October 23, 2018

Judy Blume Goes to Hollywood With Her Books

I blogged about author Judy Blume back in early June 2012 (catch my post HERE). At the time, she was still very interested in censorship which was a central focus of her early career. But movies and television shows of her work wasn't really on her radar.  Well, there was news in mid-October 2018 that Judy Blume is finally letting Hollywood have a crack at one of her most iconic works. That work is the book "Are You There God? It's Me, Margaret". The prolific author (who has published 30 books), just turned 80 in February 2018, and has famously been opposed to screen adaptations of her works, with just two exceptions: the 1978 TV movie adaptation of "Forever", and the 2012 adaptation of "Tiger Eyes", both of which were, in the words of Vanity Fair journalist Yohana Desta "largely forgettable", which may explain her reluctance to try it again.

Photo: Getty Images
As per reporting from Deadline , the author has given director Kelly Fremon Craig and producer James L. Brooks the green light to adapt "Are You There God? It's Me, Margaret" about a young girl navigating puberty and the pains of growing up into a movie. Fremon Craig will write and direct the adaptation; Brooks will produce under his Gracie Films banner.

This marks the first time Judy Blume has ever granted the movie rights to her novel. But back in August 2018, the author herself Tweeted that she had a change of heart, and that she was taking meetings in Los Angeles to see which of her books could potentially be made into films or TV series.
The initial winner of a movie deal was "Are You There God? It's Me, Margaret" although its possible others will be coming, too -- either in movie form, or television (or some combination). The book "Are You There God? It's Me, Margaret" was originally published back in 1970 as a young adult novel, but it meant much more to an entire generation of preadolescent girls looking for answers and a sense they weren't alone as childhood turned into a tumultuous something else. At that time, books were available for young people, while parents were getting divorced and mothers entered the workforce en masse, leaving many kids of that era alone. The subject matter might seem tame by today's standards, but it stood alone in its time, and there were even calls over the years for it to be banned from libraries. It is also among Time's list of the top 100 fiction books written in English since 1923.

The issues addressed in "Are You There God? It's Me, Margaret" were real problems girls of that era couldn't really discuss with anyone: when would they reach puberty and get their periods? Should they pad their bras, and what to do about the boys they were crushing on? Margaret is a sixth grader who moves from New York City to Farbrook, New Jersey (the character Peter Hatcher and his family from the book "Tales of a Fourth Grade Nothing" also move to suburban Princeton, New Jersey from NYC in the sequel "Superfudge". Ms. Blume herself is from New Jersey, although she spent several years as a child living in Miami, Florida). Anyway, her character Margaret is raised by a religiously indifferent Christian mother and Jewish father, she prays to a God she imagines is watching over her. In addition to a search for faith, she is curious about upcoming changes in her own body and forms a secret club with four other girls where they discuss subjects like boys, bras, and periods.

Judy Blume, of course, wrote far more books than ones aimed exclusively at adolescent girls, even if those were among her bestsellers. As noted, her seminal book "Tales of a Fourth Grade Nothing" spoke to young boys (about my age; I was in third grade when it was released) about the trials of living with a younger "baby" brother who sucks all of the attention and air out of a room because he's younger, cuter child proved that she could reach a range of children's ages with her works.

As far as the soon-to-be-made-into-a-movie "Are You There God? It's Me, Margaret", over the years Judy Blume has offered a lot of comments (see her blog post for more) about how that particular book was updated to reflect how just months after the book was released, old sanitary belts women of that era used became obsolete when adhesive strip pads hit the market, and it was an editor in the UK who suggested that Margaret should trade in those belts and pads for the new, more friendly feminine products. Judy Blume herself never dreamed it was even possible to revise a book that had already been published to reflect changes in the market for feminine sanitary products.

She has gone on the record as saying that she does not want to see her characters age. She told NPR (see https://www.npr.org/2018/02/12/584561888/at-80-judy-blume-reflects-on-feminism-metoo-and-letting-margaret-grow-up for reference):

"I don't want to rewrite anything. My characters are who they are. For years, people have written and asked me to let Margaret go through menopause. And it's like, "Hey guys! Margaret is 12 and she is going to stay 12. That's who she is." No, I don't want to rewrite any of them."

That said, we CAN expect to see her timeless characters brought to life in movie format soon. However, I would say that Ms. Blume herself is likely applying the lessons she learned from her early experience, and now she's able to chose producers and people to produce her works (perhaps even having more of a say in casting, sets, etc.) that SHE wants to work with, which means the latest iteration of Judy Blume books-turned-films are likely to be somewhat different than her initial experiences.

