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EDGE RETRO N3 2003 Guide Collecting

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VECTREX I CBM 64 I NES I AMIGA I PC ENGINE I NEO-GEO I MEGA DRIVE I SNES I SATURN

The guide to collecting classic All-new NES and Amiga sections


videogames and hardware with classic software showcases

Includes fully updated Comprehensive buyer's guide


software prices for 2004 featuring exotic console prices
enter
The history of electronic entertainment

s pastimes go, collecting things can be rewarding.


A Members of the philately fraternity must surely feel a
special kind of buzz when completing a limited-edition set of
British Columbia stamps, and finally getting hold of a Japanese
import version of 'God Saved The Queen' on coloured vinyl
must prove similarly life-affirming for those dedicated to filling
their living spaces with punk rock memorabilia. But surely no
other pursuit in collecting circles can compete with the
acquisition of videogames and the amazing hardware that has
powered them since they became popularised in the '70s.
Because in physical terms a postage stamp from yesteryear
is really no different from a postage stamp of today, and record
vinyl certainly hasn't come on in leaps and bounds over the
years. But videogames, more so than other forms of mainstream
entertainment such as television programmes or movies, are
distinctively products of their time.
And, importantly, this is not just about tracking down rareties
from years gone by and racking them on a shelf to simply sit
there and be admired across the room from time to time, it's
about interacting with these historical artefacts. Videogames are
made to be played, to be enjoyed, to be experienced. And many
thousands of gamers are doing just that, making the collector's
scene an important part ot'the videogame industry as a whole.
All of which is a roundabout way of saying welcome to the
third edition of Retro, a celebration of videogame history and
its preservation in which we're gathering together Edge's
collector's series, filling in a few blanks, and delivering a bunch
of new content besides. We're sure there'll be something here
to drive your gaming habit further.
Oh, and one last thing: good luck with your eBay
auctions and your plundering of car-boot sales ...

00 3 >
006 CEG Vectrex
Not many consoles come with built-in displays.
Fewer still use vector graphics. Here is one

016 Commodore 64
The best 8bit gaming computer to come out of
America, and the brash choice for the enthusiast

026 Nintendo Famicom


The world-conquering console without which
videogaming would not be as it is today

036 Commodore Amiga


One of Europe's most beloved formats, and
a true technical pioneer from the mid-'80s

046 PC Engine
The Japanese console that had it all: looks,
power and software - but not a UK release

058 Neo-Geo AES


Arcade gaming in your living room was an oft-
made promise. This machine actually delivered

068 Sega Mega Drive


Just when Nintendo looked like having it all its
own way, up popped this monster from Sega ...

078 Nintendo SNES


... and then Nintendo attempted to wrestle
back control with its own 16bit powerhouse

092 Sega Saturn


The console commonly perceived as a faiJure,
but whose legacy demands recognition

·110 Hardware price guide


Retro rounds up machines on the collector's
scene and puts values against their attributes

005
006
CE's Vectrex is the only dedicated vector-based home pioneering brethren and, in the last few years, interest in the time; what elevates the Vectrex to premier collectable of the
G console with a built-in-monitor. In recent times, the system has never been so high. There are several reasons for early-'80s are the aesthetic qualities of the system's graphics.
machine has demanded as much attention for its graphical its extreme collectabilrty some 20 years on. Opting for white vector-line graphics (colour was
aesthetics as for its gameplay dynamics. In terms of rivals, it Vectrex's timing couldn't have been worse as it arrived on introduced by plastic overlays), and using a vertically
has none. If tt's a simplistic minimalist vector glow you want the doorstep of an industry about to break up. As with all orientated Samsung 240RB40 vector monitor as seen in
to light your IMng room, there's nowhere else to go. companies releasing videogame systems and software arcade machines such as Space Wars, Asteroids, Battlezone
That such a niche system, on the mari<et for ltttle more leading up to the bust, pro/rt was scarce. As such, the and Tempest, Vectrex is retro stylish in today's mari<et. As a
than two years, has endured in popularity right up until today Vectrex enjoyed only a short lifespan, wrth many software result, the visuals have remained fresh while its contemporary
says different things to different people. The truth is that anomalies slipping out relatively unnoticed. The fact that so early sprrte-based machines have aged badly.
systems born and nurtured before the great videogames few items were released (only around 30 games made it to Finally, the system has a vociferous home-coder
crash around 1984 are usually nothing more than shop shelves) meant that the collector could feasibly following. At the end of its life the rights to the Vectrex and
mantlepiece artefacts in today's mari<et. Gameplay was still complete the collection. Combine this wrth the scarcity of all related materials were returned to the original developer,
embryonic and the graphics today look like primitive cave those games and tt's an irresistible concoction for the hurter- Smith Engineering. SE then graciously condoned the non-
scratchings. Yet the Vectrex has fared differently to its gatherer. But this is a factor shared by other systems of the profit circulation of any materials including games and

