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Amstrad GX4000

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1990 video game console

GX4000
GX4000 with gamepad
ManufacturerAmstrad
TypeHome video game console
GenerationThird
Lifespan
Discontinued1991
Units sold15,000
MediaROM Cartridge
CPUZ80 @ 4 MHz
Memory64 kB RAM, 16 kB VRam
DisplayRGB and composite out
160×200, 16 colours
320×200, 4 colours
640×200, 2 colours
12-bit colour depth
GraphicsASIC
SoundAY-3-8912
Best-selling gameBurnin' Rubber

TheAmstrad GX4000 is ahome video game console developed and marketed byAmstrad. It was released exclusively in Europe in September 1990, and was the company's only attempt at entering the console market. As part of thethird generation of consoles, it was the first British-manufactured programmable games console.

Development was based heavily on Amstrad's existingCPC Plus home computer range, with which it shared hardware architecture. This allowed for an easier transition of software, although many of the console's games were directports with minimal enhancements. The system featured improved graphical capabilities compared to earlier Amstrad computers and came with custom-designedgamepads, a sleek futuristic design, and support forRGB output—a feature uncommon among consoles at the time.

Despite its technical advantages and a marketing budget of £20 million, the GX4000 suffered from a poor commercial performance, selling fewer than 15,000 units. Critics and consumers cited its limited and unimpressive game library, many of which were simplistic CPC ports, as a major drawback compared to the richer offerings fromSega andNintendo. The console was quickly discontinued within a year of release, and it has since become a curiosity of Britishgaming history, often cited as an example of acommercial failure in the home console market.

History

[edit]

Background

[edit]

By 1989,Amstrad was facing significant financial and commercial challenges, with profits falling sharply from £160 million to £76 million over the course of the year. The company encountered difficulties across several key areas, including disappointing performance of the PC2000 line, declining sales of its video recorder range, and a decision to withdraw from the audio systems market. In addition, the once-popularAmstrad CPC home computer range was showing signs of stagnation after six years on the market, with its appeal waning in the face of advancing technology and changing consumer preferences.[2]

In response to these difficulties, Amstrad's chairman SirAlan Sugar announced in April 1990 that the company would embark on an ambitious strategy to introduce a new product every month in an effort to revitalise its position in the consumer electronics market. As such, the company decided to foray into the burgeoning home video game console sector. At the time, the console market in Europe was becoming increasingly competitive.Sega'sMaster System and theNintendo Entertainment System were gaining footholds in the United Kingdom,[3] whilst rivalCommodore were reportedly preparing to release their own console based on the popularCommodore C64.[4][5] Against this backdrop, Amstrad saw an opportunity to leverage their expertise in home computing to enter the console market with a product that could compete with these established brands.[2]

Development

[edit]
LordAlan Sugar, owner ofAmstrad, pictured in 2009.

The console's development was heavily influenced by the company’s existing line of Amstrad CPC home computers, particularly the CPC Plus range which was released concurrently. Rather than creating an entirely new hardware platform, Amstrad opted to repurpose and slightly enhance the CPC architecture for use in a dedicated console format. In order to bring the GX4000 to market as efficiently and cost-effectively as possible, Amstrad based the console on existing8-bit CPC architecture. However, with increasing competition fromNintendo, Sega, and16-bit home computers such as theAmiga 500 andAtari ST, the company recognised the need to enhance the system’s capabilities to remain competitive. As a result, the GX4000 incorporated hardware features not present in the standard CPC range, including support for hardwaresprites, smooth scrolling, and an expanded 4,096-colour palette. According to programmer Stuart Middleton, the inclusion of hardware sprites in particular brought the GX4000 "into the same league as the Atari, Nintendo and Sega 8-bit machines", highlighting Amstrad’s effort to match the technical standards set by its rivals.[6]