While I won't necessarily be waiting for the release of "Are You There God? It's Me, Margaret", I will wait until we see a "Tales of a Fourth Grade Nothing" and "Superfudge" or one of the two later sequels (which I had outgrown by the time of their release; besides, instead of being about older brother Peter, they were about the younger brother Fudge) film or TV show made. Still, I wonder if now that I've had 40 more years of life behind me if my recollections and emotions with her books will be the same, or whether others will have similar experiences?  We shall find out soon enough!

See also:

http://judyblume.com/

https://judyblumeofficial.tumblr.com/

October 17, 2018

Internet Archive Emulator for Atari 2600 Activision Pitfall!

As we head into the holiday season about 2 months from now, again I'm mining the digital treasure trove of the nonprofit organization Internet Archive, this time for home video game console systems and library of different games that worked with each console which first emerged in the late 1970's.


Home video game console systems continue to be produced today even if the companies selling them have changed (for example, Microsoft sells XBox consoles, and Sony sells the popular PlayStation gaming system, each in different iterations over time), plus Japan-based Nintendo continues to operate in the space, too.

Since this blog deals mainly with retro content, I won't be discussing any of the present purveyors of home video game consoles. But, I will address a few contained in the Internet Archive's Console Living Room (catch their December 2013 blog post at https://blog.archive.org/2013/12/26/a-second-christmas-morning-the-console-living-room/ for details), including companies with names like Coleco, Atari, Philips/Magnavox Odyssey 2 (the latter two were brands of the same if memory serves me correctly), and Mattel Intellivision (legal challenges from the litigious Mattel Corporation means that particular library will not be included in this collection).  Those are definitely games from my generation, and thanks to Internet Archive, even though the old hardware may now be history, their games live on -- online (FREE!), and are open to anyone with a web browser thanks to emulation.

Like the Internet Archive's Historical Software collection, its Console Living Room is in still technically in beta. Its very much a work-in-process, and new emulators are being developed all the time. At some point, we are likely to see much better cataloging of the content there, with relevant search functionality, instructions for using each game on the web, game documentation, etc. Right now, because its still in beta, most of those things are still missing.

Each home video game system console has its own history and games they were best known for. The Atari Video Computer System (or VCS) was originally released on September 11, 1977 (yes, on 9/11), but was re-named Atari 2600 in 1982.  It is credited with popularizing the use of microprocessor-based hardware and games contained on ROM cartridges. Newer home video game consoles such as Sony's PlayStation and Microsoft's XBox use CD-ROM's for games which are cheaper and easier to produce, and a very lucrative secondary market for buying and selling used games exists as of 2018, which has helped perpetuate their popularity.

In any event, while creating emulators of the original home video game consoles remains a work-in-progress, a number are there now and are working very well. Recall that while Atari (under its ownership of Warner Communications in the early 1980's) made some of its own games, many of its more popular ones were "ports" from other video game manufacturers who developed them (Atari 2600 being an under-powered system is often criticized for poor graphics and sound quality; the company's later generation machine the Atari 7800 was considered a big upgrade, and the game library here reflects those improvements), but third-party software developers quickly entered the space, and some of their games are considered among the best ever released on those game platforms.

One such company is still very much in business as a gaming company today: Activision, which began in 1978, the year after Atari released its original home video game console. Its signature game has been released, re-released, released as part of collections, and included on dozens of platforms (including phones). Yet Activision has largely resisted efforts to make the original Pitfall! game online, except on very limited occasions. That said, apparently, because Internet Archive is using open-code software in its emulator models, evidently, the company isn't fighting its effort, which is good for end-users.

For its time, Pitfall! was a revolutionary and original game. It showed video game audiences that a cartridge could let you walk, run, jump, swing, and climb. Players were given an expansive area in which they could explore while avoiding dangerous obstacles. Pitfall! also gave the player a goal to collect treasure within a specific amount of time. All of these elements were new and original in 1982, and it paved the way for future video games. On top of this, Pitfall! featured impressive graphics, animation, and a unique sound system.


Pitfall! was originally conceived and designed by David Crane while at Activision, who graduated from the De Vry School of Technology in 1972. After first working at Atari, David Crane and three of his fellow game designers left to start their own company called Activision. Before too long, David found himself designing Pitfall! at his new company. "The idea took all of ten minutes," David remarked. "It was a simple idea - a man running in a jungle. But, it spawned a genre of side-scrolling games. It was the beginning of a genre. Also, I guess people just remembered it as being neat."

