Epoch Super Cassette Vision (スーパーカセットビジョン)

Before the Family Computer took over the world, the biggest name in Japanese console games was Epoch. Similar to Nintendo’s Color TV line, Epoch created a series of consoles that played a single game (Space Invaders clones, Baseball etc), and in 1981 the company spun off that hardware design into a cartridge based console, the Cassette Vision.

The original Cassette Vision console

The Cassette Vision did decently enough, but in 1983 arcade players Nintendo and Sega had entered the space with the Family Computer and SG1000, which were both selling well (very well in Nintendo’s case). So Epoch joined the next generation with the Super Cassette Vision. It’s a very interesting machine because it straddles the line between the generations of that era.

The console design itself bears several marks of the transitional nature of the industry at the time. At first it looks like a controller-less unit, but they’re hidden behind the front panel.

Like all Japanese consoles of the era, the controller cords are attached to the console, but the console has slots to store them much like the Famicom. The SG1000 II and Mark III also followed this Famicom design cue.

They fold out to reveal what are essentially a much better version of the SG1000 controller, itself a cut down version of the Colecovision controller. What makes them better are they use Game & Watch/Famicom style rubber membranes internally for buttons and stick directions, as opposed to the bending metal leaf connectors of Atari/Coleco/SG1000 controllers.

Ironically, Nntendo had the exact same idea in 1984, with their Micro Vs System game & Watch design.

The top of the console features a number pad for selecting game modes etc, which is very reminiscent of the Intellivision and Colecovision’s number pads, though it’s much better having them on the console, making the controllers more compact and comfortable. Similar to the SG1000 and Mark III, there is no start button on the pads, but a pause button on the console itself.

One thing that sets the console apart from others of the era is that it supports RGB-out right from the console. While unlikely to have been used by most customers of the era, today it makes it very easy to get great quality output.

Photograph of the game on my LCD via the Framemeister

In terms of power, it’s an odd one. The games have a very stable, sharp graphical presentation, with no flicker (Epoch boasts right on the console that it can handle 128 sprites at once), good bright colours, and decent quality sprites.

On that metric, it had the best quality graphics of any console until the PC Engine. But the system is still clearly in the Intellivision/Colecovision era in what it can handle. Backgrounds are always flat colour (or black), there is barely any scrolling and games are either simple, or slow, with little going on. Sound wide it’s probably about the same as the SG1000/Mark III, which is to say far below the Famicom.

But it’s a unique piece of hardware due to this dichotomy between such clean, solid presentation (especially via RGB) and more primitive style games, and it feels a lot like an 80s microcomputer, like the MSX.

Just like the Famicom, games came in cardboard boxes, with a little manual.

Taking another cue from Nintendo, they were on colourful cartridges, allowing quick selection of the game you want to play.

Short and stubby but with an end label, they’re a hybrid shape between the ‘cassette’ like shape of the Famicom and the long Atari style of the Sega carts of the era.

The front of each game cart shows a quick control reference for that game, which is nice.

Pop & Chips is an interesting cart, as it features saving via battery backup. instead of using permanent internal batteries like Nintendo games started to use in the later 80s, the cart simply has a slot for AAs.

Those character designs on Pop & Chips may seem familiar. they look very much like characters from Taito’s Chack’n’Pop (the 1983 ‘prequel’ to Bubble Bobble). It plays somewhat like Lode Runner however.

Along those lines, Epoch were not averse to ripping off other games to support their system. As seen above in the RGB screenshot, Astro Wars explicitly states it’s a Space Invaders derivative, though being much more advanced it feels more like Galaga, as does its sequel.

But some other ‘familiar’ names pop up too.

Wheelie Racer is a version of Data East’s Bump ‘n’ Jump/Burnin’ Rubber/Buggy Popper

Comic Circus is a limited take on Konami’s Circus Charlie with a bit of Sega’s Carnival.

And Elevator Fight a loose take on Taito’s Elevator Action.

I have no idea what Ton Ton Ball is based on, if anything.

There were some licensed official releases of games too. Marked clearly as being ‘From USA’ there was an officially licensed release of First Star Software’s Boulder Dash.

Other notable releases are games based on licences. There was a Lupin the Third game, a Doremon game, and the first ever Dragonball game.

