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RCA Studio II

Released 1977

An electronics giant's black-and-white, keypad-controlled misfire that was obsolete almost the moment it arrived (1977-1979).

About

The RCA Studio II is a case study in how quickly the ground shifted during gaming's formative years. Released in early 1977 by the American electronics giant RCA, it was a programmable cartridge console, a genuinely modern concept, yet nearly everything about its execution felt a step behind before it even reached shelves.

Most strikingly, the Studio II displayed only in black and white at a time when color gaming was already establishing itself, and it produced primitive beeping sound. It had no joysticks. Instead, players used two ten-button numeric keypads built directly into the front of the console, a control scheme borrowed from calculators that suited the machine's built-in games, simple offerings like Doodle, Patterns, and Bowling, but felt clumsy and unintuitive for anything resembling arcade action. The console was built around RCA's own 1802 microprocessor, a chip better remembered for its later use in aerospace and computing than for gaming.

RCA seemed to envision the Studio II as an educational and casual family device rather than a serious games machine, and its cartridge library, thin and unexciting, reflected that limited ambition. The timing could hardly have been worse. Within months the Atari 2600 arrived offering color graphics, joysticks, and a far more compelling vision of what home gaming could be, and the Fairchild Channel F had already demonstrated color cartridge play the year before. Against them the monochrome, keypad-bound Studio II looked instantly antiquated.

Sales were poor, and RCA, whose real business lay in televisions and broadcasting rather than toys, had little appetite for a losing fight. The console was discontinued in 1979 after a brief and unremarkable run, having made almost no dent in the market.

Today the Studio II is remembered chiefly as an also-ran, a footnote to the more consequential machines of its moment. Yet it retains a certain historical interest as an example of a major corporation misjudging a young medium, betting on austerity and education just as the market decisively demanded color, action, and fun. It is the console that shows how narrow the window was between being early and being obsolete.

Games

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