Once upon a time, one website had an Adobe Shockwave player version of the game online. But most old Adobe software, while functional, tended to be bug-ridden and were banned by many IT departments because it didn't always play nice with Windows or server software.  More recently, Adobe has migrated virtually all of its software library online. Regardless, the Shockwave version of the Pitfall! game itself has since been removed from the site, but there's still (for the time being) some relevant Adobe Flash-based history there, and it has some interesting background still which can be found at http://www.langleycreations.com/pitfall/ if you're interested.

Aside from that, a few other things I felt were worth sharing here.

First, an original television Commercial for Pitfall! from Internet Archive. The quality isn't great, but its one of the few out there and is worth a look. That can be viewed below, or by visiting https://archive.org/details/Pitfall_1982_Activision.



AtariAge also has a lot of great documentation for the original Activision Pitfall! found online -- I find it a little bit cumbersome to navigate. For example, each page of the original manual is scanned as a separate jpg file. Format aside, the manual can be found at http://atariage.com/manual_thumbs.php?SoftwareLabelID=360 but is still worth a visit.

As for the relevant user details on playing the game, while the manual has most of those, some are a tiny bit different than the old Atari 2600 in a web browser-based environment (for example, most people don't have joystick controllers as the old Atari system had), and as noted, once its out of beta, we can expect Internet Archive will have this stuff cleaned up, documented and readily available. Right now, in Pitfall! parlance "It's a Jungle Out There!" so I've assembled the most relevant components here, followed by the game itself.

Instructions for Playing Pitfall! Online in an Internet Web Browser

The object of Pitfall! is to guide Harry through a maze of jungle scenes, jumping over or avoiding many deadly dangers, and helping Harry grab the most treasures in the shortest possible time.

GETTING UNDERWAY

1. Use of Keyboard Controls:

Although the following details have not (YET) been documented by Internet Archive (which one would expect once its no longer in beta format), but the following have been discovered by users and are worth sharing here.

  • Ctrl - To jump
  • Arrow Key Up - To move up
  • Arrow Key Down - To move down
  • Arrow Key Left - To move left
  • Arrow Key Right - To move right
  • P - To Pause Game
  • C - To cycle the game from Color to Black and White

2. Scoring. You start each adventure with 2000 points. If you fall down a hole, you will lose 100 points. Rolling logs also cause point loss; how much depends on how long contact is made with them.

Finding treasure earns you points. There are eight of each type of treasure in the game, 32 in all, worth a total of 112,000 points. Collect them all without losing any points for falling down holes or tripping on logs and you'll have earned a perfect score - 114,000!

Some misfortunes will cause a deduction of points.  Should you fall down a hole by accident, you will lose 100 points.  Rolling logs will also cause point loss depending on how long contact is made with them. Each treasure you find will add points to your score.  There are eight of each type of treasure in the entire game, 32 in all, for a total of 112,000 points.  A perfect score is 114,000 points (reached by collecting all treasures. without losing any points by falling down holes or tripping on logs).
  •  DIAMOND RING = 5000 POINTS
  •  GOLD BAR = 4000 POINTS
  •  SILVER BAR = 3000 POINTS
  •  MONEY BAG = 2000 POINTS
Below is an image I took of the various "treasures" you'll likely encounter during game-play.


3. Time. You have 20 minutes to complete each adventure. Pitfall Harry begins each game with three lives (see "Perils of Pitfall" below). Game ends when time runs out or Harry loses all three lives.

PERILS OF PITFALL!

Pitfall Harry's Jungle Adventure involves great danger. Some hazards slow him down, robbing you of points; others stop him cold. The "inconvenient" hazards are open holes in the ground and rolling logs (see "Scoring" above). The "catastrophic" hazards include scorpions, fires, cobras, crocodiles, swamps, quicksand and tar pits. These obstacles will not cost you any points, but they will cost Harry one of his three lives.

STRATEGY TIPS FROM DAVID CRANE, ORIGINAL DESIGNER OF PITFALL! FOR ATARI 2600

"As you set off on your first adventure with Harry, you'll notice two important features: The logs always roll from right to left, and the 'replacement' Harrys (after Harry loses a life) drop from trees on the left side of the screen. So, to minimize the number of rolling logs to be jumped, and the catastopic hazards to be re-tried, simply run to the left.

"Pitfall Harry's trip must be made through a maze of surface and underground passages through the jungle. To capture all 32 treasures in under twenty minutes, Harry will have to use some of the underground passages. I'd suggest that you make a map of the terrain each time you play. Knowing the jungle and planning the best route to all the treasures is the only way to ensure success time after time.

