Another update on this article on my now never-ending quest to collect a series of Konami Famicom character cards from the 80s.
Recap: at some point starting in 1987, Konami decided to include a collector card with all their Famicom titles. Each card had an illustration related to the game; some cards featured screenshots or pieces of screenshots, others had artwork of scenes in the game.
But one lucky day I found a regular small boxed game with the card. And now I have a card for all twenty of the games that came with one!
On top of this, I picked up a beautiful near mint copy of Dragon Scroll (ドラゴンスクロール) in Ikebukuro, which came with a different card to the one I had, so now I have entered the murky waters of collecting multiple cards per game.
Dragon Scroll also came with these great advertisements for various Konami games and sountracks. Pretty cool when you have almost every item on a vintage ad!
This Japanese site (which I found because it flatteringly used this site as a source) has nicely collated most of the available cards, so this journey may go for many more years. Another great site Video Game Den also has good info on the available cards.
Unfortunately for Sega, Nintendo well and truly won round 1, and not having a great income stream from their consoles, Sega allowed their games to be released on competing systems like Nintendo’s Famicom and NEC’s PC Engine. The games were published by third parties, but nontheless there were several official Famicom/NES releases where the Sega logo could be seen on a title screen.
By the late 80’s everything had changed however. Sega’s third console the Mega Drive was doing very well, and was eventually a solid competitor to the Famicom/NES and later Super Famicom/SNES. As a result, the concept of Sega on Nintendo (or vice versa) faded from memory as a possibility.
But by the late 90s, Sega was in a bad position again. All their Mega Drive add-ons had failed to gain decent marketshare, as had their Game Boy competitor the Game Gear. And their latest main console, the Saturn, had been a borderline disaster. While it managed to establish a decent niche in Japan (even outselling the Nintendo 64), their previously strong marketshare in the west had crashed. Their entire legacy rested on the hopes of the new Dreamcast console.
As a result, their publishing rules started to relax again, and they allowed other non-competing platforms to see their crown jewel property Sonic. In 1997 a terrible version of Sonic Jam was released on the Game.com, a terrible console by Tiger Electronics. More notably, Sonic the Hedgehog Pocket Adventure was released on SNK’s Neo Geo Pocket Color in late 1999.
On March 31st, 2001, the battle was no more. Sega discontinued the Dreamcast, and started developing games for the remaining platform holders, including Nintendo. The first release was a port of Chu Chu Rocket to Game Boy Advance. The end of the very same year the previously unthinkable had already happened – An official Sonic game on Nintendo.
Two Sonic games were released on December 20 2001. Sonic Advance on Game Boy Advance
And Sonic Adventure 2 on GameCube. In a strange twist of fate, Sonic actually beat Mario to a new Nintendo console, as it would be another six months until Super Mario Sunshine.
It went on from there, and the next Sonic game, while multiplatform, was designed primarily for the Nintendo GameCube.
But for long term fans of both companies, it really really hit home when in 2003 Sega developed a Nintendo game.
This splash screen blew my mind the first time I saw it.
The game? F-Zero GX. And it was one of the greatest games of the generation, and still a killer looking and playing title today.
Technically that was about it for Sega. In 2003 they were taken over my Pachinko company Sammy and have continued as an upper-mid-tier third party developer. And over a decade later, despite varied game quality, Sonic is a strong seller on Nintendo.
This is my oldest Nintendo item, a set of original Nintendo Hanafuda. There is no way to tell the exact date of manufacture, but it is in the pre-war wooden packaging, in fact the seller said the kit was purchased ‘pre-war’. However given the superb condition and the direction of the kanji script, they are from quite late in that prescribed period.
The set is contained in an unassuming wooden box.
In which fit the gambling paraphernalia and cards.
I have no idea if the the non-card items are Nintendo made, but the kit is clearly built around the box of Nintendo cards and it all fits together very neatly.
Various chips for gambling.
Under the main card box is a tray of other gambling related items.
The card with the woman on it says 百本 or something like ‘a hundred points’.