The console was designed following Amstrad's "typical" process,[6] where the external casing was finalised before the internal hardware was configured to fit within it. This method had also been used for the CPC 464, where the keyboard,tape deck, and case were fixed before the circuitry was arranged to suit the design. Roland Perry, one of Amstrad’s engineers, noted that the process was similar for the GX4000, with his team completing the console’s distinctive casing before the internals were adapted.[6] Amstrad did not pursue a 16-bit design for the GX4000 due to a lack of expertise and resources. Perry admitted that the company "couldn't produce a ground-up 16-bit console" and that had an easy upgrade path had existed, they would have taken it. As no such option was available, Amstrad instead built upon their familiar 8-bit architecture.[6]

A key design goal during development was to modernise the CPC hardware to bring it closer in capability to contemporary consoles like theMaster System andNintendo Entertainment System.[7] This led to the inclusion of improved video modes, expandedcolour palettes, and hardware sprite support—features that had been absent or limited in the original CPC line. Despite these improvements, software compatibility remained a priority; the GX4000 could run games designed specifically for its cartridge format, but many titles were directports or slightly enhanced versions of existing CPC software, limiting the system's ability to deliver a distinct or cutting-edge gaming experience.[8]

Launch

[edit]

After months of speculation, the GX4000 was officially announced along with the 464 plus and 6128 plus computers at theCNIT Centre inParis in August 1990.[6][9] Alan Sugar adopted a pragmatic and understated approach during its press conference. When questioned about the system’s 8-bit architecture in comparison to emerging 16-bit competitors, Sugar dismissed the importance of technical specifications, emphasising instead that the console's success would depend on the overall product and user experience.[9][10] The system was launched a month later in four countries, Britain, France, Spain, and Italy,[11] priced at £99.99 in Britain andFr990 in France; software was priced at £25 for most games.[9][12] The racing gameBurnin' Rubber (1990), a power pack, and two controllers were bundled with the machine.[11] It was the first programmable home video game console to be manufactured in the United Kingdom.[9][6]

Amstrad committed significant resources to the launch of the GX4000, expanding its telemarketing and sales team with the recruitment of new representatives, in preparation for the crucial Christmas period. The console was priced competitively and, unlike its CPC computers, did not require customers to purchase a dedicated monitor, reducing the overall cost of entry. Amstrad also invested £20 million in marketing the system for Europe,[13][14] with the advertising focussing on a home alternative to playingarcade games.[15] Although the press generally supported the launch, some publications expressed reservations about the console’s prospects.[16] Malcolm Miller, Amstrad's marketing director, felt that the GX4000's "major advantage" in the field would be its low cost, seeing it as the "natural upgrade path" for consumers.[14]

Reception

[edit]

Upon its release, the Amstrad GX4000 received some positive initial coverage in the gaming press. At the time, the outlook for the GX4000 appeared promising, with expectations that it could compete effectively in the home console market.[5] It was featured on the cover ofComputer and Video Games magazine, where journalist Julian Rignall praised its graphical capabilities, particularly its ability to display up to 32 colours on-screen from a palette of 4,096—a specification he noted was comparable to that of the16-bitAmiga 500. Rignall described the GX4000 as "graphically superb" and technically superior to both the Nintendo Entertainment System and Master System. He also expressed optimism about the console’s prospects, suggesting that it had "a very exciting line-up of games in the not-too-distant future".[17] Ross Lawton fromAmstrad Action thought that GX4000 would "storm" the console market throughout the 1990s, praising its sleek futuristic design for being "right" in the then-new decade.[1] Rik Haynes fromACE likewise praised the console's design and hardware, saying that its "future looks bright" given its technical prowess.[18]

Commercial failure

[edit]

The GX4000 was not successful commercially. Sales were disappointing from launch, struggling to compete with established rivals Sega and Nintendo. At the time, the market was shifting towards16-bit platforms like theAmiga 500 andAtari ST, where software piracy was widespread. Although Amstrad promoted the GX4000’s cartridge format as a secure alternative tofloppy disks, the high price point deterred buyers.[5] Software for the system was short in number and slow to arrive, consumer interest remained low, and coverage from popular magazines of the time was slight, with some readers complaining about a lack of information regarding the machine.(Amstrad Action was one of the few magazines to support the console.) Within a few weeks of the initial launch, the system could be bought at discounted prices, and by July 1991 some stores were selling it for as little as £29.99.[19]