"Until you get really skilled at making Harry jump from croc to croc, you might wait until the crocodiles jaws are closed, jump to the top of the first croc's head, then wait for the jaws to open and close again before jumping to the next one. Soon, you'll be skipping across crocs like they were stepping stones in a stream.

"If you find any writing materials deep in the jungle, drop me a line. I'd love to hear how you and Harry are getting along."

David Crane

As David Crane suggested about the map, several users at the AtariAge website had a dialogue about a big map for Pitfall! that had been developed by users years earlier, and one user recommended a location where the full map of the playing area for Pitfall! is still available.  Keep in mind that while the main playing area represents a single screen of the game, by going to the lower levels, you can skip several of the main screens (sometimes a dozen at a time!), although you may also give up the ability to capture some treasures above to boost your score. There are "catastrophic" hazards found at the lower levels, so beware. Then again, if you're pressed for time (the game only runs for 20 minutes), its a way of more rapidly moving through the jungle -- just beware that some underground passageways are dead ends, which would waste your time.  Because its useful reference, I'm including the complete Pitfall! jungle map below, or you can still visit it online at http://pitfallharry.tripod.com/MapRoom/PitfallMap.html if you prefer.


So, without any other boring text, below are the emulators on file with Internet Archive's Console Living Room for the Atari 2600 (which can be accessed at  https://archive.org/details/atari_2600_library if you want to check out all of the other games for that system), and the original Activision Pitfall! emulator can be found below, or by visiting https://archive.org/details/atari_2600_pitfall_1983_cce_c-813. My biggest disappointment is that when users share the emulator content, the full-screen game play is not enabled, while it is slightly better at Internet Archive's own pages. But the game itself, like my posts for the emulators of handheld games including Texas Instruments Speak & Spell and Parker Brothers Merlin: The Electronic Wizard, the game will load up on desktop computer browsers by clicking on the image below. I'm less clear how functional (if at all) those are on mobile browsers, which are often stripped-down versions of the real thing.  Still, with the stuff above, there should be enough for users to have some fun. Try not to waste too much time!

Again, I'll list the key browser controls here:
  • Ctrl - To jump
  • Arrow Key Up - To move up
  • Arrow Key Down - To move down
  • Arrow Key Left - To move left
  • Arrow Key Right - To move right
  • P - To Pause Game
  • C - To cycle the game from Color to Black and White

October 11, 2018

The Return of 80's Music Icon: Steve Perry

On Friday, October 5, 2018, a brand new album titled "Traces" was released. What made that album so unusual was that it was from an artist who, in spite of having earned 3 Grammy's over his career, plus having received another nomination as part of the band he fronted from 1977 to 1987, and again from 1995 to 1998, along with a successful solo career between the mid-1980's and mid-1990's, is that its coming from someone who hasn't released any music in almost a quarter century (way back in 1994). "Traces" is the 2018 album release from former "Journey" frontman Steve Perry.

As noted, Mr. Perry released his last solo album in the early 1990's, and he then briefly reunited with his former band "Journey" a few years later for an album but no tour, but he has otherwise been completely absent from the public eye since then -- and it was all by his personal choice. Back in the 1980's, "Journey" didn't just rule the charts or the road, evidently they also had their own video game (by that time, I was kind of over video games), but I'll trust those who said it was true (see HERE).

CBS Sunday Morning recently asked him (without the mullet!) about what he was hoping for when he originally joined "Journey", and his response was as follows: "I just wanted to write music with the guys that mattered," the 69-year-old said, "that people would love and embrace and take into their hearts. There's nothing else that meant more to me than to be part of that." Incidentally, the CBS Sunday television interview was previously located at https://www.cbsnews.com/news/steve-perry-how-the-former-journey-singer-started-believin-again/ or on YouTube at https://youtu.be/iig-XR35qXw, and although the video portion is now gone, the article remains.

Steve Perry's unique story after being at the height of music industry success in the 1980's with sold-out national concerts, being at the top of the Billboard music charts is unique. In 1987, he left "Journey" at the height of the band's fame and had a somewhat difficult personal period that followed shortly after, during which he couldn't even listen to music, much less sing it.

He said needed to leave music in order to find himself. Of course, by abandoning the trappings of a celebrity lifestyle, his previous success enabled him to live comfortably without working, something many others don't have the luxury of. More typically, we hear stories of successful musicians being destroyed by a lifestyle of spending combined with alcohol, drugs and casual sex addictions.

