-1000, Vetrex, Microvision, and the RCA Studio II.

Magnavox Odyssey 2/ Philips Videopac​

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Console design plus controllers​

The Magnavox Odyssey 2 is the true successor to the first ever video game console, the Magnavox Odyssey created by legend Ralph Baer (not the Magnavox 100 pong-sole series). made by Phillips and Magnavox; this was one of first major contenders to show up after the success of Fairchild Channel F and especially the Atari 2600. It was a major success in parts of Europe and Brazil but completely failed in Japan and did only okay in America but in total being third place in the second generation only behind the Nintendo Entertainment System/Famicom and the Atari 2600. It was the first major attempt to have Computer functions on a home console and it lasted from 1978 till 1987 in some parts of Brazil. Its biggest contribution to gaming was with one of its most well known games that was released on it called KC Munchkin that helped set copyright laws for video games in the future. It also saw some of the first European developers like Ultimate play the Game and Rally release some of its first licensed third party games on the Magnavox Odyssey 2.

Release DateSeptember 1978 (NA)
November 1978 (EU & PAL)
September 1981 (JP)
Cost$179.99 at launch
Specshttps://en.wikipedia.org/wiki/Magnavox_Odyssey_2#Technical_specifications
Games Released142 by 1987
Amount Sold7.6 Million by 1987 (WW)

5.6 Million (EU & PAL)
1.8 Million (NA)
200,000 (JP)
Lifespan1978 - 1985 (NA)
1978 - 1986 (EU)
1978 - 1987 (PAL)
1981-1983 (JP)

Magnavox Odyssey 3​

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Console Design plus controllers​

The Sequel to the Odyssey 2 and released only in Europe and America in late 1982. it was supposed to be a major improvement over the somewhat limited Magnavox Odyssey 2 and it did succeed in doing that and it did have support from Rally and the newly bought Seymour Corporation. it had a significantly better keyboard compared the Odyssey 2, it had a better controller than the Odyssey, the Graphics were much better, it had much better sound and actual speech capabilities than the predecessor, it was backwards compatible, and it was a fully blown computer with access to cassette and Disk drives by plugging them in to the expansion port. The problem with the Odyssey 3 was that it was not comparable to the ColecoVision and the other consoles coming out in 1982; it was comparable in many ways to the NES and Intellivision that were released in 1978/1979. This was a massive issue for the Odyssey 3 as it was priced around the same as the ColecoVision and was worse in every way so the ColecoVision made this console a hard sell. and the video game crash of 1983 killed any chances of success and forced Phillips for a little bit to be out of gaming for a bit until the release of the Phillips CDI in 1988.

Release DateAugust 16, 1982 (NA & EU)
Lifespan1982 - 1985 (NA)
1982 - 1986 (EU)
Amount Soldaround 750,000 by 1986
Cost$199.99 at launch
Backwards CompatibilityYes (all Magnavox Odyssey 2 games and accessories)
DevelopersMagnavox/Phillips, Intel
ManufacturersIntel, Magnavox/Phillips
CPUIntel 8048 (8-bit; 5.91 MHz)
VDPIntel 8245
RAM16 KB of Main RAM
8 KB of V-RAM
24KB of S-RAM
MediaCartridge (32 KB Maximum)
Cassette and Floppy Disks (64 KB Maximum)
Graphics ModesBitmap and Tile Graphics
Sprites8 sprites maximum (2 colors)
Color palate32 maximum colors
Resolution320 x 238
Sound ChipGeneral Instrument AY-3-8910, TMS6100 (used for speech)
Other FeaturesChess unit added extra power to allow the Magnavox to play chess effectively, similar to the Intellivision.
Add-onsDisk Drive and Cassette Drives
Amount of Games67 by 1986

Mattel Intellivision​

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Console Design​

The Mattel Intellivision was Mattel's first major video game attempt aside from Mattel Auto Race released in 1976 (one of the first handheld video games ever made). Released in 1979 in the United States; it was a major improvement compared to the Atari 2600 and Fairchild Channel F and started a trend for video game consoles to have phone pads on their controllers this generation. Being highly expandable and heavily marketed in the United States made this system a decent hit. It had a ton of add-ons released for it like the Intellivoice for games like B-17 Bomber in 1981 and the ECS in 1983 that turned the Intellivision into a full blown Computer. the Intellivision lasted for a while and Intellivision seemed to be a big player in the Video Game Industry for years to come. this did not happen as the crash of 1983 happened and it killed most of Mattel's ambition plus the failure of the ECS and the home computer the Mattel Aquarius just killed everything that Mattel was developing including the Intellivision 3 (a true successor) and got out of the industry for good. though they would make some games and game accessories later on.

The legacy of this console was that it was another decent and successful console to come out during this era when everyone was making a console.

Release Date1979 (NA)
1980 (EU)
1981 (PAL)
1982 (JP)
Cost$249.99 at launch
Specshttps://en.wikipedia.org/wiki/Intellivision#Master_Component_2
Games Released168 by 1989
Amount Sold5 Million by 1989 (WW)

3.5 Million (NA)
1.9 Million (EU & PAL)
100,000 (JP)
Add-ons/ExpansionsIntellivoice: (https://en.wikipedia.org/wiki/Intellivoice)
ECS: (https://en.wikipedia.org/wiki/Entertainment_Computer_System)
Lifespan1979 - 1989 (NA)
1980 - 1988 (EU)
1981 - 1992 (PAL)
1982 - 1984 (JP)

ColecoVision​

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Console Design plus the controllers​

Coleco was a player in video games for a little bit creating the Telstar series of pong-soles and then the Coleco Telstar Arcade in 1977 (this will be mentioned next part). they stayed out of gaming for a while until coming back in 1982 with the ColecoVision and it was a big deal when it came out as it was one of the most powerful systems to come out this generation and for a price a good bit lower to Atari 5200 plus it can play 2600 games with an adaptor made it a very good deal for people who was interested into getting a new console. It did very well in the holiday season of 1982 and did even better in the first half 1983 until the VG crash caught up to ColecoVision and Coleco released the Adam in 1983. The Adam ITTL had most of its major problems fixed and it did very well in the Holiday Season of 1983. This was bad for the ColecoVision as this would mean that they would move over to the computer market and abandon the home console market entirely and in 1986 that is exactly what they did as they were releasing another home computer called the Chameleon and fully discontinued the ColecoVision worldwide.

Its legacy was that it had fantastic graphics for the time and it had great ports of less popular arcade games like Lady bug and Venture.

Release DateAugust 1982 (NA)
March 1983 (EU & PAL)
Cost$199.99 at launch
Specshttps://en.wikipedia.org/wiki/ColecoVision#Hardware
Games Released136 by 1986
Amount Sold3.5 Million by 1986
Add-ons/ExpansionsModule #1: (https://en.wikipedia.org/wiki/ColecoVision#Atari_2600_expansion)
Module #2: (https://en.wikipedia.org/wiki/ColecoVision#Driving_controller)
Module #3: (https://en.wikipedia.org/wiki/ColecoVision#Adam_computer_expansion)
Module #4: the Super Game Module actually releases ITTL (https://en.wikipedia.org/wiki/ColecoVision#Unreleased)
Lifespan1982 - 1986 (NA)
1983 - 1986 (EU)

Bally Astrocade​

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Console Design plus the controllers​

The Bally Astrocade was the Neo Geo of the 1970's and released in November 1977. This was released right after the Atari 2600 and it was released before the 1977 Christmas Season. Developed by Bally/Midway and Dave Nutting Associates; it was the most powerful console for the first half of this generation with its sound capabilities and high sprite count. It could also be used as a simple computer with a BASIC cartridge. Bally Astrocade had some big heavy hitters on it like the best initial ports Wizard of Wor, Sinistar, Pac-Man, and Space invaders but this power came at a price that killed the console from truly competing with Atari 2600. The Bally Astrocade cost a crisp $299.99 at launch (over $1,500 dollars in 2024 dollars); this price meant that it could not compete with Atari 2600 as the 2600 was significantly more cheaper than the Astrocade and was the more popular option overall. The Astrocade did hold a niche for a long time as being the true arcade experience at home but this would later be eroded by the second half of the generation being similar and even more powerful than the Astrocade and the Market share started to drop, then the crash plunged it down like a cliff. Bally at this point was ready to be done with the Astrocade to focus on Multi-platform and Arcade games and killed the Astrocade in 1985.