The Super Cassette Vision faded pretty quickly after the Famicom started taking over Japan. It got a small licensed release in France, but didn’t appear anywhere else in the world. Epoch returned to its traditional strengths as a toymaker, and in 1985 created the Sylvanian Families animal dolls toy line that was incredibly successful and continues to this day. One neat link between the product lines is Epoch makes consoles for the Sylvanian Families playsets as well as various gacha toys, including this mini Super Cassette Vision (and mini TV playing Pop & Chips)

Super Cassette Vision Advertisement

 

Nintendo Ultra Machine (ウルトラ マシン)

One of the famous Nintendo ‘Ultra’ line toys, the Nintendo 1967 Ultra Machine (ウルトラ マシン) forms part of Nintendo’s transition between card manufacturing to toys in the 60s and 70s.

As may be obvious from the box art, it’s an automatic baseball pitching machine.

It of course comes semi-assembled so as to fit in the box, the packable design and packaging layout is particularly elegant.

Fully assembled, with Nintendo branded bat.

A line up of included plastic balls (with slight shape variations to affect their trajectory) collect in the basket, and fall one by one into position for the flicking mechanism.

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Here on the battery compartment is the first ever instance of the modern Nintendo logo appearing on a product. It hasn’t yet got the ‘racetrack’ border, but sits inside a squashed hexagon.

It’s one of those ‘what you see is what you get’ kind of products. The motor doesn’t work in mine but you can manually set a ball to be launched, and it throws the balls quite well.

The Ultra Machine has made several guest appearances in Nintendo video games in the years since, most often in the Warioware series

But more recently in Splatoon 2, where a jury-rigged Ultra Machine serves as a bomb launcher.

Complete Nintendo Small Box Famicom Game Set

After a few years of working toward it, I’ve finally collected all the first party ‘small box’ Famicom games.

This is the first ever line of Nintendo console games, covering the Famicom’s 1983 launch through most of 1984.

This set as a whole is often confused with the slightly smaller ‘pulse label’ games line, which features the pulse motif for the cartridge label on each game.

This confusion is common because unfortunately everything doesn’t quite line up perfectly, design-wise. The small box set includes all pulse label titles except one (Devil World, which came in the later standard Famicom larger box). And all small box games are also pulse label titles, except for the three gun games – Duck Hunt, Hogan’s Alley and Wild Gunman, which have the cover illustration on the cart.

So there’s the pulse line set, and the small box set, which almost completely overlap but unfortunately (for those with OCD) not 1:1.

Of course, this is not all small box Famicom games, as many third parties’ initial lines came in the same size. Here’s my Hudson, Taito, and Namco games added to my Nintendo set.

Interestingly, while Konami were there on the Fami in this era (1984), and they followed the initial Nintendo box design motif closely, they skipped the small box size and went straight to a medium size for their initial set of games, the Konami ‘orange box’ line. I charted the rest of the Konami Famicom box design evolution in this article.

So what’s next? I guess I should get around to picking up Devil World to complete the pulse label set, for one.

Nintendo and Sega’s 8-bit Controller Rivalry

Nintendo and Sega had a famous rivalry in the 80s and 90s. In this post I’ll focus on a single element – the first party controllers of their 8-bit consoles.

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1981

The story begins before either company has released a cartridge based console. In 1982 Nintendo completely reinvents cheap directional input with the calculator style ‘plastic button above rubber membrane’ design of the directional controller pad (d-pad) in the Donkey Kong Game & Watch.

It’s equal to expensive microswitch arcade joysticks in speed, reliability and precision. It has great tactile feedback thanks to the ‘give’ of the rubber.

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1983 Donkey Kong II

It is a vastly superior solution to the standard Atari-style joysticks of the time, whose sticks and buttons use primitive leaf connectors (bending metal) to register button/direction presses.

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1983

Nintendo releases the first edition of the Famicom. The controllers feature the Game & Watch d-pad, and like Donkey Kong, soft rubber action action (A/B) buttons. Also like Game & Watches, it features soft rubber function buttons (Start and Select).

Nintendo continue the ‘metal plate on top of coloured plastic‘ styling of the Game & Watch series.

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The rubber buttons are usable, and suitable for simpler games, but are not as responsive as the d-pad is, and on hard presses can get stuck on the corners. For this reason (combined with a rare graphics glitch issue) Nintendo recalls these models in early 1984 and replaces them for customers. As such they’re relatively rare in the wild.

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Of note, the Famicom features controller docks on the side of the console, so cords come out the side of the controllers to facilitate this.

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Still 1983, Sega releases the SG1000 console. The console itself is a generation behind the Famicom, and the SG1000 controller (SJ-200) is a primitive old-paradigm joystick that uses the unreliable old leaf connectors. It also only has two buttons to the Famicom’s four (the console itself features a ‘Hold’ (pause) button on the main unit).