None of that happened to Steve Perry.

He dropped out and avoided the cycle of self-destruction that ruins so many others in the music business. Steve Perry comes from California's San Joaquin Valley in Central California (specifically, the town of Hanford), which is miles away from the big urban areas on the coast, such as the San Francisco Bay Area, Los Angeles, or San Diego. Its home to the state's massive agricultural industry, but is anything but Hollywood. The main towns of California's San Joaquin Valley are pretty ordinary locales such as Fresno and Stockton, which are decent-sized, but lack much to make them big tourist draws to the Golden State.

But along Steve Perry's way, he also found a type of contentment that being a rock celebrity did not bring him: he had a life-changing relationship with a woman named Kellie Nash whom he later married, and Perry says she made him feel loved for the first time, so he found a much deeper meaning as husband before his wife unfortunately passed away in 2012 from cancer.

He told NPR that his wife said to him: "Honey, I need to ask you a favor." Perry said "What's that?" She asked if he would make her a promise. "She said if something was to ever happen to her, she asked him to promise that he would not go back into isolation." She said "I just got a feeling it would make this [relationship] all for naught."

As a result of the promise he made to his wife before she died in 2012, the music that was finally written and ultimately recorded in his new album — about four, five years ago when Steve Perry first started writing it – and about three years ago, when he started recording it — and it was rooted in keeping the promise he had made to his wife.

In September 2018, he told NPR (see "Steve Perry Makes His Return" HERE or listen below):
  "She gave me so much. ... How would a guy like me really know if someone loves them? How would I really know? When you're sitting in front of a beautiful woman who's got better things to do than waste her time and looks at you and says she loves you, you have to feel that because it's pretty evident that she has better things to do than to waste her and my time. I have to feel it. I have to believe it. I must say that was the first time ever that I felt loved.

In October 2018, he was promoting his new album, and he returned to NPR for another interview. He told NPR that one of the songs on the album, "Most Of All," was written for his now-deceased wife Kellie Nash before he even met her.

"A heart isn't really complete until it's completely broken and mine was completely broken after I lost her," Perry said. "But that became the good news because from that came joy and songs and ideas." Listen to that full interview (see "Steve Perry's New Life: 'I've Rediscovered The Passion For Music'" at https://www.npr.org/2018/10/03/654034814/steve-perrys-new-life-i-ve-rediscovered-the-passion-for-music or below.
  As to the sound of Steve Perry's new songs, and his voice, Rolling Stone magazine had some thoughts on that. It said (see https://www.rollingstone.com/music/music-album-reviews/review-steve-perry-is-still-a-believer-on-traces-732901/ for its coverage):

"[Steve] Perry’s voice is still elastic, but it’s huskier, scratchier and, at its worst, hoarser than it was in his glory years. Given his age, 69 years old, it's in good shape but it’s still surprising, mostly because we haven't heard from him in decades."

Adding: "Moreover, it tends to stay in a sad place and rarely picks up – "Sun Shines Gray" is the hardest rocking song on the standard edition, though the bonus tracks on the deluxe version offer a few more upbeat numbers.

The song from his newest album entitled "No Erasin'" (the title sounds like a tribute to his wife) that is expected to get some decent airplay from radio stations looking for something different to make them more relevant again in this era of personal iPods, Spotify and other subscription music services.

The "No Erasin'"video can be seen below, or by visiting https://youtu.be/Oawl9e-tFVM:



NPR said that the track sounds and feels like the kind of stadium rock songs "Journey" was known for. But Perry told NPR he doesn't see this as an issue. "That would be a beautiful problem, if I could sound like the old Steve Perry, at this point. Honey, 'cause I ain't no spring chicken," he said.

From my perspective, it's entertaining enough, and it's what made Steve Perry and "Journey" popular in the first place. Although the underlying songs are sad, I would concur with Rolling Stone's observation:

Many of the songs are too cloying for their own good, but in a weird way that’s what you want from Steve Perry – you want to feel and remember. By that definition, Traces lives up to its title and offers reminders of Perry’s might. When he sings, "No more cryin', 'cause I wont' love again, I won't, I won’t, I won't" on "No More Cryin'," he sings it in a way that makes you believe him.

October 2, 2018

Milton Bradley's Merlin:The Electronic Wizard

Since my previous post (also refer HERE for my very first post) was on the iconic Texas Instruments' Speak & Spell electronic teaching game, today I thought it might be worthwhile to post something else from the Internet Archive's Handheld History Collection (catch the original blog post for the introduction at http://blog.archive.org/2018/03/18/some-very-entertaining-plastic-emulated-at-the-archive/) that was slightly less educational, and a bit more fun.