007 >
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INSTIIUCTIONS

At the t,me most game


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manuals allowing the Vectrex to become a haven for level. Krakauer is said to have accepted the offer and lrt11e one-inch CRT that I think was used in a heads-up display
homebrew projects. These factors have ensured that the commissioned a GCE engineering team to build a console for aircraft. He found rt in a surplus store and brought rt in
system has remained popular with enthusiasts the world over. around them. However, in 2000, Steven L Kent, author of thinking rt would be cute to make a lrt1le handheld game that
Much mystery surrounds the Vectrex's conception in 'The Ultimate History of Vldeogames', interviewed Hope would use that. Western Technologies, being primarily a
1980. Although many of the originators behind the launch Nieman, the former marl<eting director of GCE, who negated development house, rather than just develop rt themselves,
and games have told their stories, time has misted these this story, saying, "The story about the monrtors is not true ... shopped rt around. Originally, I think Kenner [known for rts
recollections and created differing versions of the same rt was a real problem for us to get nine-inch monrtors ... so 'Star Wars' figures] picked up the idea and said, 'Yeah, we
events from those involved at the time. In the early-'90s we made them in Hong Kong ourselves." like rt, but make rt a five-inch CRT.' Then they came up with a
rumour had rt that GCE president Ed Krakauer had been The issue became even further confused at a US classic thing that looked like a Commodore PET with the CRT sitting
travelling in the east when an Asian businessman approached gaming convention in late 2000 where Bill Hawkins, a on a lrt1le stand and the controls down there [below the CRT]
him. Krakauer was offered at less than cost price a programmer hired to make games for the Vectrex during the and called rt the Mini-Arcade. Kenner subsequently cancelled
warehouse of monrtors that had been intended for use in system's development, gave his version of events: "One of the development plans, and [Western Technologies] went and
cardiogram machines. Due to the boom in the videogame the guys who was a hardware designer, John Ross, was shopped rt around again. GCE's Ed Krakauer said, 'We like rt,
marl<et, GCE was interested in entering at a more dedicated going around some surplus places and had come up with a but make rt a nine-inch CRT.' And that's how rt came about."

c oos
It was only a matter of weeks between Kenner's refusal to recrurted technology students wanting placements. Rather Vectren (this name even got a startup screen logo) through
take up the Mini-Arcade in July 1981 and GCE's decision to than looking for local students he turned his attentions to Vector-X to Vectrex. Tom Sloper, designer of the game
run with rt. GCE commissioned Western Technologies to Georgia Tech College, allegedly so any potential employee Bedlam and creator of Vectrex mascot, Spike, illuminates:
handle all the programming and design for the system. As would have no distractions in Los Angeles. Bill Hawkins and "We had one of those corporate brainstorming sessions with
soon as the Mini-Arcade had been taken up by GCE, Chris Kong were selected due to their experience of coding the president of GCE. We're all talking about what to call this

Western Technologies cancelled an Atari 2600 reverse- games in BA.SIC. Duncan Muirhead joined a week or two thing. I said, 'It's a vector-based machine. Let's call rt
engineering project rt had started in June earlier that year and afterwards having dropped out of a Physics PHD program at something with 'vector' in rt, like Vector-X.' We made a list,
moved the key staff to start work on the new console project. UCLA. And so a strict timetable began demanding that the put rt on the whrteboard and eventually they called rt Vectrex."

By January 1982 hardware design was nearing completion first 12 games should be ready by June 1982. By April, Production of Vectrex began in August 1982 and the
and GCE was anxious to announce the new console system, Scramble, Mine Storm, Berzerl<, Rip Off and Star Trek had all system received crrtical acclaim from the videogames press
but with no games in development, time was of the essence. been completed and the system was nearing launch. of the time. Paul Newell's Scramble won the Arcade Award
The next six months were a blur of actMty and n's hard to Hoping to unveil the console at the summer CES show in from 'Electronic Garnes' magazine for the best Mini-Arcade

decipher exactly what happened and who did what. Ed Chicago, GCE was anxious to get a new name. Unhappy game (a category apparently founded for the Vectrex). Sales

Sm~. Western Technologies' manager of engineering, ~ the term 'Mini-Arcade' the trtle was then shortened from were steady desprte a price point in the US of $199 (£126).

