Nintendo Color-TV Game Racing 112 (カラーテレビゲームレーシング112)

First there was the Color TV-Game 6, then the Color-TV Game 15. And the final Nintendo single-game console release was the Color TV-Game Block Breaker. I was missing one – until now.

The biggest, and perhaps coolest of the Color-TV game range, 1978’s Nintendo Color-TV Game Racing 112 (カラーテレビゲームレーシング112)


It’s a huge game, due to the realistic wheel and gear stick. The wheel is removable for transport so it can fit in a smaller box, but the box is still huge, here it is next to a Famicom for scale.


The centrepiece of the system is obviously the wheel.


On the right side of the system is the game modes panel. You can select between one or two player modes, track width, speed level, enemy car behaviour (zig zagging or straight lines), if hitting the barriers counts as a crash, road hazards, and if there are one or two opposing cars at once. Down is the easier position for each of the option switches. The red button is reset/start.


And on the left is the two position gear shift.


In terms of design, it’s pretty much a straight clone of Taito’s 1974 arcade game Speed Race, which was the first ever game with a scrolling background effect. You view the track from above, and steer left and right to avoid the other cars on the road. It scrolls quite smoothly, the moving effect being provided by trackside ‘stripe’ markers.

Personal side note: I remember playing Speed Race in a local (ish) arcade in the late 80s/early 90s. The arcade, know as ‘Funland’ opened in 1970 as a pinball parlour (even before there were video games) and collected and maintained games from every era over the years. I didn’t appreciate at the time, but that arcade’s maintenance of old machines gave me some early gaming history lessons!

Back to Racing 112. There are two major variations of the one player game, with wide and narrow roads. You must pass the other cars without hitting them, and last as long as you can. The feature switches allow you to adjust speed, number of cars on the road (one or two per screen/wave) and the way the cars move (straight or in patterns).

Just like the paddles in the previous Color TV games, the Steering wheel is an analogue controller, so the steering speed changes based on how far you turn the wheel. The gear shift is digital, and simply allows you to move between two speeds

It’s pretty basic, but compelling, and the basic gameplay formula remained popular well into the mid 80s with the likes of  Midway’s Spy Hunter, Konami’s Road Fighter, and Sega’s Action Fighter.

ctvr112_4 ctvr112_2

The two player mode doesn’t use the steering wheel, but instead two paddle controllers, which you can pull out from storage slots on the back. You stay at only one speed in two player, but while all game modes remain intact, it’s basically just a head to head for score, as the two players stay on their own track and do not interact with each other.



Paddle storage slots

Just like all the other consoles in the CTV series, it connects via a hardwired RF cable and tunes to the same Japanese channels (1/2) as a Famicom, and uses an external 9V power supply which was sold separately and compatible with all models. A Famicom compatible power supply works perfectly too.

The Color-TV Game 6 had six Pong variations, and and the Color-TV Game 15 had either seven or about 20 Pong variations depending how minor a variation counts. Does Racing 112 have one hundred and twelve racing game variations? Technically yes, something like that. In an era where adding a feature like zig zagging cars might mean a whole new release (Super Zig Zag racing Turbo III!) saying there were over 100 game variations isn’t actually false advertising.

The Color-TV line ended the following year with the awesome Block Breaker, which was also the first game to feature the Nintendo brand on the casing. But for going all-out, it’s hard to beat the Racing 112.




ctvr112_1  ctvr112_7


(Almost) every Nintendo console ever released in Japan

With my recent acquisition of a Color TV-Game Racing 112, My collection now includes almost every major revision of every Nintendo home console ever released, complete in box.


  1. Wii U
  2. Wii
  3. Gamecube
  4. Nintendo 64
  5. Virtual Boy (I’m counting it as a console, since it is really not portable)
  6. Super Famicom Jr.
  7. Super Famicom
  8. Famicom AV
  9. Round Button Family Computer
  10. Square Button Family Computer
  11. Famicom Disk System (a separate platform, but not a console)
  12. Color TV-Game Block Breaker
  13. Color TV-Game Racing 112
  14. Color TV-Game 15
  15. Color TV-Game 6 CTV6G (orange)
  16. Color TV-Game 6 CTV6S (white)

A small confession: My Wii U is not a Japanese model.

There were a few more minor revisions of the consoles along the way – FF logo/non FF logo Famicom, output changes, different coloured consoles of various sorts (even shapes like the Pikachu N64), but these are all the major Japanese revisions. The Wii Mini revision was not released in Japan.

