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)

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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.

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The centrepiece of the system is obviously the wheel.

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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.

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And on the left is the two position gear shift.

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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.

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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.

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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.

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(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.

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  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’.

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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.

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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.

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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.

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

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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.

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Here’s a look at the basic board variations:

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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.

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Nintendo Color-TV Game 6 (カラー テレビゲーム6)

Do you think Nintendo started in home video gaming with the Famicom? The Game & Watch?

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It actually all started in 1977 with this, the Color-TV Game 6.CTVG6_7199

Pre-dating the Famicom by six years, The Color-TV Game 6 was a Pong clone, offering six variations on the basic light tennis formula. Above is the first edition, CTG-6S, which came in a creamy white colour. Subsequent releases were orange, below right is the most common variant, the CTV-6V.

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You can play a classic Pong type game, plus variations with half sized paddles, and a mode with four paddles.

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It runs off six C batteries, and connects via RF as per all consoles of the era.

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The orange re-releases also added the ability to use an external power adapter.

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The orange ones also had improved dials. They rotate more smoothly, have less ‘give’ before they star registering, and stop rotating when your paddle is off the screen. CTG-6S dials just keep rotating, and your paddle comes back from the top of the screen after moving off the bottom, and vice versa.

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The manuals of these two variants.

It’s pretty primitive but works perfectly 38 years later. The simple circuitry is pretty sturdy and will likely outlast most consoles easily.

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It was followed up by the Color TV-Game 15 which featured more pong versions, Color TV-Game Racing which played a car game, Color TV-Game Block Breaker which was a Breakout clone, the Computer TV-Game which played Othello, and finally the Family Computer.

But it all started here.

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This one is still in the original shipping box.

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