Release DateNovember 1977 (NA)
Cost$299.99 at launch
Specshttps://en.wikipedia.org/wiki/Bally_Astrocade#Specifications
Games Released64 by 1985
Amount Sold1.1 Million by 1985
Lifespan1977 - 1985

Sega SG-1000​

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Console Design plus controllers​

Sega in 1982 was still owned by Gulf/Western and they partnered with Coleco to release the ColecoVision in Japan under the Sega brand with a custom V-RAM chip as the major difference along with the simpler controllers for the Japanese market. Sega in 1982 was pretty big as it was the second biggest video game company in Japan at this point and was a major home computer developer with the decently popular SC-3000. It also had Sega/Gremlin in America and made some big games like Zaxxon. in 1983 as the SG-1000 was being developed; Gulf/Western was going though very turbulent times and sold all of Sega to Hayao Nakayama and Sega Enterprises entirely for 300 million. This would set the events to come for Sega in the future to be a giant in the industry as now. but before they had massive success they had the SG-1000; based off of the ColecoVision with some major improvements it was a failure in the Japanese market because of the Famicom and then destroyed by the Super Famicom in 1984. This was expected by Sega and was working on multiple Home Console and Computer projects to go into the future. One was with the Enterprise 64 as Sega funded the system and released it as the Sega Enterprise 64 everywhere else in 1983 to decent success. Another project was with Sega making a 16-bit computer by buying the newly formed Amiga Corporation to create the Sega Amiga 1000 in 1985 to massive success. and the final project that was happening was developing a next generation home console in order to compete with the SNES/Super Famicom worldwide. This would be called the Sega Master System and it would be released worldwide in 1985.

The legacy of the Sega SG-1000 was laying the groundwork for the Sega that was to come.

Release DateJuly, 1983 (JP)
Cost$199.99 at launch
Specshttps://en.wikipedia.org/wiki/SG-1000#Technical_specifications
Games Released86 (compatible with Cartridge ColecoVision Games via Adaptor)
Amount Sold900,000 by 1986
Lifespan1983 - 1986

Vetrex​

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Console plus the controllers​

This will be pretty short: the Vetrex was the First and only console to ever use Vector Displays for the graphics. created by Milton Bradley and released in 1982. It was a Niche console designed for games that used vector displays and mastered them to a tee. It was also the first to have a light pen and 3d available games on it. It was a pretty big failure due to the limitations of the Vector display and the Video Game Crash of 1983 and finally made Milton Bradley leave out of gaming forever.

Release DateNovember 1982 (NA)
1983 (JP & EU)
Cost$199.99 at launch
Specshttps://en.wikipedia.org/wiki/Vectrex#Technical_specifications
Games Released32 by 1984
Amount Soldaround 700,000 by 1984
Add-onshttps://en.wikipedia.org/wiki/Vectrex#Peripherals
Lifespan1982 - 1984 (NA)
1983 - 1984 (JP & EU)

MB Microvision​

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The console design
This will be pretty short also: the Microvision created by Milton Bradley was released in 1978 and was the first Handheld game console and influenced the Nintendo Game and Watch to exist. it had cartridges but in a way that every piece of tech aside from the screen and controls can be swapped when you get a new game. It was a decent success during the late 1970's and early 1980's and then was discontinued when Milton Bradley got out of the video game industry in 1984.

Release DateMarch 1978 (NA)
October 1978 (Everywhere else)
Cost$69.99 at launch
Specshttps://en.wikipedia.org/wiki/Microvision#Technical_specifications
Amount of Games24 by 1984
Amount sold1.3 Million by 1984
Lifespan1978-1984 (WW)

RCA Studio II​

RCA started development on the RCA studio II in 1977 after the success of the Fairchild Channel F and since RCA ITTL never sold its computer division; they developed a new variant of the CDP chip for a video game console and a chipset ready for a home console. when it was released in 1980; it was an okay piece of tech for the time, did okay, and was just fine. and it would eventually die in 1985 due to the crash and they never came back fully, but they did something surprising ITTL; they survived and would thrive during the 80's and the future. RCA would survive ITTL by having most of its major problems inside being fixed like its internal politics. They helped develop with JVC the VHS and created Selectavision (CED) that were major to decent successes, developing a bunch of new technologies, still owning NBC, and buying MCA/Universal and Fairchild in 1985. They will be pretty important in the future of TL as they do many things for the tech and entertainment but will not be focused on unless it is important to the chapter or when I talk about them at some points.