Today, I'll be covering the original Parker Brothers' Merlin (sometimes known as Merlin, the Electronic Wizard).  Subsequent, more advanced versions of this toy, such as Master Merlin are considered different products and will not be addressed here, although some can also be found in Internet Archive's Handheld History Collection.

During the late 1970's and into the early 1980's, hand held electronic games became very popular with children of that era.  Traditional board game manufacturers were forced to enter that market with their own electronic games.  Mattel, for example, introduced its handheld electronic Football, Baseball, Basketball and Hockey to some success, before transitioning to video game system known as Intellivision that could be played from a television set.

Toy maker Milton Bradley was perhaps best known for making such low-tech board game classics such as Battleship, the dice game Yahtzee, and the checkers game Connect Four.  That company released the Simon electronic game in 1978, which was fairly late in the electronic games movement. Yet by 1980, Simon had still become that company's best-selling item.

I want to acknowledge here that both Milton Bradley and Parker Brothers both ultimately ended up as units of Rhode Island-based toy giant Hasbro, Inc. which competes aggressively with California-based Mattel for the title of the world's largest toy manufacturer.

Parker Brothers was another old-school board game manufacturer also based in Massachusetts best known as the seller of such board game classics as Monopoly, Ouija, and Clue.  Its entry into the electronic games arena began in 1978.  The original Merlin was for a time its bestselling handheld electronic game.

The play area of the game consisted of a matrix of 11 membrane, touch-responsive buttons; each button contained a red LED which each illuminated depending on the game selected for play. The array was encased in a red/maroon-colored plastic housing, bearing a slight resemblance to an overgrown touch-tone telephone.  Four game-selection and control buttons were also placed at the bottom of the unit; and a speaker took up the top section.  There was also a port for an A/C adapter (which sold separately), because it used six AA alkaline batteries.

Merlin's key point of differentiation from other hand held electronic games of that same era was that it was designed to play several different games, rather than one game exclusively.  Merlin supported six different games, some of which could be played against the computer or against another person. The games that could be selected were: Tic tac toe, Music machine, Echo which was a repeat game similar to Milton Bradley's Simon, Blackjack 13 which was a version of blackjack that functioned with only 9 digits so users would play for a maximum hand value of 13 rather than 21, Magic square which was a pattern game similar to Lights Out, and Mindbender which was supposed to be similar to the game known as Mastermind.

Each of the main keys corresponded with a number, akin to the dial pads found on a smartphone.  The numbers that correspond to each key are relevant for game play.  For example, each game in the hand held unit corresponded to numbers 1-6.  Also, in Blackjack 13, the user must keep count of their hand and the number assigned to each key are their total for their hand in the game, plus the Music machine game, the songs are programmed with a particular key representing a note in the song.

The Merlin electronic game was reportedly invented by former NASA employee Bob Doyle, his wife Holly, and brother-in-law Wendl Thomis.  The game looked kind of like an analog telephone handset such as the Western Electric Trimline touchtone model (catch my post which covered that by visiting http://hgm.sstrumello.com/2017/10/iphone-didnt-kill-landline-telephones.html for reference and a photo), which could be controlled completely from the handset (including the ability to hang-up the phone, whereas older desktop models could only be disconnected from the phone's base.

Merlin is notable as one of the earliest and most popular handheld games, selling over 5 million units during its initial run, as well as one of the most long-lived, remaining popular throughout the 1980's. A re-released version of the game was re-released by Hasbro in 2004.  It differed slightly from the original because the newer version did not feature an illuminated membrane keyboard, rather it had actual buttons which illuminated instead.  It was also slightly smaller in size than the original, and it used fewer AA batteries (four) than the original.

Manual

Its particularly useful to read the manual to understand how the game is played, which number corresponds to each game, etc.  Its only a few pages in length.  Internet Archive has a copy of the manual available for reading below, or by visiting  https://archive.org/details/manuals-handheld-games-ParkerBros-Merlin/page/n0, the text-only version can be found at https://archive.org/stream/manuals-handheld-games-ParkerBros-Merlin/ParkerBros-Merlin_djvu.txt:


Also, a downloadable copy of the original Merlin manual can be found at http://www.theelectronicwizard.com/manual.pdf.

Internet Archive has the emulator which can be played below, or by visiting https://archive.org/details/hh_merlin: