The Goonies (グーニーズ) Famicom Disk – Retail Release Reproduction

There were two Konami games on Disk System which were not released at retail, and only available as re-writes via Disk System Writer Kiosks – The Goonies and Twinbee. After much searching I managed to get my hands on a single disk with both games on it.

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Disk Writer games came with a nice official printed disk label and fold-out paper manual.GooniesFDS_3

But it doesn’t match the rest of the otherwise beautifully consistent Konami Disk System catalogue.GooniesFDS_5

Since FDS inserts are just thin cards, I decided I could make up a reproduction retail release for Goonies, based on the cartridge box.GooniesFDS_6

I scanned the nicer quality image from the cart label, and got going in photoshop.GooniesFDS_7

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For the logo, black looked a little bland, so I took inspiration from Goonies 2 and Akumajou Dracula, and went with red, using the original black logo from the cart release as a drop-shadow. I used Akumajou Dracula and Exciting Basketball as templates for the basic formatting of the disk case label and outer-box label.

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I had it professionally printed on 200gsm satin printing paper, and here’s the result! Goonies on side A, Twinbee on side B, so Goonies gets main billing.GooniesFDS_11

Looks great in disk-case format and full case format!GooniesFDS_12GooniesFDS_13GooniesFDS_15GooniesFDS_14

Now Goonies/Twinbee can take its place with the rest of the Konami FDS set!GooniesFDS_16

And I can finally play Goonies with additional load times!Goonies1 Goonies2

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Sega Mark III 3D Glasses (セガ3-Dグラス)

The 3-D Glasses (セガ3-Dグラス)

The Segamaku had a pretty short life, but lots of wacky stuff was released in that time, including some pretty nice 3D glasses.

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Unbelievably, the active glasses are pretty much the same tech as used by most 3D TVs today! They use the same left-right alternating shutter technology, and even use the same 1.5mm stereo plug as current corded glasses. You can actually plug them into a TV or laptop that supports active 3D and they work. Alternatively, you can use modern 3D glasses on your Mark III or Master System.

The Mark III needed an adapter to use them. This adapter was built into the later Master System, which was somewhat of a waste, since the glasses came packaged with the adapter anyway.

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Rollergames – NES

Rollergames belongs to an interesting sub-category: Japanese developed games unreleased in their homeland.

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Why does this sometimes happen? Perhaps the domestic market for that type of game had dried up during its development, but the game was still suitable for western release. Or the Japanese version was cancelled at the last minute because of a clash in release schedules.

But sometimes games were specifically developed for western markets, often based on a western-only licenced property. Such as Rollergames.

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These games are interesting because they offer an insight into how Japanese publishers viewed American audiences. In Rollergames case, it appears Konami management showed the developers the source material, and said ‘make an action adventure game from this’.

Rollergames is based on a professional wrestling-esque dramatised fictional version of roller derby. Apparently it was a big deal for its single season in the US, but non-Americans would just assume it was a purely original Konami title, particularly given the arcade-style content.

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The gameplay is a unique mixture of beat-em-up and action platformer. Taking some cues from Double Dragon and Konami’s own Ninja Turtles games, and combining that with speedy momentum-based movement, isometric platforming, and Konami’s own brand of tricks and traps. Ultimately I’d describe it as a beat-em-up action platformer on wheels.

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I consider it the sister game to another Konami release heavily adapted from an external source: Bad n Rad: Skate or Die on the Game Boy. Similarly based on an existing property (in this case Electronic Arts’ sub-standard Skate or Die series of games, which Konami published on the NES), like Rollergames it deviated from its source material so much as to be basically a unique property. Bad n’ Rad is a sort of racing action platformer, and has a very similar setting and feel to Rollergames. I wouldn’t be surprised if they had designers in common.

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Rollergames has a setting and story that takes the basic branding and teams from the (nominally) sports-based show, and throws them into a standard videogame fictional world. A bad guy has taken the head of the league hostage, pick a Rollergames team and set out over a variety of themed stages to defeat bad guy.

You choose a team at the start of each round.

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T-birds – Chunky fat dudes (I’ve now learned based on a particular fan favourite character)

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Hot Flash – Pink clad females

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Rockers – Axl Rose lookalikes

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T-birds guy is slow to accelerate but powerful, Hot Flash girl is fast but weak, and Rockers dude is the Goldilocks selection. I always choose Hot Flash because quicker control is more valuable in platforming (which are the most difficult parts of the game), and who can resist 80s girls in hot pink?

Most stages are centred around an evil team, with a set theme and featuring the team leader as the end boss. Main levels are broken in two, and you get an energy bar refill at a mid-stage checkpoint. They’re a mix of platforming, beat em up, and traps.

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The alternate stages are constantly moving highway stages, where a variety of traps appear to try and stop you making it to the next stage. These are very similar to the skateboarding levels in Konami’s Turtles games.

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The beat em up elements feel a lot like Turtles. Fast and smooth, but relatively loose and forgiving hit detection. Once you work out the exact angle to attack enemies from, you feel pretty powerful.

Bosses are atypically well designed for a beat-em-up. They follow unique patters of attack, more like a good action platformer boss than your typical ‘big brute’ fighter boss. While they are cheap at times, you can see how you could technically not take a hit with a perfect run. More variety than normal is afforded by the premise, so not all bosses are just guys to beat up.

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The platforming has two things going against it. The isometric-ish/3D movement (sometimes referred to as ‘belt scrolling’ because you can move up and down the ‘belt’ with perspective at an angle) makes judging jump distances much more difficult than in a standard 2D space.

You are also on wheels, and have momentum to deal with. In a sense the whole game plays similarly to an ice world in a Mario game, all slip and slide. Combine the perspective with the momentum and it’s a recipe for frustration for those without quick fingers. Add to this banked surfaces (which feature heavily in a later stage) and speed and this becomes a tough game to beat.

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But it’s not unfair or impossible. It will require level memorisation and quick reflexes, but all traps are passable every time.

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Presentation wise, it’s classic high-quality Konami. The graphics are fantastic, Konami’s trademark ‘faceless’ characters are big and well defined. Detailed colourful environments, a rock solid engine with basically no sprite flicker, and some excellent parallax effects on the highway stages mean this is a top-shelf NES game graphically.
Sound effects are good standard NES stuff, and the accompaniment is a series of excellent catchy tunes (by one of the Castlevania series’ composers) which perfectly match the solid game mechanics. The music also has a very ‘Konami Turtles’ feel.
Rollergames is a hidden gem on the NES.

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Contra (コントラ Kontora) – Famicom

How good is the original Famicom Contra?

Kontura_2118 So good even the cut-down American version and robotomised Australian/Euro versions are still awesome.

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What is it that makes Contra so great?

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The whole idea is off the charts awesome from the start. Rambo and Dutch (Arnold’s character from Predator) vs the Aliens from Alien. Much like how Castlevania was a pastiche of classic monster movies (Dracula, Frankensten, Mummy Man etc) Contra is based on an 80s dream movie we never got.

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Lush jungles (apparently New Zealand), futuristic enemy bases, a subterranean alien lair – so many classic 80s macho-man settings are covered. And it looks fantastic, particularly the Famicom version (over the NES versions) with more effects, animated trees in the jungle and snow field levels, and animated alien squirming in the final stage. The music is packed with ‘big action movie’ tunes that could have been written by Jerry Goldsmith himself, and the sound effects are suitably chunky and expressive.

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The Fami version also has cut-scenes and a rather cool Ghouls n Ghosts style overworld map.

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Of course ultimately it’s the killer gameplay that makes it an all time classic. Taking shooter and platfomer and melding them into a cohesive whole for the first time.

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It has literally perfect controls. I wish every game on the Famicom had such amazing controls. It’s satisfying just to move and shoot, and you always know a death was your own fault.

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Enemy and boss designs are tuned to offer a pitch-perfect challenge. The variety of tasks, settings, and ideas was top of the industry at the time of release.

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The arcade game was very good, but the team that ported it to the Famicom are the ones who got it most right. The more colourful, tighter controlled home version is one of the rare times that a home port eclipses an arcade original.

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The Contra series unfortunately didn’t last as long as it should have as a top-tier franchise. Two equally excellent sequels (Super Contra and Contra Spirits) and a very good side game (Game Boy Contra, known as Operation C in the U.S.) got the formula right, but after that a series of missteps basically killed the brand.

A pretty bad NES spin-off (Contra Force, which was originally an unrelated project known as Arc Hound) started the trend, and was followed by a Mega Drive spin-off (Contra: Hard Corps) which was good, but in my opinion messed with the formula too much. Fiddly controls, drab settings, bad overly crunchy sound effects, and a techno soundtrack that ruined the 80s action movie feel.

Four terrible-to-mediocre games followed on PS1/PS2, all of which continued to misunderstand what made the first four games great. The first PS2 game (Contra: Shattered Soldier) was the closest to understanding Contra, but still wrecked the formula with mushy controls (likely due to the game’s 2.5D presentation which almost never works well), a stupid cycling weapon system and a lame ’emo teenager’ techno-metal soundtrack and presentation style.

