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Conclusion

History repeats it's self.
It's an often used cliché, but for once it might be true. I'd like to draw a parallel for arguments sake and we'll compare:

Nintendo is gearing up to launch a new machine currently called the "Revolution". Nintendo is coming from a long and esteemed career of producing machines that have been the home to Iconic games which others are measured against.
It has witnessed games develop from blocky, bleepy distractions where, like a book is to a movie, imagination was a strong component in enjoying games to where we are today with lavishly produced CGI cut scenes rivalling, and in some cases exceeding what Hollywood produces. Add in Orchestral soundtracks with major professional Hollywood talent voiced dialogue.
But they are breaking the mold, they have realised or understood or decided (take your pick) that games aren't just about pretty graphics and gorgeous soundtracks. They have made the decision to offer developers the ability to provide new methods of interacting with games. This augments rather than replaces what currently exists and developers can make use of it or not.
I would imagine that Nintendo have been spurred on by the success of their touch sensitive DS screens offering new ways of playing, and they will have paid an awful lot of attention to the success of the Sony Eyetoy and Sony's Singstar which have introduced (albeit in a limited form) a new audience to video games that normally would have shied away.

The Revolution brings very new forms of interactivity to a mainstream video game machine by means of gyroscopic velocity sensitive motion detecting inputs. Interestingly what it doesn't bring is a marked improvement in the quality of sound or graphics. The machine is intentionally being reigned in to keep it realistic. What will all this mean for the developers and gamers? Will the developers finally have freedom to develop what they want? Probably not - there is no shortage of new "revolutionary" ideas that could be put into games on current generation machines which don't have clever input methods. Innovation comes in many forms. However, innovation is rarely a commercially viable prospect in the eyes of big business and less discerning mainstream markets. Nintendo is only one of 4 major players in the battle for the gamer's money: Sony Microsoft and the PC publishers all want the gamers money too will they be going out on a limb?

Nintendo are offering something revolutionary, but they are also holding back on technical specs. Can we learn anything from the Konix or draw any parallels? I think we can:

Let's suppose that it's 1989 and the Konix was readily available for you and I to purchase. The machine costs somewhere between £200 and £245. It offers for the money amazing quality sound and graphics. It has at it's heart the revolutionary control system that is a jack of all trades, not only can you play flying, driving and bike riding games but you can plug a regular (Konix preferably) joystick in and play great arcade games. The machine offers ambitious aspiration peripherals like the Power chair (which costs the same as the machine), light gun with recoil, Ski simulator !?!!? etc. etc.

I think the first lesson we can learn is that of the 16 games that might have seen the light of day, only 2 or 3 actually made use of the revolutionary controls of the Konix. The rest were standard arcade style games like shoot'em ups or platformer's. How many Revolution games will make full use of it's controls?
It is very unlikely that many people would have bought a power chair except a few early adopters and the typical silly rich. It would be redundant on any game other than a simulation therefore as much as it pains me to say, it's probably a huge white elephant.
I would imagine that the revolutionary aspects of the machine would attract you to it initially, but it would be the strength and quality of the games that would be the best feature of the machine. Now this is probably the crying shame of it all. Of course it's well documented that the developers were crying out for more memory. That still happens today, developers are never happy with their lot, but they usually make the games work and jump through the necessary hoops to make great games within the limited resources. It's still happening today - the PS2 famously has less texture memory than its rivals and it still manages to produce great looking games (through developer's blood, sweat and tears!). Developers wouldn't program if they didn't like challenges and showing off their skills, so I think we can ignore that.

It's not hard to see the potential of the machine. From the rich colourful screen shots showing loads of big sprites being thrown very quickly around the screen, actual usable quick 3D capabilities, great sound features.
The machine had a strong collection of Triple A publishers and developers on board to create games for it.
It begs the question really, was the union between Flare and Konix a marriage made in heaven or a candidate for a quickie divorce if ever there was one?
It's clear that the slipstream was a brilliant and clever design for a game controller, the light gun and power chair were very well realised ways of bringing arcade thrills and fun to the masses.
It's also clear that the flare one was a fantastic computer system with the power and flexibility to allow developers to create games the equal or maybe even surpassing those games available in the arcades.
My point is, should the two have been put together? Is it akin to Homer Simpson's experiment with the cat and the dog put together in a sack to try to create a new species? Would both have fared much better separately? I personally think they would. If Nintendo are only just doing this now (yes they've experimented before, and bought oddities like the virtual boy and the power glove to market) for the launch of a mainstream console, then they must have learnt something on the way.

If the Multisystem was another boring, vanilla, wedge shaped home computer with a keyboard and floppy drive then it's wouldn't have provided the opportunity to generate comments such as this one from a forum post - [the Multisystem] Never released, It's British!. Probably because they couldn't find a way to make it leak oil :-)

I think the Konix Multi-system was in effect, too good, it was too far ahead of it's time.

I'd still cut off left arm just to own one... but then I wouldn't be able to play it - Doh!

Site News

August 18th, 2010:
Forum!
I have now created a Forum specifically for this website. Please feel free to register and start talking, asking questions and sharing opinions. Just click the Forum link on the navigation panel, or follow this link

August 9th, 2010:
What happened to the Multisystem after the collapse of Konix might be more interesting than I first thought. When Konix became MSU it started to get really interesting. I've been talking to former Employees and they weren't happy Bunnies, and I think I've uncovered a picture (an MSU mock-up) of what the Multisystem 2 would have evolved into and it's quite sad! For the moment, head on over to the MSU page for a quick look, I will try to develop the MSU pages a bit more as it's not just a footnote to the story; it's a whole new soap-opera in its own right!

August 2nd, 2010:
I was kindly given a scan of a proposal for a the Sailing game by ODE on the Multisystem, I thought you might be interested to read it to see how games companies were pitching their ideas to Konix for the right to develop on machine. Download the PDF

July 21st, 2010:
Time for a bit of a revamp, I've looked back in horror at all the typos and will do something about them.
Also, what with Sony Move and Microsoft Kinect, the whole world is going crazy for new ways to interact. I wonder if Wyn is thinking of a comeback?

February 17th, 2009:
Don't get too excited - no major news I'm afraid. I have been contacted by a former employee of MSU who gave me some interesting information about the company Wyn formed after Konix. I'll massage the info into the site when I have some time. I'd also like to say that I'll be tweaking the site a little, hopefully fixing up some of the embarrassing spelling mistakes and maybe making it a little more organised. I'll also re-write some of the stuff that's now out of date.

April 4th, 2008:
Sorry for the outage, my hosting account lapsed while I was away on business. All fixed now.

April 4th, 2008:
No news to report on trying to contact Jeff Minter for an interview, although I have recently been contacted by one of the developers from Bellfruit who offered his assistance where possible

Recommended links

View all 23 Multisystem Videos

Wyn Holloway - creator of the Multisystem Interviewed

Download the actual Multisystem technical reference document
Warning, it's 25Mb click here to start the download