009 >
Allegedly one of the prime reasons for strong initial sales at own boardgame-based profits diminish. The company In March 1984, the Vectrex was discontinued in Europe and
the time was that the system, with Its built-in screen, didn't stockholder reports for the ear1y-'80s said that It was in phasing out of the unit began in the US. k. with most of the
require using the family 1V The console was large and stable trouble because electronic games were taking off and It was videogame companies in 1984, MB was stuck with a huge
featuring four full-size arcade buttons and a sturdy top-heavy too reliant on boardgames. In March of 1983, Milton Bradley inventory and duty forced to unload everything to discounters
analogue joystick (the first standard analogue console purchased GCE, thus acquiring the launched Vectrex. GCE who sold them at fire-sale prices throughout the remainder of
controller pre-N64) designed to fit neatly into a compartment had already booked national advertising for MB to use after 1984. The system sold for as little as $45 (£29), with carts at
beneath the Vectrex screen, allowing the system to remain the sale of the company. However, as soon as the deal was $5 to $10 (£3-6) apiece at that time.
compact and, so the advertisers promised, portable. completed, MB pulled all the advertising and instead used Its It has been speculated that MB washed Its hands of the
By the end of 1982 GCE was desperately looking for well-established distribution channels to expand the Vectrex's Vectrex like this to look more attractive to Hasbro (with whom
someone to buy It out. Hawkins explains: "Basically, GCE distribution overseas. By the summer, distribution had begun It would merge by May of that year), which was not interested
was a smaH company shopping to be sold. They were startup throughout Europe and Japan (the latter handled by Bandai). in entering any area of videogames. By the end of 1984,
people wanting to build the company and get out." By the end of 1983 the videogame crash was in luff Vectrex was nowhere to be seen. EventuaHy It was alleged
Enter Milton Bradley. From the late- '70s Milton Bradley swing. MB closed down GCE to distribute the Vectrex Itself, that MB lost around $31 .6m (£20m) due to the high cost of
had been looking to the videogame market and watching Its discounting It as much as possible (first $150, then $100). manufacturing Vectrex set against poor sales. At the 2000

< 010
Classic Gaming Expo, Sloper explained what he thought was choose between selling the innovative Vectrex system, or game," and decided to take a break from worl<ing in the
the main factor in Vectrex's death: "I think the critical factor selling all other Atari videogames and computer systems. industry. Retro wonders how two men from different cultures
was the timing, because at the point where MB bought GCE, There was no choice. Not with us ... and not with any other came to love the same system. "The first time I ever saw a
it was 1983, and we had just crested the hump in the retailer. Overnight, Vectrex was dead." Vectrex was in the earty- '80s, surrounded by about 30 kids in
popularity of videogames. The first boom-bust cycle was very Retro spoke to two of the key collectors of Vectrex - a crowded John Lewis toy department," explains Moore. "As
steeply up. And then, with E.T. and Pac-Man, it hit the top one English, one American. Jason Moore, based in Milton weary mothers dragged away their protesting children, I
and came down hard; the Vectrexjust went with it." Keynes, is the editor of fanzine 'Retrogames' and former gradually got closer to the machine itself. Even before I got to
There is also more sinister evidence of a factor in manager of the affiliated shop in London. Lance J Lewis, see the machine, my imagination was captured by the sound.
Vectrex's demise. The Video Adventure store in San Jose, from San Jose in CalHomia, worked at Atari as, among other The very fact that I remember hearing the machine before
CalHomia recently revealed that in the earty- '80s Atari sent things, lead level designer for Alien Vs Predator, and both ever seeing the graphics highlights how powerful it was for
them a notice that allegedly went to all the main independent Hover Strike games for the Jaguar. He has also worked at the time. It was like being in an arcade, as far removed from
distributors of its products in America. It stated that no Atari Rocket Science Games, AOL Games and 300. Despite an the bleeps and bloops of my Atari VCS as you could get. I
goods would be released to any distributor that also carried unnerving propensity for working with doomed companies he was dose to hysterical when it came to my mum's tum to
the Vectrex products. The shop owner stated: "We had to saw the light when commissioned for "yet another Army Men pun me away. Today we are so hard to impress with new

011 >
lhmg right with early marketing The so! Colour was added to Vectrex games via screen overlays, alth
led and looked nothing short of ent,cmg the overlay designer and game developers did not cooperate

technology, but back in 1983, it was like seeing colour 1V for will always be unique. Add to this the built-in screen, the the Vectrex, and the gamers that are familiar with rt tend to
the first time. It took me a while to save up the money, but highly responsive analogue joystick, and the high-quality feel a strong attachment to it."
once seen, I had to have a Vectrex. It's a oonsole that once sound effects and you have the closest thing to an arcade Wrth Moore selling various Vectrex materials over the
you've seen, you'll never forget." machine for the home. The alternative configuration of years, Retro ponders whether the scene has changed at all.
For Lewis, collecting had already become a concern at consoles like the Vectrex and Virtual Boy provides a "The price of UK Vectrex consoles has fluctuated greatly in
an ear1y age: "Uke most kids raised on 'Star Wars', I had an completely different kind of gaming experience, which in turn the past eight years - it's actually lower now than back in
Atari VCS/2600, and that was the beginning of the will always make them highly prized by collectors." 1995. I think this is because those that had always wanted
obsession. When the Vectrex was released in 1982, I had to Lewis agrees: "It was the first cartridge-based home them would buy them at whatever price, but all now own
have rt in my already growing collection. The built-in vector- gaming console to have a built-in vector monrtor. These them. Persuading new gamers to love such an old format is
graphic 'arcade' monitor was just the coolest thing." things were really only seen in the arcades, and today they're difficult, particularly when there aren't enough machines
Moore explains the console's popularity further: "The practically non-existent. It was also one of the last consoles around for them to experience them in the flesh. I actually
Vectrex is unique thanks to its single-gun vector display manufactured before the great game crash, so rt didn't have know people who downloaded Vectrex emulators and
system; rt is unlikely any other company will ever release a much of a chance to build a user base, or rts own place in couldn't worl< out what all the fuss was about. It's hard to
machine using this rather archaic technology, so the Vectrex pop culture. A lot of mainstream gamers have never heard of explain the huge difference when playing the real thing.

< 012
The most expensive games are obviously the most rare ones. But will this avenue of collecting be anything more than It's a sentiment echoed by Lewis: "People who grew up
Pole Position and Polar Rescue always fetch high prices in a short-term fad that will die? Moore is predictably adamant: on PlayStation Tekken look at the classic systems and laugh.
Europe because they weren't released here. The games for 'I think the whole retro collecting scene will not only be That's their loss. Twenty years ago, developers didn't have
the 30 lmager also fetch more money because of their rarity. sustained but go from strength to strength. We're at the tip the luxury of pushing 50m polygons per second wnh bump-
You're always going to have collectors wanting to complete of the iceberg. It wouldn't surprise me if, in ten years' time, mapping and pixel shading all running from the hardware.
their set, and games for the Vectrex are just the same." common games like Spike or Fortress of Narzod are going for They had to make games sell on the mem of being fun.
Lewis claims that the Internet has had an impact on the £300. Simple game mechanics may be out of fashion, but Systems like the Vectrex will always be more popular wnh the
mar1<et: ''The Internet has really enabled the collecting hardcore gamers will always appreciate them, and they don't older gamers, the people who remember when there were
community in general to expand. One can instantly find make a game any less challenging. I think the Vectrex will no videogames. Each new console, no matter how cool or
someone else anywhere on the planet to ask about why his always be a major retro collectable, n's just a shame there powerful n is, ships wnh an expiration date. Unfortunately,
or her Vectrex only displays a whne dot in the centre of the isn't more stuff out there to collect for n. As soon as you fill in none of us can see that date. We just play n until we tire of n,
screen. Newsgroup posts can be browsed to find out about the basic gaps and complete your standard software or software support no longer exists. Some consoles, such
the new games that are for sale. Or even find a working collection, you're left with super-rare tnles that you'll need to as the Vectrex, continue to fight off that expiration date, :-_·t,f:___
Vectrex on eBay. It's a very excning time for collectors." mortgage your granny to buy." and the collectors are the ones who can help.' -

013 >
This was the bug-free version of A 2D Batt/ezone-alike in which the The first home game that GCE Its monetary value hides the Consistently and unfairly compared
Minestorm that was sent to players player controls a jeep in the centre of ported from the arcade. As with historical value. The game that to Tempest, Web Wars is a good
who wrote in complaining about the an open maze. Responsive, smooth many titles, MB later released the started it all ported to a console a pseudo-3D shooter with competent
built-in bug on level 13. and well thought out. game in Europe itself. fraction of the size of the original. visuals and a twoplayer mode.