The small Hanafuda box itself is where we can see the original Nintendo branding.
任天堂 – Nin Ten Do – in the original kanji logo.
The lid lifts off to reveal the beautiful Hanafuda (花札) – literally ‘flower cards’.
The cards themselves are quite beautiful and well made.
These three cards are branded. The left card has the Nintendo Playing Card logo, and the middle is branded with 任天堂 Nin Ten Do, left to right (which as a clear sign it produced around the war period as this was when the orientation changed from right to left officially).
No? How about a high quality production made by Nintendo themselves?
Okay so the concept of a ‘mini Famicom’ isn’t exactly unique. There have been quite a few ‘mini Famicom’ systems released over the years by Nintendo and others, including two Famicom versions of the Game Boy Advance SP, the fancier one on the left being a super-exclusive run of only 200.
But here’s the latest mini Famicom – the Nintendo Classic Mini Family Computer.
It’s a tribute console, built as a small Linux computer running an emulator with thirty pre-installed classic games. It powers via USB and outputs a 1280×720 pixel picture, upscaling the original 256×240 resolution of the games. It’s the Japanese counterpart of the Nintendo Classic Mini NES, and much like the western equivalent appears to have been a huge hit.
The thirty built-in games cover the entire run of the original Famicom, but there is definitely a focus on earlier titles.
Right from the start this one is a classy affair, with the packaging and presentation matching up to the original as perfectly as possible.
Even the manual is a tribute.
Without context, a photograph of the device itself could be confused for an 80s Famicom even by a fan.
Nintendo has done some vintage style television commercials for the new console
It’s not quite as small as the NES Mini, at around a 2/3 scale of the original.
The obvious reason for this is that unlike the NES Mini’s full size replicas of original controllers, the Mini Family Computer controllers are also scale models.
It’s a take on the mid-period Family Computer, as it has round controller buttons, but lacks the Famicom Family ‘FF’ branding on the left of the front faceplate that Nintendo introduced to the console in 1988.
While the controllers are tiny they remain perfectly usable – the directional pad and buttons are identical in size to those of a Game Boy Micro.
From the front the system is almost identical, but it is missing the instruction stickers for power and eject buttons and expansion port cover. Which begs the question: did Nintendo mean for owners to remove these stickers on the original models?
Of course the major change is the back of the system, with new micro USB power and HDMI video output replacing the ancient original selections.
Just like the original, it is designed for the players to sit near the console to play since the controller cords are very short. The reset button is used to switch games on the mini, so it makes sense here to use long HDMI and power cables and sit near the console.
Like the western NES Mini, games are selected from a menu, and boot pretty much instantly. There is a save state feature, allowing saving at any time into four slots per game with various cute animations. A brand new mid-80s style 8-bit tune plays in the menu, it’s the same one as the NES Mini and will get stuck in your head.
There are three scaling options for the games, all of which have issues. 4:3 is the default and displays the games in the correct aspect ratio, but you end up with minor scaling artefacts when scrolling. A pixel-perfect mode allows for no scaling artefacts, but the graphics are stretched vertically.
And there’s a ‘vintage’ mode which applies a scan line effect as well as approximations of various composite/radio frequency noise that you would experience on original hardware. The vintage mode is actually very well done, but more of a novelty since half of the point of a new device is to get a cleaner picture.
There are some minor emulation issues such as sound lag (and a couple of frames of overall lag), but the presentation is pretty solid overall. It’s not going to replace an RGB modded Famicom and Framemeister combo for dedicated retro enthusiasts, but is still very well done for the price.
Here’s the original Nintendo trailer, which covers most of the basic features in depth.
It’s a very cool toy, and a great collectors item. However in my opinion the classiest ‘mini Famicom’ ever remains the Famicom Game Boy Micro, as that thing is a work of art.
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.
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.
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 awesomeBlock 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.
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…
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.
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:
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.
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.
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.
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.
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.
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.
The games came in extremely cool little cases fashioned after the Neo Geo AES ‘Shockboxes’.
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.
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.
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, isfull 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.
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.
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.
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).
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.