A while ago I got something rather special, the original ‘Black Stripe’ edition of the Sega SG1000. It’s also known as the ‘Germany’ model since it features a front panel with three colours that match the German flag.
This machine is somewhat analogous to the first edition square buttons Famicom model, in that it was the first ever model of the first Sega console, produced as a short initial run, but was quickly replaced by a revised model which became more ubiquitous. As such the majority of original SG1000 consoles feature the revised red/blue colour motif matching the blue Sega logo.
This one was in pretty rough shape physically, and was sold as ‘untested’. But it powered up fine.
And it booted and played a game perfectly the first time!
It obviously needed a good cleaning. For comparison here it was lined up with my restored square buttons Famicom.
The Telecon Pack is a radio frequency broadcaster for the Mark III.
Sega really went nuts with the accessories in the 80s, but this one makes a lot of sense from a Japanese perspective. In Japan, consoles were designed to sit near the player, and run a long cord to the television. This is the reason Japanese controller cords are so short, and why the SG1000, Mark III and Master System have the pause button on the console – because it was assumed you’d have the console next to you on when playing.
The Telecon Pack would allow you to have the console on a side table at the back of the room with power cord tucked away, and avoid needing a wire to the television for the video and audio.
It connects via the AV port, and then broadcasts the composite signal via a Japanese TV channel.
It originally came with a satellite dish you could plug into your TV for reception, which I don’t have right now.
But it actually works fine with a regular television antenna – as long as the TV can tune in Japanese stations. My current TV can, and the results are surprisingly decent. Powering up one of my favourites Makai Retsuden:
But personally I think it’s best suited to playing Outrun – with FM audio – on the Mark III!
Mark III set up and ready to rock.
To be honest it’s slightly annoying to use, because Outrun requires you to hold one of the buttons to accelerate. But it oozes 80s charm, and this was the premium ‘Sega at home’ experience of the mid 80s.
Here is a quite rare and valuable item, the GG-WHITE set. They were not sold and were only given to Sega employees or developers, according to Sega Retro. It comes in a custom case with matching accessories.
Including of course a Japanese TV Tuner.
Unfortunately this one doesn’t work, and needs to be recapped like most Game Gears.
My go-to is the red model, which was one of the last releases in Japan and used better capacitors, so still works fine.
But it’s pretty nice to have put all the white Sega consoles together! Though I forgot my SG1000s for this picture…
I’m a great believer in game box protectors. With vintage games only getting older, anything that helps them (and their related paraphernalia) to stay in great condition without being fully archived is a great investment.
I recently got some box protectors for my Japanese Game Boy/Game Boy Color games. There are two sizes for Japanese Game Boy games, the original size which are very small, and a later size which is about 4/5 of the ‘standard’ Famicom box size. This later size continued through the Game Boy Color era too.
Previously I had stored my small Japanese Game Boy games in Japanese Game Boy Advance protectors, which were okay in one direction, but way too big in the other two.
Similarly, I kept my larger Japanese Game Boy games in Famicom box protectors, which was a closer fit but still quite a lot of room at the top.
It’s great to finally have my Game Boy games secure in snug fitting protectors.
Adaptations for less common sizes
I was glad to find these Japanese Game Boy sizes, as a good fit is important for protection. It’s hard (or impossible) to find decent box protectors for less common box sizes, so here are some adaptations of sizes designed for other purposes that I use. While usually not perfect, they are good enough for solid protection without too much internal movement.
Japanese Game Boy Advance size works very well for the ‘mid size’ Famicom boxes
Only a small amount of room to move.
Western Game Boy protectors obviously work perfectly for Virtual Boy boxes.
NES protectors work nearly perfectly for the large size Konami Famicom games.
The unique Gun Sight box is nearly an exact match for Euro NES size protectors.
Famicom protectors work okay for small SG1000 games. It’s not really the right size in any direction and is very tight, but protects okay.
Large SG1000 boxes are a perfect match for an older style ‘too big’ NES protector size I found.
And these new small Japanese GB work very well for Famicom Mini GBA games
The fit is not perfect, much like the SG1000 games in large box Famicom protectors, they’re too tight in thickness, but too large in other directions, so they fit, but are somewhat tight. Until there is a better option, it’s a decent solution.
I had customs done for all these SG1000/Mark III box sizes. It’s a fully one off for Alex Kidd BMX (it’s the only box of that size), but a few each for the two card game sizes and big box Mark III gold.
Unfortunately the producer of these customs has quit the business, so I’m on the lookout for a new producer, if anyone knows of one!
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.
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.