Pole Position Fortress of Narzod Polar Rescue Bedlam Melody Master

Release: GCE/Namco 1983 Release: GCE 1982 Release: GCE 1983 Release: GCE 1982 Release: GCE 1983
Ref: VT3206 Ref: VT3304 Ref: VT3308 Ref: VT3305 Ref: VT3602
Value: £45-75 Value: £2Q--40 Value: £30-75 Value: £2Q--45 Value: £45-75

Rare conversion of the arcade A very good Ga/aga-type shooter in A fantastic firstperson-perspective Often described as an inside-out With lightpen functionality this
classic. Much graphical effort was which you play a wizard on a submarine simulator, regarded by Tempest (by the developer as much standard early- '80s music game is
made on the player's vehicle leaving hovercraft flying through angled walls many to be the best original Vectrex as anyone), Bedlam has enough one of the more sought-after titles to
the others looking less impressive. to get to get to fortress Narzod. game. Fetches high prices in Europe. original features to stand alone. both European and US collectors.

< 014
One of the few (and poor) titles A classic port of Konami's side- A port of Stem's first arcade hit in One of the hardest games on the Two copies of this prototype have
released for use with the 3D lmager scrolling space shooter that would which the constant redrawing of format, this is an excellent port of the been verified and sourced (one by
glasses. An experience ROMs don't eventually evolve into Gradius. Very images frequently slowed the game Cinematronics arcade classic. The Jason Moore). Estimated value
translate very successfully. demanding and frustrating. to a crawl. tiny graphics don't spoil an shown if another made the market.
enthralling experience.

Clean Sweep Dark Tower Star Trek Spinball Heads Up (Soccer Football in UK)

Release: GCE 1982 Release: N/A Release: GCE 1982 Release: GCE 1983 Release: GCE 1983
Ref: Vf3303 Ref: Vf3307 Ref: Vf3107 Ref: Vf3204 Ref: Vf3203
Value: £15-25 Value: £2,000 Value: £20-35 Value: £25-40 Value: £15-25

A Pac-Man clone where you take Only one prototype of this 3D The aim is to find and destroy the A very good, if flickery, pinball This footy game was ambitious and
the role of a vacuum cleaner in a adventure game has been verified. Klingon mothership in this pacy and game that, like Polar Rescue, was accomplished. With three-a-side play
bank. Your vacuum can hold only Many collectors would pay this price entertaining 'Star Trek' licence. It was one of the first ever titles to offer and switchable characters it is one of
a certain number of pellets. if another came on to the market. released as Star Ship in Europe. a pause function. the grandfathers of the genre.

015
he Commodore 64 features in 'The Guinness Book of appropriate region host system or not, simply for peer kudos. access childhood lost). While the first two types usually steal
T Records' for the enviable feat of selling over 17m units, Thankfully, the C64 largely avoids such types, instead the cclumn inches, the last profile acccunts for the bulk of the
which officially makes it the biggest-selling computer ever. attracting the attention of a more distinguished senior crowd C64 community. Although that's not to say Commodore
Impressive for a machine that, despite six iterations, changed - namely people who owned the system first time around. believers aren't fanatical. The difference is that such
little anatomically during its ten-year reign. Its high-resolution Antiquated data storage alien to the younger gamer, coupled unshakable enthusiasm isn't expressed financially. The most
graphics frequently equalled NES and SMS, and undoubtedly with the demise of Commodore in 1994 (so there are no expensive C64 items rarely break the £100 mark, and you
drew much of the contemporary western development updated franchises to inspire younger retro fans to investigate can count such titles on one hand.
community into the videogaming fold. But what of the C64's series' roots), ensures that the popularity of the C64 scene
status in the collectors' marKet of the 21 st century? remains on a more even keel than its rival systems'. Tapping the nostalgia market
The burgeoning retro industry has attracted more than its In the launch issue of Retro, Computer Exchange's Everyone remembers his or her first home computer with
fair share of bandwagon jumpers. Collectors and retro fans marketing manager divided collectors into three categories: affection. The statistics say it all: if you were a PC-using
alike look with particular disdain on ccllector 'yuppies': people the hardcore collector Oooking to complete rare series), the westerner growing up in the '80s, then you probably owned
whc jack the price of an unsuspecting eBay Panzer Dragoon designer furniture lifestyler Oooking to find the apartment - a C64. The resurgence of '80s vogue is attracting swathes
Saga into the spending stratosphere, whether they own the defining Pong machine) and, finally, the gamer (looking .to of older fans back to the system they grew up with for two