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It’s an absolutely terrible controller. The mini joystick is equally as bad as an Atari VCS joystick, but cannot be as easily wrenched around to ‘force’ it to work like an Atari one, due to the small size and the way you hold it.

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1984

Nintendo updates the Famicom controller to have hard plastic over rubber membrane A/B buttons for better responsiveness. They leave the less commonly used function buttons as soft rubber.

A brilliant controller that basically sets a permanent industry standard.

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Later in the year, Sega releases the redesigned SG1000 II console, with the Famicom inspired SJ-150 controller.

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The SJ-150 has a round variation of the Famicom d-pad, and a copy of the original Famicom soft rubber A/B buttons.

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The new console ditches the unique look of the original SG1000, and takes more than a few design cues from the Famicom, including controller docks on the side of the console. Controllers are detachable from the console unlike the Famicom, but they plug in at the back, using an Atari-style DB-9 connector – a legacy of the original SG1000, which had a DB-9 plug for an optional second controller.

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Interestingly, the SJ-150 tries to keep one foot in the old ‘joystick’ world, and comes with a little plastic stick which can be screwed into the middle of the d-pad, presumably for players who want some kind of joystick feel.

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1985

Sega releases the SJ-151 controller with later SG1000 II consoles, and it is moved up to the latest Famicom design, with hard plastic with rubber membrane A/B buttons.

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This is the first all-round good Sega controller. It keeps the weird mini-joystick option.

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Later in 1985, Sega releases their upgrade to the SG1000 – the Mark III, with the SJ-152 controller, which is basically just a redesign of the SJ-151. It has more Famicom-like styling, with a reflective metallic sticker on the top mimicking the metal faceplate of the Famicom controller. Possibly due to the SG1000 legacy of the Mark III hardware, Sega is stuck with only two buttons for each controller.

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The console continues to feature controller docks like the Famicom, though the controllers now plug into the front of the console.

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It also retains the mini-joystick option. Someone must have liked it.

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Later in 1985, Nintendo brings the Famicom west as the NES, with an externally redesigned (more squared off) controller that keeps all internals of the hard button Famicom pad as-is – it even uses the same board.

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Due to the NES having no controller docks, Nintendo improves on the Famicom pad design slightly by having the cord come out the top instead of the side of the controller. It is however slightly less comfortable to hold due to the harder edges; the Famicom controller was nicely rounded.

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1986

Sega brings the Mark III west as the Master System, with an externally redesigned (more squared off) controller that keeps all the internals of the Mark III pad as-is – it even uses the same board.

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It has some weird raised sections making hitting the buttons and d-pad less comfortable, though the d-pad is still the half decent one from the SJ-152. It is also less comfortable to hold due to the harder edges. Unfortunately, despite the Master System having no controller docks to necessitate it, the cord still comes out the side. It still has the mini-joystick option.

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1989ish?

After the release of Sega’s next system the Mega Drive, Sega begins positioning the Master System as a budget system in some of their more successful territories (mostly Europe and Australia/New Zealand). They revise the Master System pad to have the cord come out the top like the NES, and finally drop the mini joystick attachment.

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At some point along the way Sega farm out all Master System production to China, and the non-Japanese controllers (and consoles) were much lower quality, and broke incredibly easily. Especially the d-pad, which had a cost-cutting redesign, making it less responsive as well as more prone to breaking.

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No first party controller breaks as easily as the ‘top cord’ Master System pad.

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1993

After the release of the Super Famicom/Super NES, Nintendo repositions their older Famicom console as a budget machine – in Japan as the ‘AV Famicom’ and as a Top loading NES model in the USA/Europe.

The new Famicom/NES comes with a new Game Boy/Super Famicom inspired controller, affectionately known as the ‘dogbone’.

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It’s a great controller, a very high quality build, and easily the most comfortable controller of the generation. Some players prefer the ‘flat’ AB button orientation over the Game Boy/SNES-style angled orientation. I prefer the angle.

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And that’s where that battle ended. Poor Sega were 1-3 years behind at every single step.

Here’s the whole lot in one shot.

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My favourite Nintendo controller is either the beautiful round button Famicom pad (or my hybrid Famicom/NES controller), or the dogbone.

My favourite Sega controller is probably the SJ-151. It has the better buttons, and the round d-pad works just a little better – the square one has a bit too much face surface. The SJ-152 is also quite decent, and it looks less plain.

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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Goonies Family (Computer) photo.GooniesFDS_17

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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