There’s one major item missing – the Computer TV-Game. I’ll almost certainly never get one of these. This ‘console’ is incredibly rare, insanely expensive, and its questionable if it was even a consumer product since it was literally an arcade game with TV out. It sold for ¥48,000 in 1980. For comparison the Color TV Game Racing 112 was selling for ¥5000 in 1980, and the Famicom launched in 1983 for ¥14,800.

The Sega set is on its way, but will take a few more years I think. So many revisions…

Nintendo Color-TV Game 15 (カラー テレビゲーム15)

Released one week after the Color TV-Game 6, the Color TV-Game 15 was the ‘deluxe’ model. Or perhaps the 70s equivalent of the NES ‘Action Set’.


It was apparently designed to be the more profitable of the two consoles, offering more features for ¥15,000, vs ¥9,800 for the Color TV-Game 6. It dropped to half the price eventually, and outlived the CTVG6, as can be seen from the updated price listing in the later Color TV-Game Block Kuzushi manual.


It’s not too much larger, but has a more stylised design and detachable controllers for a more comfortable playing session. The first model was made of orange plastic that matched the orange CTVG6. This is the second model, which is a reddish orange colour.


The controller cords are the standard Japanese controller cord length (short) so you still needed to sit near the console to play. The controllers are pretty decent paddle controllers, definitely higher quality dials than the original white version of the CTV6.


You can still power the console by batteries or a standard 9V power supply.

CTV15_8809   CTV15_8810

The 15 in the name is something of a misnomer. There are really about seven Pong variations, adding various board options, along with additional paddle number, size and speed changes. There are far more that 15 game types if you count every possible variation, so I’m not sure why they drew the line at 15.


Here’s a look at the basic board variations:

CTV15_8796 CTV15_8797 CTV15_8798 CTV15_8799 CTV15_8800 CTV15_8801 CTV15_8802 CTV15_8803

CTV15_8804 CTV15_8805

It doesn’t quite have the cachet of the ‘first Nintendo’ CTVG6, and isn’t anywhere near as cool as the beautiful Block Kuzushi. But it’s still a nicely engineered Pong game which is more comfortable to play and has more game options, so can be a fun retro afternoon sometime.


Neo Geo Pocket and Pocket Color (ネオジオポケットカラ)

By the mid 90s, pretty much everyone had given up attempting to compete with Nintendo in handheld video games. Nintendo had seen off every competitor quite easily in the early years, and in the mid to late 90s the release of the first Pokemon games started a new handheld boom period for them.

So in 1998, with the original Pokemon explosion just rolling out worldwide, a struggling SNK thought they’d give it a go, and released a handheld partner to their Neo Geo home consoles – the Neo Geo Pocket. The platform ran through three models in its short life between 1998 and 2001, and while now a footnote on gaming history, it managed to be a worthwhile Game Boy alternative and is now quite a nice little platform to collect.

The three Neo Geo Pocket models

In terms of capability, the system is somewhat comparable to the Game Boy Color, but what sets it apart from your average handheld is its focus on the fighting game genre, which until then was always quite weak on handhelds.

To facilitate the easier control of fighting games, SNK developed a mini joystick to use as the directional controller instead of a dpad. Feeling somewhere between a genuine joystick and the rather excellent floating dpad of the Sega Saturn controller, the ‘clicky stick’ takes up more profile than a dpad would, but it’s simply a fantastic little controller, much better than dpads for fighting games, and makes playing the handheld a unique experience.


The original model used a black and white LCD like the original Game Boy, but was quite shortlived, as unfortunately for SNK Nintendo had just released the Game Boy Color to great fanfare. It was followed quite rapidly with the backward compatible Neo Geo Pocket Color, which used a similar non-backlit reflective colour LCD display to Nintendo’s machine. SNK attempted to respect early adopters, and most games continued to be compatible with the original black and white model, which probably held certain games back somewhat. While the original was only released in Japan and Asia, the colour model was also released in Europe and the US.


The initial colour model is slightly larger in every dimension than the original. But there is also a final Japan-only revision, the Neo Geo Pocket Color ‘slim’ model.

Each model came in a variety of colours.

The slim is comparable to the original black and white machine’s size, and has a slightly sharper, higher contrast screen. It’s definitely the best model.