017 >
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::-=.:=::... --
,.===----=--- ~-
=--- I i I I I I I I !I I II I t I I I

------ -
The C64 was on the market for so long that cunos such as the COMET
(COmputensed Muscle Excerciser and Trainer) were manufactured

key reasons. Rrst, there's the nostalgia factor - the smell of a hardware and disk/cartridge-based media for product-hungry gained a posting at Fort Dix in New Jersey. Here he learned
C64, the minimafist 16-colour screens, the clunk of a rare fans. Still, It's only one piece in the C64 enthusiasts' jigsaw; to repair typewriters. Commodore International was founded
cartridge, the ghoulish squeal of a loading tape deck .. . Then the C64 soene is more an enthusiasts' mar1<et than an in 1955 after Tramiel mowd to Toronto. In pa-tnership with
there's SID, the C64 's sound chipset, which stil arouses a exckJsive and expensive gaming clt.tl - and Commodore's Ricoh, Commodore swiftly mowd from lxJdng adding
level of fanboyism unrivalled by any other videogaming aural fans seem quite happy with that ... machines to electronics, making a deal with Casio In the '60s
processor. The C64 was the first personal computer with an to put together calcuators.
Integrated sound synthesizer cnp and SID has sinoe gone on From Auschwitz to infamy In 1976, Tramiel S8CU'8d a deal to buy the smal cnp
to be esteemed as an instrument in its own right. Jack ll'Blnlel, Commodore lnternational's founder, is manufacll.rer MOS Technologies for $800,000 (£490,000).
Compare the number of C64 fan pages to Saga SallJTl's, IJ'ldolbtedly one of the most interesting characters of the Ttis was a key deal - MOS was responsiJle for
for example, and you'N soon reaise the extent of the system's earty '80s computi1g soene, and responsiJle for bringing manufacb.mg the 6053 microprocessor that lay at the heart
popuarity. However, because nostalgia rather than gmr,eplay computers rno the home years before Bill Gates declared his of both the Apple 2 and Atari 400 and 800 series computers.
and specific developers attracts enthJsiasts, its colectOIS' desire to give 81181)'0118 In the Third WOl1d access to a PC. A With the pu-chase, Tramlel entered the wood of '80s SHioon
mar1<et remains a vety differ8nt beast. Emulation, coupled Polish JeN who had SI.IVived six years in Auschwitz, Tramlel valley and gained renown for his often LflOl'lhodox busi1ess
with the disintegration of magietic tape games, leaves only mowc:t to the US after the war, where he joined the army and practicea. Michael Tomczyk, former Commodore employee

<018
and Tramiel confidante, relates in his 1984 book 'The Home His favoulte slogan was: 'We're bulding computers for the Commodore decided to manufacture its own system and
Computer Wars' how, in 1981, when US interest rate levels masses not the classes.• 'Mile bo.Jyi,g his R&D clepertments l'8COl4) its losses instead.
rose to 18 per cent, Tramiel simply stopped paying to fnd cheaper Wf¥1 to construct the machines, he also used
Commodore's bills in order to deposit aN income into tigh his other acqured factories, such as MOS Technologies, to Trojan horseplay
interest bearing accounts. Tramiel got away with this stunt, supply components et cost price. While the VIC-20 teams were hastily putting this first games
netting a large profit, and began using the trick more often. L8lxlched In 19TT, the Commodore's PET was the first machine together, the company's R&D was already putting
Al Acom is quoted in Steven L Kent's 'Ultimate History home PC to retail for u'lder $1,000 (£612). In 1981, the together a reN, far superior successor. In August 1982,
of Vtdeogames' describing how Commodore frequently let company released the VIC-20 (origh!ly caled the MicroPET) Commodore lau'lChed the C64, a professional home PC
suppliers continue to ship product to them while neglecting to et a cost of <Xt.tf bXJ 1£184). The VIC-20 sg18led marileted as a serious rival to the $1000 Apple II. at a
pay the bills. When the smaller company ran out of available Commodore's fist inlloMment with the vldeogames scene. stunning retail price of $595 (£364). In reality, even with 64K
cash, Commodore would step in and buy the supplier for a The machine used the VIC-I (6560) video chip, which of memory (although 39K was reserved for BASIC, machine
smaN amount, forgiving their own debt at the same tine. CormlodOle Itself had deeigled In 1979. Origlnally, the Idea oode oould theoretically use the whole 64K), the C64 was
Tramiel's eagerness to cut costs was fueled by his desire to was to sel the chip to thrq)erty marufacll.r8rs for use In prlrTaily considered a games machine, thanks to its
get home oomputing to as affordable a price as possi)le. vtdeogame mactines, but because no one waited It, • adva'loed sound and cob..r capabilities. Nevertheless, a