Many GX4000 games were CPC titles simply repackaged on cartridge format with minor or no improvements,[20] which led to consumer disinterest, with many users unwilling to pay £25 for a cartridge game they could buy for £3.99 oncassette instead.[13][21] While some games such asPro Tennis Tour (1990) byUbisoft andTennis Cup 2 (1990) byLoriciels benefited from enhanced graphics when ported to the GX4000, many others failed to take advantage of the console’s expanded capabilities. Most titles were widely regarded as substandard. Compounding these problems was the slow and inconsistent availability of software in retail outlets. By March 1991, reports emerged of a "cartridge crisis", with Amstrad criticised for delays attributed to its control over cartridge manufacturing. In response to poor sales and market dissatisfaction, the price of the GX4000 was reduced to £79.95 in an effort to stimulate demand.[21]

Amstrad lacked the marketing power to compete with the producers of theMega Drive (released in November 1990 in Europe) and eventually theSuper Nintendo Entertainment System. There were also problems with software manufacturing, with companies complaining that the duplication process took months instead of weeks,[22] leading to little software available at launch, and some games being released late or cancelled entirely. When discussing the market failure of the system, the designer, Cliff Lawson, claimed that the GX4000 was technically "at least as good" as the SNES,[23] and that the machine faltered due to a lack of games and Amstrad not having the money to compete withNintendo andSega.[23] When asked whether anything could have been done to make the machine a success, he replied that more money would have been required to give software houses more incentive to support Amstrad, and that the games and software needed to be delivered sooner; he also remarked that making the machine 16-bit would have helped.[23]

The GX4000 ultimately sold fewer than 15,000 units, and was quietly discontinued in 1991.[13][dubiousdiscuss]

Hardware

[edit]

Technical specifications

[edit]
GX4000 printed circuit board
GX4000printed circuit board
The GX4000 offered RGB video capability with the SCART connector in back.
The GX4000 offered RGB video capability with theSCART connector in back.
Rear profile, with RGB video capability andSCART connector
The connectors on the front of the console.
The connectors on the front of the console.
GX4000 gamepad
GX4000 gamepad
The connectors on the front of the console.
GX4000 gamepad

The Amstrad GX4000 is powered by an8-bitZilog Z80ACPU running at 4 MHz,[9] accompanied by a customASIC that provides hardware support for sprites, smooth scrolling, programmable interrupts, and DMA sound processing. This design allowed the console to offer enhanced graphical and audio features compared to Amstrad's earlier CPC computer range.[24]

The system supports three display modes: Mode 0 allows a resolution of 160×200 pixels with 16 colours,[25] Mode 1 offers 320×200 pixels with 4 colours, and Mode 2 provides 640×200 pixels with 2 colours.[5] The GX4000 features a 12-bit RGB colour depth, offering a palette of 4,096 possible colours, with up to 32 colours displayable on-screen simultaneously—16 allocated for the background, 15 for sprites, and one for the screen border.[26]

For sprite handling, the console is capable of displaying up to 16 high-resolution sprites per line. Each sprite measures 16×16 pixels and can be magnified by factors of two or four in both the horizontal and vertical axes. Each sprite also supports up to 15true colours from the available palette.[24] Memory on the GX4000 includes 64 KiB ofRAM, with 16 KiB of this acting as video RAM, and cartridges can contain up to 512 KiB ofROM.[24][26] Audio is delivered via a three-channel stereo General Instrument AY-3-8912 chip with support for DMA sound processing. Input and output options include two digital controller ports, an analogue controller port compatible with the IBM standard, alightgun connector (RJ11), audio andRGB video output via an 8-pin DIN connector, and power supply inputs either from an externalpower supply unit or directly from a compatible monitor.[24][26]

Peripherals

[edit]

The GX4000 controller is similar to the gamepads of the Master System, Nintendo Entertainment System, andTurboGrafx-16.[13] There are two buttons and a directional controller on the gamepad. A pause button is on the console itself.[27] There is also anIBM-standard analogue controller port on the console's circuit board, but analogue controllers are not widely supported by software.[28]