Release DateAugust 1979 (NA only)
Lifespan1979 - 1985
Amount Soldaround 1 Million by 1985
Cost$249.99 at launch
DevelopersRCA, Texas Instruments
ManufacturersRCA
CPURCA CDP 2801 (4 MHz)
VDP"HoloTron" (2 MHz)
RAM2 KB (64KB with expansions)
MediaCartridge (8 to 64 KB)
Graphics ModesBitmap mode only
Sprites64 maximum (1 color only) 8 (2 colors)
Color Palate16 maximum colors
Resolution240 x 180
Sound ChipTexas Instruments SN76489
Other Featuresa custom Blitter chip allows for 64 one color sprites and backgrounds to load in quickly, similar to the Magnavox Odyssey II.
Add-onsGame Expander: Atari 2600, Fairchild Channel F, Intellivision, and Odyssey via adaptors
Laserdisc Module: allows for Laserdisc games.
Computer Expansion: turned it into a computer with 64 KB of additional-RAM.
Controllerssimilar to the Intellivision base controllers.
Games Released100 by 1985

The next and the final part will be about all the minor consoles that came out this generation and finally the video game crash of 1983. After that we will talk about the Super Famicom/SNES, Nintendo's System 2 arcade board, the first generation of the Nintendo Namco Polygonizer, and Nintendo's media like Nintendo Power, Dynamo Pictures, and Super Comic Time.

edit: Retconned RCA making Laserdiscs and added SelectaVision to what they made.
 
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would move over to the computer market and abandon the home console market entirely and in 1986 that is exactly what they did as they were releasing another home computer called the Chameleon and fully discontinued the ColecoVision worldwide.
I see so Coleco remainded on the microcomputer market for a while till the Intel IBM Clones and took one by one all the smaller, cheaper but less capable microcomputers. at least
wning NBC, and buying MCA and Fairchild in 1985. They will be pretty important in the future of TL as they do many things for the tech and entertainment but will not be focused on unless it is important to the chapter or when I talk about them at some points.
very ominous yet a big point
 
The Second Generation: the Other Players (Part four)
this is the final chapter for the second generation and it will focused on all the others that i have very little to say. so here we go.

Emmerson's Arcadia 2001: same as OTL (https://en.wikipedia.org/wiki/Arcadia_2001)
1292 Advanced Programmable Video System/ Interton Video Computer 4000: same as OTL (https://en.wikipedia.org/wiki/Interton_Video_Computer_4000)
Bandai Super Vision 8000: same as OTL (https://en.wikipedia.org/wiki/Bandai_Super_Vision_8000
VTech CreatiVision: same as OTL (https://en.wikipedia.org/wiki/VTech_CreatiVision)
Gakken Compact Vision TV Boy: same as OTL (https://en.wikipedia.org/wiki/Gakken_Compact_Vision_TV_Boy)
Cassette Vision: same as OTL (https://en.wikipedia.org/wiki/Cassette_Vision)
APF-MP1000: did slightly better ITTL (https://en.wikipedia.org/wiki/APF-MP1000)
Coleco Telstar Arcade: counts as a second generation console ITTL (https://en.wikipedia.org/wiki/Coleco_Telstar_Arcade)
all the second generation handhelds aside from the Microvision and Game and Watch: Same as OTL (https://en.wikipedia.org/wiki/Second_generation_of_video_game_consoles#Handheld_systems)

next chapter will be about the video game crash and then these in order.
- Super Famicom / SNES
- How RCA Survived ITTL (In Detail)
- Super Mario Bros. ITTL
- Nintendo System 2 arcade hardware
- Nintendo Namco Polygonizer
- Nintendo Power and Super Comic Time
- Nintendo and Dynamo Pictures
- the Sega Master System and Atari 7800
- Crash Bandicoot (Atari 5200 & 7800)
- Atari's and Sega's New Arcade Hardware at this point
 
1983/1985: The Video Game Crash
the Second Generation of Video Game Consoles was a very important era of gaming as it introduced many recognizable companies like Atari, Activision, Nintendo. Sega, and others onto the scene but almost suddenly in Late 1983; the entire game industry came to a crawl and what would be known as the Video Game Crash of 1983 happened and everything went to hell for the video game industry. i will tell you what happened, the results, and how it ended.

