Now that I have finally picked up each Nintendo Classic Mini, here they all are with the original consoles.
Now that I have finally picked up each Nintendo Classic Mini, here they all are with the original consoles.
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.
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.
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.
And finally, I’ve recently tried Nintendo 64 cartridge protectors on my small box Famicom 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!
You’ve likely heard the story of R.O.B. ‘The Robotic Operational Buddy’ for the NES. The story usually goes like this: when Nintendo wanted to bring their successful Family Computer console to America in 1985, the stores wouldn’t take it because they were afraid of losing money on video games, as there had just been a big video game market crash. So in order to get toy stores to stock the console, Nintendo initially bundled the NES with a toy robot and marketed it as an electronic toy instead.
Some of the story might be true, but R.O.B. was actually released in Japan first, as the Family Computer Robot.
Nintendo was a toy company before they were a games company, and there were many existing examples of the company combining electronics and toys before this. Among the most notable are the original electro-mechanical light gun games: at home (Electro Safari and Electro Bird) and in the arcade (the original versions of Wild Gunman and Duck Hunt).
So really, the robot and its accessories were just part of a long toy/game continuum that continued throughout the Famicom era with peripherals like the Power Pad and all the way through to today with Amiibo and Labo.
The games that were compatible each came with a veritable toybox of additional parts, and are essentially complex mechanical games that use the robot as a central item. Only two games were released, Robot Block and the more elaborate Robot Gyro.
The Family Computer Robot uses pretty much identical technology to the light guns of the day, but in reverse, so instead of the screen responding to the peripheral, the peripheral responds to the screen. Like light guns it relies on the screen scanning display technique of a cathode ray tube, and so will not work on modern fixed pixel screens, even via a scaler.
So for robot games, a CRT is required, luckily I keep one on hand for just such an occasion.
Essentially the robot needs to be positioned so he can see the screen clearly in order to respond to the commands he is sent.
The robot can receive commands from the screen and execute a simple movements based on them. He can move his arms up and down, left to right, and can open and close his grip. This movement set allows him to pick up and move objects.
The two games approach the concept of ‘robot which can pick up items’ differently. Robot Block primarily makes the physical element of the game the primary one, integrating the Famicom software into the mechanical game. Robot Gyro is essentially a regular video game which includes the robot (and gyro) functionality as a physical gimmick.
Robot Block (ロボット ブロック)
Robot Block is the simplest of the two games, in both set-up and software. It comes with a series of attachments which are slotted into the robot’s base, some discs which sit in these attachments and can be stacked on each other, and some hand attachments which can grip the discs.
The physical game involves manoeuvring the robot to pick up the discs and stack them in a particular order.
The game itself features a robot testing tool, and three game modes: Direct, Memory and Bingo.
All the games involve a little professor jumping around the interface. Direct is the simplest, you have to stack up the discs in a certain order as shown on the screen.
In Memory you must set up a series of moves for the robot to execute in order to achieve the required physical result. Bingo is a one or two player game where you have to fill in rows or columns in order to execute commands.
Essentially the software is useless without the accessories, since it’s really just a tool that is used to play with the robot and pieces. It’s also not very fun beyond the 80s robot novelty.
Robot Gyro (ロボット ジャイロ)
Robot Gyro is both the better game, and has the better toys. It also has a much more elaborate set-up. First of all there is a bracket on which the Famicom player II controller sits, with a levered mechanism which can hit the A and B buttons.
There is a powered gyro spinner which gets two tops spinning at high speed.
The robot can pick up the tops from the spinner…
…manoeuvre them over the button levers…
…and release, which presses down on the matching button on the controller.
There’s also a slot over on the right to keep the second top when not in use.
Here’s a closer look at the mechanism to hit the buttons. The mechanisms are coded in blue and red, which ties into the game.
The set up is actually a pretty fun toy in and of itself, due to the spinning tops being pretty fun and the whole set-up being nicely done. But what about the game?
Well it’s a pretty standard 80s puzzle action platformer (think Lode Runner or Crazy Castle), where the same professor character from Robot Block has to collect all the dynamite in the stage while avoiding the critters.
The gimmick is that the stages are full of red and blue pipes which move up and down when the red and blue switches have been hit. In order to get the robot to do this, you essentially pause and issue instructions. It can often take several moves for the robot to slowly get the top to the right button.
Actually playing with the robot is tedious, but the game itself is a decent puzzler if played without it in two player (with the other player hitting A and B). So while the robot toys are fun to play with, and the game is decent, together they are less than the sum of the parts.
Overall, while not being the most fun games to play on the Famicom, the Family Computer Robot games are fun pieces connecting Nintendo’s toy and video game eras.
In sad news, famous Tokyo game store TV Games Maya closed on April 8 after 35 years.
Run by shop manager Hisako Akitani as a family business, the run has finally come to an end due to her retirement. It’s crazy to think the shop has been running since around the launch of the Famicom.
GameCenter CX’s man man Arino hosted an event on the final day, and many famous names in the Japanese game industry paid their respects for such a long-running business.
I just wish I had bought this sweet Famicom design gaming chair last time I was there!
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.
Last time I decided I was done, having collected a card for 19/20 of the games which came with a card. The missing game was Exciting Boxing (エキサイティングボクシング), which while I’d managed to get a hard-to-find boxed copy of it to complete my complete boxed Konami Famicom collection, I’d never seen one with a card outside of complete large box copies which come with a novelty inflatable controller and cost a fortune when they appear.
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.
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.
So here is my updated card set:
The whole collection, with cards:
Nintendo and Sega first crossed paths as rivals in the arcade business, and this spilled over into the console business when they both released their first home console on the same day.
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.
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.
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.
Who would have thought?
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 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.