019 >
diverse range of word processing programs, spreadsheets, financial success, establishing a gaming platform all set to This price point meant that owning a PC was a possibility
BASIC and other 'business' applications also helped to weather the imminent storm ... for families across the western wand. And because the C64
cement tts reputation as a serious workstation. The key to Commodore's success was fts incredibly low could be used to program games, tt wasn't long before the
The C64 operated 170K single-sided disk drives, which manufacturing costs and highly desirable software. It's been first coding stars began to emerge in the UK and US.
only used Commodore's proprietary disk format, while games estimated that a C64, even in 1982, cost the company Magazines, influenced by Trip Hawkins' (EA's founder) policy
came on one of three media: diskette, cartridge or cassette around $135 (£83) to manufacture per untt, while tt sold at of promoting designers, gave profile to coders and musicians
tape. The drives hooked up to the computer via a daisy-chain retail for $595 (£364). And costs were reduced even further such as Jeff Minter, Tony Crowther, Rob Hubbard and David
link that could include other Commodore-compatible to $35--$50 (£21-31) by 1985, when the machine was Whittaker. Even the cult of the videogame magazine celebrity
peripherals. Disk-based games certainly comprise the lion's selling for $149 (£91). Commodore was winning on £Nery arose during these heady days with 'Zzapl 64' a springboard
share of the contemporary C64 gamer's collection. front and in 1983 became the first computer company ever to for the likes of Chris Anderson (founder of Future Publishing)
The platform proved so successful that, by January 1983, report a $1bn (£612m) sales year, surpassing Apple for and Steve Jarratt (Edge's launch edttor).
Forbes reported Commodore was shipping 25,000 untts a market penetration. Soon after this unprecedented Commodore was expert in marketing the PC at just the
month. As the videogames industry stared into the void of the announcement, Commodore reduced the price of tts key right level, whichever country tt launched in, and such a
early '80s crash, the company was having unprecedented consumer product to $200 (£122). skilled approach earned swathes of loyal fans outside the US.

<020
( : commodore
COv\PUTER

But between 1984 and 1988 the company went through 1991 both Atari (with its S1) and Amiga had overtaken the Dyton is a typical C64 gamer - he received his first
some drastic changes. Tramiel resigned as CEO on January C64 in popuarity. The C64 was discontinued in 1993 and on Commodore machine for Christmas in 1983, along with
13, 1984 and went on to buy Atari Corporation. In tum, April 29, 1994, Commodore International announced that it lmagine'sArcadia 64. After working for both Microdealer and
Marshall Smith, the new CEO of Commodore, a 54-year-old had been unable to renegotiate the terms of its outstanding ActMsion, an unquenchable passion for collecting and
finance specialist from the steel industry, bought Amiga and loans and was closing the business. The liquidation process dealing led him to open a shop in Milton Keynes. Although
downsized the company, cutting payroll by more than 45 per lasted for months, largely due to the size of the corporation. the shop ceased trading some time ago, Dyton is recognised
cent. Commodore released and then doomed the On Apnl 20, 1995, Commodore was sold to the German throughout the global scene as an expert on C64. So why
Commodore 128 by cutting the cost of the C64 to $150 company ESCOM for approximately $10-25m (£6-15m). does he think the Commodore 64's endured for so long?
(£92) at the same time. While the company at home "These days, we're used to an incredibly quick
continued to go through financial difficulties, the C64 Best days of their lives turnaround for hardware. At the time, systems endured for
continued to flourish, largely thanks to the undying support of Edge has many friends who are fanatical about Commodore longer because it took longer to develop new systems. By the
customers and thirdparty hardware and software developers. 64. One of the UK's most famous and influential collectors time the Amiga and Atari ST emerged, they were far more
In 1990, the final iteration of the hardware, the 64GS was and experts of '80s videogaming is Jonathan Dyton, a self- expensive than the C64. Remember, this was in 1985-86,
released to a muted reception (see 'Model student') and by confessed unreconstructed Sega and C64 fanboy. At 3_3, when the price of a C64 had been drastically reduced, so the