How It Started:
E.T. on Atari 2600

Many of the same things that caused the Crash IOTL would happen like oversaturation of consoles, low quality of most software released, XXX software, personal computer getting very popular and overload of new software companies brought the gaming industry down to a crawl. it didn't help that Atari was banking that E.T. the video game to be a smash hit by making almost 20 million cartridges for the holiday season of 1982 and only for it to bomb very badly due to the game being a glitchy broken mess and Atari had to bury a bunch of it in a desert in New Mexico. another thing that happened was the crash of the Arcades cabinet sales where Arcades older game cabinets couldn't be sold off and they bought less machines during this time to recoup for lost profits. this decimated American arcades particularly that would last till some new federal transportation laws in the late 80's and fighting games reinvigorated American arcades back up again.

The Results
The Results of the crash depended in which region you resided in; the Crash did universally show up in the same general months; October/November 1983.

In Japan; the Crash was barely felt due to the Nintendo Seal of Quality and not as many players in consoles or games meant that they did completely fine, the Video Game Crash only lasted 13 months in Japan from November 1983 to December 1984.

In Europe; it was the longest lasting but was still not as bad as in America; Most Gamers do still move on to Computers like the Atari ST, Sega Amiga, ZX Spectrum, Spectrum Vega, Commodore 64, 128, and XT ITTL. it will take till the early to mid 90's for Home Consoles to get popular again.

In America; it was easily the worst as almost 85% of the market in the U.S. dried up due to it being the most oversaturated out of all. there was also a new national hearings about games like Custer's Revenge and all the XXX games being on the 2600. and Atari got dragged around the bus due to allowing games to be on the 2600. these hearings would create the ESRB in late 1984 to rate every game for now on. during this crash we saw the most game companies crumbled due to the crash like Centuri Electronics and almost everyone console manufacturer aside from Atari, Nintendo, and Sega just left completely from the industry. while the Crash was pretty bad; some companies that didn't survive IOTL actually did ITTL like Nolan Bushnell's Atari, Stern Electronics, Rally Manufacturing, Seymour Corp, Exidy, RDI Video Systems, and Gremlin Industries (a division of Sega).

How it Ended
it ended for three specific reasons: One was the development of Rating Boards that pretty much got rid of most XXX games in general (Aside from Japan), the Seal of Quality that Nintendo pioneered that got rid of many shovel ware titles and unlicensed games, and the impeding release of the next generation of Consoles; the Super Nintendo Entertainment System, the Sega Master System, and the Atari 7800 gave people hope and helped save the industry and bring it back better than ever. but that is a topic for the next chapter about the Super Nintendo Entertainment System/Super Famicom.

Large list of the upcoming chapters:
Next: The Super Famicom/SNES
Upcoming: How RCA Survived ITTL (In Detail)
- Super Mario Bros. ITTL
- Nintendo System 2 Arcade hardware
- Nintendo Namco Polygonizer
- Nintendo Power and Super Comic Time
- Nintendo and Dynamo Pictures
- the Sega Master System and Atari 7800
- Crash Bandicoot (1986; Atari 5200 & 7800)
- Atari's and Sega's New Arcade Hardware at this point
- Warner Bros and Nintendo Partnership (1985)
- Sonic the Hedgehog (1988)
- Sega Amiga 1000 and Sega's Computers
- The Super Mario Bros Movie (1988)


Edit: Added RDI Video Systems to the Companies the survive the video game crash ITTL.
 
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i recommend reading older chapters after some new chapters release just in case if i edit something or retcon something in previous chapters to get the full and up to date experience. that is it.
 
the Second Generation of Video Game Consoles was a very important era of gaming as it introduced many recognizable companies like Atari, Activision, Nintendo. Sega, and others onto the scene but almost suddenly in Late 1983; the entire game industry came to a crawl and what would be known as the Video Game Crash of 1983 happened and everything went to hell for the video game industry. i will tell you what happened, the results, and how it ended.

