It would just be a board with an RS-232 port for development and an HDMI port for the video/audio.
The 65ISR design is a marginally good idea --- if any HDL programmer got interested I would like to continue it --- I don't know Verilog or VHDL, so I can't take a design further than just a description.
The TOYF design is what I am interested in now. I'm working with a Verilog programmer on implementing it --- hopefully that will come to fruition.
The TOYF should out-perform the MSP430. It addresses 64KW (128KB) of code-memory and 64KW (128KB) of data-memory. It is for pretty big programs that would normally require an ARM Cortex.
I'm not enthusiastic about any 8-bit processor. In today's world we have many 16-bit and 32-bit processors available --- not many people are interested in 8-bit processors anymore (the STM8 gets some use, and ye olde 8051 family will always be used).
Most 8-bit systems are pretty small, with cost being the only issue. This is why the 65VM02 was a bad idea; it was for large systems with 128KB of memory that the MSP430 would be more suitable to.
The 65ISR-chico is a better idea because it can work with very little internal RAM, like 1KB or thereabouts. The 65ISR-abu can address up to 16MB but it is still for small systems that work with a few KB of internal RAM --- all those megabytes would be for storage of data-files --- this is similar to how the ds89c420 works with 256 bytes of internal RAM, but it can address megabytes of external RAM (it has a "stretch value" for external memory access, on the assumption that external RAM will be slow).
All this talk about sprites and such for the game-machine is more complication than I think is a good idea. This makes the programming more complicated than most teenagers are going to delve into. Also, sprites tend to support a certain style of game, so all the games tend to look alike --- you have a few squarish graphical images floating around (like Ms. Pacman and the ghosts), and you often have physically impossible feats such as objects that pass through walls.
I would actually be more interested in using the TOYF and a very simple graphics design such as 320x200 with 16 colors. You could have 16KW for the frame-buffer (bank-switch this with the display buffer). The TOYF has 64KW of data-memory, so there is plenty of room left over. The TOYF is going to be hella fast, so programs can just brute-force the graphics display, redrawing the entire thing in every heart-beat. The programming is simple this way, with less to learn (it should take about 10 minutes to learn how the frame-buffer works, even by a teenager who has never heard the term "frame-buffer" previously), and there is more opportunity for creativity because you do everything in software.
I have mentioned the M65c02A and the MC6809 earlier in the thread, and DerTrueForce mentioned the 65c816. Those are 8-bit processors. They aren't fast enough to brute-force the graphics display --- they are going to need hardware support in terms of sprites or whatever --- I had mentioned 6502-family processors partly because this is a 6502 forum, and partly because I thought that compatibility with a classic game-machine such as the Commodore-64 would be a big draw, but I no longer think that an 8-bit game-machine is a good idea.
BTW: This may be a dumb question, but why is the video always wider than tall? For example, 320x200 seems to be common. Why not 320x320? This would be a 25KW frame-buffer which is still reasonable, and you would get square pixels that would simplify the programming (moving up or down one pixel would appear to be the same speed, although moving at an angle still requires some math to keep the speed consistent).
I'm guessing that this is because ASCII characters are taller than they are wide, because they have to support both upper-case and lower-case with tails underneath (g j p q y). In a game-machine, text is not very important --- it would be painted like any graphical image --- so having hardware support for text is not needed.
The Centipede game always looked like a text display to me, with all the mushrooms lined up in neat rows and the eponymous centipede moving only horizontally and vertically --- the biological elements seemed rather robotic, but ironically the laser-cannon moved smoothly in any direction as if it were biological (that had to be a sprite) --- does anybody know if the mushrooms and centipede segments were actually text characters?
I would hope that a TOYF-based game-machine could provide more biological-appearing movement than the 1980s vintage Centipede game --- I'm not an expert on biology --- I'm pretty sure that critters move freely in all directions though, not just at 90 degree angles.