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---
title: R.F.T. BSS 01 (Bildschirmspiel 01)
categories:
- Pongs
params:
name: BSS 01 (Bildschirmspiel 01)
image: /media/museum/photos/rft_bss01_1s.jpg
company: /companies/r-f-t
company_name: R.F.T.
tabs:
- photos
- software
- emulators
- links
forum_thread: 920
photos:
- title: BSS01
subtitle: ''
text: ''
image: /media/museum/photos/rft_bss01_1b.jpg
- title: SIDE VIEW
subtitle: ''
text: ''
image: /media/museum/photos/rft_bss01_2.jpg
- title: CONTROLLER
subtitle: ''
text: ''
image: /media/museum/photos/rft_bss01_controller.jpg
- title: CONTROL PANEL
subtitle: ''
text: ''
image: /media/museum/photos/rft_bss01_cp.jpg
- title: INSIDE
subtitle: ''
text: ''
image: /media/museum/photos/rft_bss01_inside.jpg
- title: ELECTRONIC BOARD
subtitle: ''
text: ''
image: /media/museum/photos/rft_bss01_inside_2.jpg
- title: BOTTOM LABEL
subtitle: ''
text: ''
image: /media/museum/photos/rft_bss01_back-label.jpg
- title: GREY MODEL
subtitle: ''
text: ''
image: /media/museum/photos/rft_bss01_grey.jpg
screenshots:
- title: TENNIS
subtitle: ''
text: |-
There is one bat per side, a top and bottom boundary, and a center net. The individual scores are counted and displayed automatically. Considering the option where all bats and four angles are used, after the reset has been applied, the score will be 0-0 and the ball will serve arbitrarily to one side at one of the angles. If the ball hits the top or bottom boundary it will assume the angle of reflection and continue in play. The player beeing served must control his bat to intercept the ball. When a hit is detected by the logic circuit, the section of the bat which made the ball contact is used to determine the new angle of the ball. To expand on this, all bats are divided logically into four adjacent sections of equal length. When using the four angle option, it is the quarter section of the bat which actually hits and determine the new direction of the ball. The direction does not depend upon the previous angle of incidence. With the two angle option, top and bottom pairs of the bats are summed together and only the two shallower angles are used to program the new direction of the ball. The ball will be then sent back to the other player, bouncing on top and bottom noudaries as necessary until it reaches the other player.
This action is repeated until one player misses the ball. The circuitry then detect a score and automatically increments the correct score counter and updates the score display. The ball will then serve automatically towards the side which has just missed. This sequence is repeated until a score of 15 is reached by one side, meaning the end of the game. The ball will still bounce arround but no further hits or scores can be made. While the game is in progress, 3 audio tones are generated by the system to indicate top and bottom reflections, bat hits and scores.
image: /media/museum/software/gi_ay-3-8500_tennis.gif
- title: FOOTBALL
subtitle: Also called soccer and hockey
text: With this game each player has a keeper and a striker. The layout is such that the keeper is in his normal position and the striker is positioned in the opponent's half of the playing area. When the game starts, the ball will appear going from one goal line to the other side. If the oppoenent's striker can intercept the ball, it will shoot it back towards the keeper. If the ball is missed, it will go to the other half of the playing area. The first team's striker will have then the opportunity to intercept the ball and deviate it at a new angle according to the playing option used. If the ball is intercepted by the keepr or it bounced back by the end-field boundary, the same striker will have another opportunity to intercept the ball and send it back to the keeper. A score is made by shooting the ball through the defined goal area. The circuitry then detect a score and automatically increments the correct score counter and updates the score display. The ball will then serve automatically
towards the side which has just missed. This sequence is repeated until a score of 15 is reached by one side, meaning the end of the game. The ball will still bounce arround but no further hits or scores can be made. While the game is in progress, 3 audio tones are generated by the system to indicate top and bottom reflections, bat hits and scores.
image: /media/museum/software/gi_ay-3-8500_football.gif
- title: SQUASH
subtitle: ''
text: This is a two players games. Players alternately hit back the ball into the playfield. The right-hand player is the one that hit first, then it goes over to the other player. Each player is enabled alternately.
image: /media/museum/software/gi_ay-3-8500_squash.gif
- title: SQUASH PRACTICE
subtitle: ''
text: This game is similar to Squash except that there is only one player.
image: /media/museum/software/gi_ay-3-8500_squash-practice_ss.gif
emulators:
- title: www.pong-story.com
url: http://www.pong-story.com/pcpong.htm
platform: Multiplatform
text: Several pong emulators (simulators) presented here
links:
- title: Web Wiz CAPTCHA
url: http://www.webwizcaptcha.com
text: ''
related:
- /museum/a10-telespiel-9010
- /museum/alex-video-spiel-tg-621
- /museum/apf-match
- /museum/apf-tv-fun-model-401
- /museum/audiosonic-pp-800
- /museum/bentley-compu-vision
- /museum/blaupunkt-tv-action
- /museum/coleco-telstar-alpha-model-6030
- /museum/conic-tv-sports-tg-621
- /museum/conic-tvg-209
- /museum/dms-telesports-mini
- /museum/grandstand-t-v-game-model-3000
- /museum/hanimex-666
- /museum/hanimex-7771
- /museum/hanimex-t-338
- /museum/intel-germany-super-tele-sport-d-688-36
- /museum/interton-video-2400
- /museum/jostykit-multi-tv-game-hf-344
- /museum/magiclick-teleclick
- /museum/match-sd-01c
- /museum/mbo-tele-ball
- /museum/mbo-tele-ball-ii
- /museum/mbo-tele-ball-iii
- /museum/mentor-sport-tg-20
- /museum/novoton-tj-141
- /museum/novoton-video-sports
- /museum/playtech-telesport
- /museum/polistil-v-g-2
- /museum/radofin-electronics-limited-tele-sports
- /museum/riva-t-800c
- /museum/roberts-paddle-iv
- /museum/roberts-rally-iv
- /museum/sands-3000
- /museum/societe-occitane-d-electronique-oc-4
- /museum/sonolor-telematch
- /museum/sportron-101u
- /museum/superlectron-tv-challenger-series-3000-tvc-3000
- /museum/tele-flip-paris-video-sport-fy-707
- /museum/thomson-jv1t
- /museum/ultrasound-tele-sports
- /museum/ultrasound-tv-9010
- /museum/universum-tv-multi-spiel-handheld
- /museum/universum-tv-spiel-1004
oc_id: 944
source:
url: https://web.archive.org/web/20230601084802/http://www.old-computers.com/museum/computer.asp?c=944
date: '2023-06-01'
---
The BSS 01 has been produced starting around 1980 in the former GDR by RFT. "BSS" does actually mean "BildSchirmSpiel", and can be translated as "Video Game".
The console changed its colour more than once (probably because of material shortage), and is based upon the GI AY-3-8500-7 chip. While many won’t consider this as being important, this is in fact an interesting detail, because it was usual in the GDR to simply copy the silicon, or try to emulate its behaviour with discrete circuits.
The main problem was - as with most electronic items - the price: it sold for about 500 East-German Marks. This was about half of the average wage, thus more than many could afford. This resulted in the fact that this unit was mostly used by educative institutions (e.g. "Pionierhaus" - "House of Pioneers").
A successor named "BSS 02", probably with colour output instead of B/W, was planned, but then discarded for the production of radio clocks.
---
Text & info provided by Stefan Goehler
<table> <tr> <td></td> <td>We need more info about this console ! If you designed, used, or have more info about this system, please send us pictures or anything you might find useful.</td> <td></td> </tr> </table>