How It Started:
E.T. on Atari 2600

Many of the same things that caused the Crash IOTL would happen like oversaturation of consoles, low quality of most software released, XXX software, personal computer getting very popular and overload of new software companies brought the gaming industry down to a crawl. it didn't help that Atari was banking that E.T. the video game to be a smash hit by making almost 20 million cartridges for the holiday season of 1982 and only for it to bomb very badly due to the game being a glitchy broken mess and Atari had to bury a bunch of it in a desert in New Mexico. another thing that happened was the crash of the Arcades cabinet sales where Arcades older game cabinets couldn't be sold off and they bought less machines during this time to recoup for lost profits. this decimated American arcades particularly that would last till some new federal transportation laws in the late 80's and fighting games reinvigorated American arcades back up again.

The Results
The Results of the crash depended in which region you resided in; the Crash did universally show up in the same general months; October/November 1983.

In Japan; the Crash was barely felt due to the Nintendo Seal of Quality and not as many players in consoles or games meant that they did completely fine, the Video Game Crash only lasted 13 months in Japan from November 1983 to December 1984.

In Europe; it was the longest lasting but was still not as bad as in America; Most Gamers do still move on to Computers like the Atari ST, Sega Amiga, ZX Spectrum, Spectrum Vega, Commodore 64, 128, and XT ITTL. it will take till the early to mid 90's for Home Consoles to get popular again.

In America; it was easily the worst as almost 85% of the market in the U.S. dried up due to it being the most oversaturated out of all. there was also a new national hearings about games like Custer's Revenge and all the XXX games being on the 2600. and Atari got dragged around the bus due to allowing games to be on the 2600. these hearings would create the ESRB in late 1984 to rate every game for now on. during this crash we saw the most game companies crumbled due to the crash like Centuri Electronics and almost everyone console manufacturer aside from Atari, Nintendo, and Sega just left completely from the industry. while the Crash was pretty bad; some companies that didn't survive IOTL actually did ITTL like Nolan Bushnell's Atari, Stern Electronics, Rally Manufacturing, Seymour Corp, Exidy, and Gremlin Industries (a division of Sega).

How it Ended
it ended for three specific reasons: One was the development of Rating Boards that pretty much got rid of most XXX games in general (Aside from Japan), the Seal of Quality that Nintendo pioneered that got rid of many shovel ware titles and unlicensed games, and the impeding release of the next generation of Consoles; the Super Nintendo Entertainment System, the Sega Master System, and the Atari 7800 gave people hope and helped save the industry and bring it back better than ever. but that is a topic for the next chapter about the Super Nintendo Entertainment System/Super Famicom.

Large list of the upcoming chapters:
Next: The Super Famicom/SNES
Upcoming: How RCA Survived ITTL (In Detail)
- Super Mario Bros. ITTL
- Nintendo System 2 Arcade hardware
- Nintendo Namco Polygonizer
- Nintendo Power and Super Comic Time
- Nintendo and Dynamo Pictures
- the Sega Master System and Atari 7800
- Crash Bandicoot (1986; Atari 5200 & 7800)
- Atari's and Sega's New Arcade Hardware at this point
- Warner Bros and Nintendo Partnership (1985)
- Sonic the Hedgehog (1988)
- Sega Amiga 1000 and Sega's Computers
- The Super Mario Bros Movie (1988)
Nice chapter MemphisC.
 
Then they should have revamped the network to make it profitable. Do a MUCH BIGGER revamp and revive Warner Bros. Animation just for Nick and they should be good.
they just don't do that like OTL and sell VH-1 and Nick to Viacom in trade for possibly BET or something else Paramount/Viacom owns.
 
they just don't do that like OTL and sell VH-1 and Nick to Viacom in trade for possibly BET or something else Paramount/Viacom owns.
BET and Paramount wasn't even owned by Viacom back then. More likely Warner just buys and/or merges with Viacom, thus getting them closer.
 
BET and Paramount wasn't even owned by Viacom back then. More likely Warner just buys and/or merges with Viacom, thus getting them closer.
IDK exactly as of yet but they keep MTV or sell a chunk of MTV to Viacom as well as selling all of Nick and VH-1 to Viacom.
 