The system has an odd two battery design. In a similar fashion to Sega’s Saturn and Dreamcast it uses a button battery to save console settings, and like those systems it has a bios with some basic built in software like a calendar.

NGPC_9406 NGPC_9404

Of course also like those systems, it has a nag screen about a dead battery, and asks you to set the date when the sub battery has died.

At least it doesn't beep like a VMU...
At least it doesn’t beep like a VMU…

Black and white games can be ‘colourised’ on colour models in a similar manner to original Game Boy games on a GBC, except that the choice is made and saved on the bios screen, instead of selecting via a button combination at boot.

A rather nice official pouch was also available for the slim model.
A rather nice official pouch was also available for the slim model.

The games came in extremely cool little cases fashioned after the Neo Geo AES ‘Shockboxes’.

NGPC_8301 NGPC_8300

At least they did in Japan and Europe. The USA got basic cardboard boxes, and unfortunately late in the life of the system the Japanese games moved to cardboard as well.

NGPC_9368 NGPC_9369

Frustratingly the cardboard boxes are thinner and slightly taller then the mini shockboxes, so the two types of game packaging don’t like up nicely next to each other on a shelf.


While the system is mostly famous for the handheld versions of many SNK classics such as Samurai Spirits, King of Fighters and Metal Slug, it actually received some support from third parties as well, such as Puzzle Bobble Mini from Taito and a pretty nice version of Pac Man from Namco.


Quite famously, Sega released a Sonic game on the platform, Sonic Pocket Adventure. A semi-remix of Sonic The Hedgehog 2, it’s probably still the greatest original handheld Sonic game. Sega and SNK entered into something of a partnership, as there was a Neo Geo Pocket Color to Dreamcast cable released that allow transfer of data between certain games, such as the Dreamcast ports of King of Fighters 98 and 99 and the Capcom vs SNK games.


NGPC_8341 NGPC_8345

The system is unique for the many excellent fighting games. While all the fighting games look pretty similar, in a super-deformed style, they evolved and got significantly better as time passed. Earlier games like King of Fighters R1 and R2 and Fatal Fury First Contract are decent, but the latter ones are much smoother. Match of the Millenium: SNK vs Capcom is simply the best handheld fighting game ever released, and the super-kawaii Gals Fighters, with its female only cast, is full of crazy-cute animations reminiscent of Capcom’s Pocket Fighter.


It’s a pretty nice system to collect. There are decent to great games of most genres (action, RPG, puzzle), and many people love the quite addictive SNK vs Capcom card game. But it’s really about the fighters, as they’re what sets the system apart.

Famulator (ファミレータ) Famicom clone (+mod to fix the audio)

I’ve always been fascinated by Famiclones.

The first Famiclones were straight pirated Famicom hardware clones, but by the 90s this had been consolidated down to single chip designs, usually referred to as NOAC – NES on a chip. While NOACs lose accuracy, they can be produced very cheaply and thus proliferated as the gaming machine of choice throughout copyright-infrinegment playgrounds like Eastern Europe, South America and greater Asia throughout the 90s. If you take pirate consoles into account, the Famicom is surely by far the highest selling system of all time. There’s a decent number of Famiclone models documented here.

Famiclones had a second life in Japan after Nintendo’s patent on the hardware expired in 2003. Due to the vast majority of Famicoms in Japan being RF-only, there was a market for a cheap AV Famicom as the retro boom began. One I’ve always wanted to get my hands is was the Famulator, released in early 2008, and I finally grabbed one recently.



One reason is simply the name Famulator, which is too cute, but the tasteful design, of course evoking the original Famicom, sets it apart from your average junk looking Famiclone.

Famulator_8814   Famulator_8818

And it’s tiny, barely bigger than a Famicom cart, and less than half the size of the original. Kawaii as hell. The controller, which connects via standard Famiclone DB9 connector, is also quote excellent, there’s very low travel on the buttons, giving it a Game Boy Advance SP feel.


It’s great looking and plays well, and is a pretty decent NOAC Famicom. There is one catch. The earliest release of the Famulator overamplifies the the sound, leading to peaking levels and distortion. And the expansion audio is not connected, so Famicom Disk and other expansion audio games are missing the extra sound channels. Luckily I found quite an easy fix for both on this Japanese website.

The audio can be fixed simply by chopping off the transistor at the position marked Q2, and soldering the right two leftover legs together. It worked perfectly and the regular audio was fixed.


