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APF-MP1000

Released 1978

An obscure cartridge console with a clever trick up its sleeve: it could grow into a full home computer (1978-1981).

About

The APF-MP1000 is a genuine deep cut of the second generation, a little-known cartridge console from APF Electronics, a New York company better remembered for calculators and consumer electronics than for gaming. Released in 1978, it competed in the shadow of the Atari 2600 and never came close to matching its sales, yet it carried an idea that made it quietly notable: the console was designed to become something more.

As shipped, the MP1000 was a conventional if modest machine. It played cartridges, came with a pair of joystick-and-keypad controllers, and included a built-in pack of simple games. Its hardware was unexceptional, and its small cartridge library of arcade-style action and sports titles gave buyers little reason to choose it over better-supported rivals.

What set it apart was expandability. APF sold an accessory that docked with the console and transformed the combined unit into a full home computer called the Imagination Machine, complete with a proper typewriter keyboard, a built-in cassette tape drive for saving programs, and BASIC. In an era when the boundary between game console and home computer was still being drawn, the MP1000 straddled it deliberately, offering families an upgrade path from playing games to writing their own programs and running productivity software. It was an early expression of the convergence that would preoccupy the industry for years, appearing several seasons before the more famous computer-console hybrids.

That cleverness was not enough to overcome the machine's disadvantages. APF lacked the marketing muscle, retail reach, and third-party support enjoyed by Atari and Mattel, the game library stayed thin, and the company's fortunes soured as the broader market grew brutally competitive. APF exited the business around 1981, and both the console and its Imagination Machine faded into obscurity.

Today the MP1000 is a prize for collectors of the era's rarities and a footnote in the larger story of how consoles and computers converged. Its sales were tiny and its cultural impact slight, but its expansion into a real home computer marks it as one of the more forward-thinking, if commercially doomed, experiments of gaming's second generation.

Games

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