IDK exactly as of yet but they keep MTV or sell a chunk of MTV to Viacom as well as selling all of Nick and VH-1 to Viacom.
VH1 was originally called Cable Music Channel and owned by Turner. Maybe this creates a chance opportunity for Turner to buy or merge with Viacom?
 
the Second Generation of Video Game Consoles was a very important era of gaming as it introduced many recognizable companies like Atari, Activision, Nintendo. Sega, and others onto the scene but almost suddenly in Late 1983; the entire game industry came to a crawl and what would be known as the Video Game Crash of 1983 happened and everything went to hell for the video game industry. i will tell you what happened, the results, and how it ended.

How It Started:
E.T. on Atari 2600

Many of the same things that caused the Crash IOTL would happen like oversaturation of consoles, low quality of most software released, XXX software, personal computer getting very popular and overload of new software companies brought the gaming industry down to a crawl. it didn't help that Atari was banking that E.T. the video game to be a smash hit by making almost 20 million cartridges for the holiday season of 1982 and only for it to bomb very badly due to the game being a glitchy broken mess and Atari had to bury a bunch of it in a desert in New Mexico. another thing that happened was the crash of the Arcades cabinet sales where Arcades older game cabinets couldn't be sold off and they bought less machines during this time to recoup for lost profits. this decimated American arcades particularly that would last till some new federal transportation laws in the late 80's and fighting games reinvigorated American arcades back up again.

The Results
The Results of the crash depended in which region you resided in; the Crash did universally show up in the same general months; October/November 1983.

In Japan; the Crash was barely felt due to the Nintendo Seal of Quality and not as many players in consoles or games meant that they did completely fine, the Video Game Crash only lasted 13 months in Japan from November 1983 to December 1984.

In Europe; it was the longest lasting but was still not as bad as in America; Most Gamers do still move on to Computers like the Atari ST, Sega Amiga, ZX Spectrum, Spectrum Vega, Commodore 64, 128, and XT ITTL. it will take till the early to mid 90's for Home Consoles to get popular again.

In America; it was easily the worst as almost 85% of the market in the U.S. dried up due to it being the most oversaturated out of all. there was also a new national hearings about games like Custer's Revenge and all the XXX games being on the 2600. and Atari got dragged around the bus due to allowing games to be on the 2600. these hearings would create the ESRB in late 1984 to rate every game for now on. during this crash we saw the most game companies crumbled due to the crash like Centuri Electronics and almost everyone console manufacturer aside from Atari, Nintendo, and Sega just left completely from the industry. while the Crash was pretty bad; some companies that didn't survive IOTL actually did ITTL like Nolan Bushnell's Atari, Stern Electronics, Rally Manufacturing, Seymour Corp, Exidy, and Gremlin Industries (a division of Sega).

How it Ended
it ended for three specific reasons: One was the development of Rating Boards that pretty much got rid of most XXX games in general (Aside from Japan), the Seal of Quality that Nintendo pioneered that got rid of many shovel ware titles and unlicensed games, and the impeding release of the next generation of Consoles; the Super Nintendo Entertainment System, the Sega Master System, and the Atari 7800 gave people hope and helped save the industry and bring it back better than ever. but that is a topic for the next chapter about the Super Nintendo Entertainment System/Super Famicom.

Large list of the upcoming chapters:
Next: The Super Famicom/SNES
Upcoming: How RCA Survived ITTL (In Detail)
- Super Mario Bros. ITTL
- Nintendo System 2 Arcade hardware
- Nintendo Namco Polygonizer
- Nintendo Power and Super Comic Time
- Nintendo and Dynamo Pictures
- the Sega Master System and Atari 7800
- Crash Bandicoot (1986; Atari 5200 & 7800)
- Atari's and Sega's New Arcade Hardware at this point
- Warner Bros and Nintendo Partnership (1985)
- Sonic the Hedgehog (1988)
- Sega Amiga 1000 and Sega's Computers
- The Super Mario Bros Movie (1988)
Woah! Crash bandicoot is debuting a decade earlier and Sonic is coming out on 1988? Will the Genesis be out by then or will it be on the master system?
 
Woah! Crash bandicoot is debuting a decade earlier and Sonic is coming out on 1988? Will the Genesis be out by then or will it be on the master system?
That doesn't make sense ,much of crash creative sare Still teenagers and I don't mean programmer but the artist and who chooses to be.

Crash is just a marketing product
 
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