Alight gun can be connected via dedicatedRJ11 connector.[28] Multiple third party variants were available; though only two games have light gun support:Skeet Shoot (1990) andThe Enforcer (1990). These were both distributed with a third-party gun.[29]

Game library

[edit]

A total of 27 games were produced and distributed for the GX4000,[30][31] the majority of which were made by British and French-based companies such asOcean,Titus, andLoriciels.[16]

TitleGenre(s)Publisher(s)Release date(s)GX4000 version
Barbarian II: The Dungeon of DraxActionOcean1990
BatmanActionOcean1990GX4000 enhanced
Burnin' RubberActionOcean1990GX4000 only
Chase HQ IIRacingOcean1990Very few copies released
Copter 271ShooterLoriciels1991GX4000 only
Crazy Cars IIRacingTitus1990GX4000 enhanced
Dick TracyActionTitus1991GX4000 enhanced
Epyx World of SportsSportsEpyx1990GX4000 enhanced
Fire & Forget IIRacingTitus1990GX4000 enhanced
Gazza IISportsEmpire Interactive1990Unreleased
KlaxPuzzleDomark1990GX4000 enhanced
MysticalActionInfogrames1990
Navy SEALSActionOcean1990GX4000 only
No ExitFightingCoktel Vision1990GX4000 enhanced
Operation ThunderboltShooterOcean1990GX4000 enhanced
PangShooterOcean1990GX4000 enhanced
Panza Kick BoxingFightingLoriciels1991GX4000 enhanced
PlottingPuzzleOcean1990GX4000 only
Pro Tennis TourSportsUbi Soft1990GX4000 enhanced
RoboCop 2ShooterOcean1990GX4000 only
Skeet ShootShooterTrojan1990GX4000 only
Super Pinball MagicPinballLoriciels1991GX4000 enhanced
SwitchbladeActionGremlin Graphics1990
Tennis Cup 2SportsLoriciels1990GX4000 only
The EnforcerShooterTrojan1990GX4000 only
Tintin on the MoonActionInfogrames1990
Wild StreetsActionTitus1990GX4000 enhanced

References

[edit]
Notes
Citations
  1. ^abLawton 1990, p. 16.
  2. ^abCrookes 2015, p. 57.
  3. ^Garrett 1990, pp. 8–9.
  4. ^Campbell 1990, p. 4.
  5. ^abcdCrookes 2008, p. 66.
  6. ^abcdefCrookes 2015, p. 58.
  7. ^Eddy 1990, p. 14.
  8. ^Crookes 2015, pp. 57–58.
  9. ^abcdeEddy 1990, p. 15.
  10. ^Crookes 2015, pp. 58–59.
  11. ^abJacques 1990, p. 109.
  12. ^Crookes 2008, pp. 65–66.
  13. ^abcdCrookes 2008, p. 65.
  14. ^abLawton 1990, p. 36.
  15. ^Reed 1990, p. 25.
  16. ^abCrookes 2015, p. 59.
  17. ^Rignall 1990, p. 9.
  18. ^Haynes 1990, p. 120.
  19. ^Leadbetter, Richard (July 1991)."Bitesize Amstrad".CGV. p. 78.
  20. ^Crookes 2008, p. 67.
  21. ^abCrookes 2015, p. 60.
  22. ^Jarrett 1992, p. 21.
  23. ^abc"Cliff Lawson Interview".Retrogamer. No. 11. p. 29.
  24. ^abcd"Arnold V" Specification - Issue 1.4. Amstrad PLC. March 1990.
  25. ^Rignall 1990, p. 8.
  26. ^abcLawton 1990, p. 18.
  27. ^Lawton 1990, p. 17.
  28. ^abLawton 1990, pp. 17–18.
  29. ^"Trojan Light Phazer - Skeet Shoot & The Enforcer".GX4000.CO.UK - The site for everything about Amstrad’s GX4000 console.
  30. ^"Amstrad GX4000".Video Game Console Library.
  31. ^"GX4000/CPC+ Games".CPCMANIA.
Bibliography

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