It was’t until the brilliant Contra 4 for Nintendo DS in 2007 that we finally got another game that got the formula correct again, and was truly worthy of the Kontora name.

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But here’s to the original Famicom game. It has been equalled, but has never been topped in its genre, even 27 years later.

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The Japanese version is one of the games that came with a collector card. I finally got a copy with the card recently of a decent price, so now I’m up to 9/20!

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Famicom NES controller

Want that classic Famicom feel without the hassle of having to sit two feet from the console?

Here’s the solution.

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It’s an NES controller board and cord in an original Famicom pad shell.

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Glorious gold faceplate on rich burgundy plastic. Rounded corners for that premium experience.

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All the class, prestige and comfort of the original classic, without the hassle.

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Perfect for the discerning Famicom enthusiast’s AV Fami needs.

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I do the same with The Super Fami. None of the SNES’ ugly lavender concave button nonsense, but with a much longer controller cord than the Super Fami pad.

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Of course, Super Famicom Jr. controller cords are the full length already. But this sucker is staying mint in the box for now.

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My ready-to-go Nintendo controller drawer. Sometimes you want Famicom, sometimes you want dogbone, and sometimes you want to rock out gajin style on the squared off NES pad.

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Nintendo industrial design in the early 80s

Nintendo had such a classy ‘brushed metal on high quality coloured plastic’ aesthetic in the early 80s, carried over from their original ‘Color TV game’ console series, through the Game & Watch series, and on to the Famicom.

This post is a celebration of that aesthetic.

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The best arcade in Japan – Kowloon Walled City at Kawasaki

Kowloon Walled City was a lawless mini-city built just outside of Hong Kong.

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Established on a legal ‘no-man’s land’ and unpoliced by either Britain or China, it thrived and became an amazing mass of humanity.

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You might know it was the place the Kumite was held…

It was torn down in 1994, but I’ve always been fascinated by the place. I’ve been to where it once was, and all that is left is a boring park, with a few monuments like a piece of the original foundation, and a model of the old city.

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What has this got to do with Japan?

It seems I wasn’t the only one who was fascinated by the walled city, as some of the interior has been re-created in Japan. It’s called the Kawasaki Warehouse, and it’s one of many amazing pet projects by Japanese designer Taishiro Hoshino.

So we got on the train out of Tokyo and headed for Kawasaki. It’s a bit of a walk, but easy to find once in the right area.

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The entrance looks right out of Tim Burton’s 1989 Batman:

Inside you have to walk past pretend drug dens and prostitutes

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Until it opens up into a re-creation of the bustling city courtyards

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That just happens to have an old-school video arcade inside!

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Everything from Taito’s original three screen Darius
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To a sit-down Outrun cabinet
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To more recent offerings like Nintendo and Namco’s Mario Kart Arcade

Even the bathrooms match the theme

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I’m assured the ladies was much nicer!

Upstairs there’s a weird renaissance theme, and classy layout for various parlour games

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And of course, Pachinko and crane games.

Well worth the trip out to Kawasaki!

More photos:

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Nintendo and other gaming in mainland China

China is a strange place when it comes to gaming. Despite the proximity, Japanese consoles have rarely had much presence, as most of China wasn’t developed enough during the age of their rise. You do find the odd arcade, and like everywhere else, terrible ‘free to play’ mobile games have taken over in the last couple of years.

Nintendo and their characters are as present as any pop-culture icons. They exist in the copyright wild west of China’s major cities primarily as pirated merchandise (with a few examples of legit merch). But there was no sign in any stores I saw of the actual main Nintendo products – the games themselves.

Here’s a photo journal of some of the gaming stuff I came across on a trip through mainland China.

Beijing

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Mario Kart Wii used as a sign for…
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90s (and early 2000s) arcade games by Sega, Namco, Capcom and SNK!

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 Xian

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So weird how you can get Mario Happy Meals, how would they even know what a Boomerang Bros suit is?
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At a Xian ‘indoor market’
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As far as I can tell, the Wii U isn’t even available in China. Yet here’s a Mario 3D World toy.

Xiamen

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Mario sells men’s clothing in Xiamen. A very strange city, it’s like a dying tourist town.

Shanghai

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‘Shanghai Fake Market’ – a huge indoor market with branded stores that haven’t paid for the branding…

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Ironically retro gaming would be easy in Shanghai – great supply of working CRTs available cheap at antique markets.

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