To add support for expansion audio, you can simply insert connections for pins 45 and 46 to the circuit at positive leg of the capacitor at C9.

Of course with plenty of real Famicom hardware around it’s not like this will get a lot of play time, but it’s a cool little toy to have, and yet another part of the rich tapestry of Famicom history.




Sega SG1000 II (エスジー・セン II)

The SG1000 most likely did okay for itself all things considered, but in the wake of Nintendo’s superior (and much higher selling) Famicom offering, Sega pivoted to make their home console platform more Famicom-like.

While the eventual result was the upgraded Mark III console, the first fruits of this pivot were realised with the SG1000 II.


Essentially a repackaging of the original Sg1000, it is also a design link between the two generations of Sega consoles.


Like the Mark III (and Mega Drive) it features English text on the top of the console, explaining its purpose and function. This one is particularly cute and amusing.


Instead of the terrible SG1000 joystick, it now has Famicom-style controllers which attach at the back, and Famicom like controller docks on the side of the console (more on this in the controller rivalry article).

Sg10002_3   Sg10002_4


There were two revisions of the SG1000 II. One was a simple re-configuration of the original console, and the second featured major internal revisions – it consolidated several of the original chips (among them the ‘off-the-shelf’ Texas Instruments SN76489 sound chip and TMS9918 video chip) into one new custom Sega part. This later model is much closer to the circuit of the Mark III, and because of these changes can be modded to output an RGB signal.

Both console revisions look the same on the outside. Very late release SG1000 II consoles came with an updated controller, though it doesn’t seem this change lines up with the internal board revision changes.


The Sg1000 II is a somewhat redundant console from a collecting perspective. It lacks the ‘first Sega console’ cachet, but isn’t as useful as the upgraded, more compatible, more user-friendly Mark III.

And in terms of looks, the redesign is more modern but a bit plain. It lacks the nice simple ‘retro evolved’ vibe of the original, but doesn’t quite nail the ’80s futurism’ look that Sega perfected with the seriously stylish Mark III.

But I really like that Sega was developing their own unified design aesthetic, and so it does look pretty cool with this matching joystick.


More pics:

Sg10002_11   Sg10002_17

Sg10002_12   Sg10002_13

Sg10002_14   Sg10002_15

Sg10002_16   Sg10002_8


The Complete Konami Famicom Set

Following my complete Konami Famicom Disk System set, I have finally completed the other half of the full set, every Konami cartridge exclusive Famicom game.



This set has taken over 20 years to complete. It was finally done when I managed to find a rare boxed copy of Exciting Boxing for a good price.


The first Famicom game I ever got was The Goonies, since it wasn’t released in the west and I loved The Goonies II. I originally played it on my NES via a converter, but it started my Famicom obsession.


Another early pickup was Parodius Da.


The rarest item is possibly Geki Kame Ninja Den (Legend of the Radical Ninja Turtles) – the Japanese version of the first Ninja Turtles game. Or maybe the third party published Konami arcade game Circus Charlie. Most valuable could be Geki Kame Ninja DenBucky O’Hare or Exciting Boxing.


I don’t have the DoReMikkostyle big box for Exciting Boxing, or the late-era cartridge re-releases of the FDS games Akumajou Dracula, Bio Miracle Bokette Upa, or Moreo Twinbee, so there’s a small amount of room to grow the set. Unfortunately all four of those items are hilariously expensive.

Here’s the full set with the Famicom Disk Games added to the photo, including the large DoReMikko box up the back.


As for favourites, it’s pretty hard to go past the Contra games, Arumana no Kiseki, and Akumajou Densetsu.

KonamiFami_Contras KonamiFami_Kiseki


Also Akumajou Dracula, Ai Senshai Nicol, King Kong 2, Gradius II, Salamander, Crisis Force, Maze of Gallious, Wai Wai World 1 and 2, Tiny Toon Adventures 1 and 2, Bucky O’Hare, Metal Gear, Bio Miracle Bokutte Upa, Exciting Soccer, Exciting Basket, Ganbare Goemon 1 and 2, Meikyuu Jiin Dababa, Falsion, Dragon Scroll… so many classics.

Konami were at their peak in this era, and I believe the single greatest developer in the world at that point. How the mighty have fallen.

KonamiFami_4   KonamiFami_5

KonamiFami_2   KonamiFami_3

KonamiFami_FDS2   KonamiFami_FDS3