Leviathan...I posted something about it either here or on magic engine's forum...basically it was an x86-based console I was developing (sort of like the xbox...only without Microsoft's saturation and boneheaded, glaring flaws in the design) that was powerful enough to handle cutting edge 3D games but also versatile enough to handle nice 2D games as well. In fact, I had developed quite a powerful 2D gaming API for the system (over 4 billion sprites of custom size, sixteen independant background layers, custom and default font rendering methods, sprite-to-background and sprite-to-sprite priority levels, sprite-to-sprite collision [both bounding box and pixel-perfect methods were used], and the usual fare of alpha blending and scaling/rotation/skewing). The hardware was pretty decent too...although I would most certainly improve it if it was to compete in today's market (at the time, it laid all three consoles to shame by a long shot...XBox, PS2, and GC...but it would have a hard time competing with the upcoming consoles with its original specifications). The problem was securing licenses for the manufacture of the machine...so I abandoned the project after its one and only prototype build (which I unfortunately do not possess any longer).