021 >
'bang for your buck' ratio was pretty good. Once a machine possibly a BBC. But if you had a little cash kicking about, but British titles, the music on those is what drives many people, I
has a userbase, rt's hard to ignore rt because people keep on still wanted value, then a C64 was the best option. The believe. Games such as Monty on the Rm, Oazy Comets,
writing games and the whole thing perpetuates rtself. One software was a fraction of the price of console software, and Skate or Die, Commando, Parallax, Last Ninja ... then came a
mustn't forget that, as far as Europe was concerned, boasted more, better and cheaper games. wave of intelligent, multiplayer games.•
software on a C64 was a fraction of the price of the C64 software went through several different stages. The So is the machine's popularity on the increase? "While
equivalent game on a console. The Mega Drive and SNES first two to three years were largely dominated by console nostalgia for the C64 is on the rise," says Dyton, "I'm
both had to drop to the price level of a C64 and have vastly conversions (eg ports from the Atari 2600) and arcade sceptical that collecting has risen accoroogly. There are
superior software before they finally killed the machine off. The adaptations, thanks to the likes of Activision and Atarisoft. machines out there that have far more credibility as far as
fact that anyone on their own could write software for the Ostensibly, then, the C64 of this era was a console. Dyton collectors are concerned. There's little Japanese software on
machine helped immensely.• agrees, "The fikes of Bruce Lee, Beach Head, Bounty Bob the machine the average collector is aware of and certainly
Schooldays and the social dimate of the times crossed Strikes Back, Paul Woakes' Encounter! and Raid on Bungling little they can obtain. However rt's still a newbie's dream. You
wrth the type of software available for the machines. If your Bay are pure console @es that, if rt hadn't been for the can go to an image site [ROMs only apply to cartridges; disks
family was cost-conscious, rt tended to buy a Spectrum or videogarnes crash, would surely have emerged on the and tapes for emulators are caled images for the C64), play
maybe an Orie. If there was an academic outlook, then ColecoVISion and 5200. Then you have an influx of quality the games and then buy the titles you want, for under £100."

< 022
rrsMOI'
HOWum.EITCOSTS,
IT'SHOW
MUOtlOUGEt

This C64 advert 1s from 1985. Much 1s made of Commodore's chip-making plant (to explain
the low price) but until recently the history books kept quiet on how this was achieved

But surely the Inherent perils of tape storage wl deter Ariolesoft, becoming Increasingly attractive. RISI, it was a and the lack of a rarity-driven style otaku movement on the
many reN collectors? "Most C64 collectors buy games for console, but then a reN breed of software emerged, such as machine stop things from getting daft.•
the packaging alone," explains Dyton. "Most games are Alt.er Ego from Activision. That was more sophisticated than With this in mind, Retro finally asks the million-dollar
downloadable as images, so media peiishabllily isn't much of anything else out there. The C64 is different in that it was a question: ~ most retro systems survive today by virtue of
an issue. You're essentially buying packaging with the C64; machine completely dolmated by western game writers, so being 'fun to play', does Dylan think there's a sense of
something that many us titles do fantastlcaly wel. They're many games just oozed qualty.' nostalgia <:J.JfY: gameplay when looking at the C64's
presented in gatefold sleeves, have cloth maps, controllers ... But 'Mff hasn't such qualty lrMSlated into rnonetay desirability? "Personaly speaking, it's half and half. I enjoy
there's a pop culture quality to it al.• WU'l? "There aren't as na,y people atterT"4)llng to buy remeniJering times past, but many of the games are the
Other systems are famed for specificaly oolectable aeciblty ltY0IJ!tl these 181rogimes. Owners make do with sorts of titles that made the Game Boy such a great machine
deYelopers, and Dyton bellews the C64 Is no different. "Pre- an Image t.nl the game 00IT186 up BI the rgit price. Many and continue to sel on the GBA. Games such as Bruce Lee
1987 Electronic Arts, Epyx, l.ucasftn, Ortgin and big-box era people si'r1lly WM! to 811(7)' the l'IUllc agari and don't Bll8ll or Impossible Mission a-e as good as iwiything else of that
lnfocom are highly sougit after. UK deYelopers are more need to buy the games, thlncs to SIOplayer. It's orger'lic era If they were Japanese, they'd be hailed as masterpieces,
collectable on C64 than ~ other system today, with the ll<es !Jt7N1t1 in the C64 scene, rattw thal boom and bust. Prices but in today's climate they're seen as part of µlk
of System 3, Thalamus, Ultimate, and B11811 US Gold and are oonslstent and 'Sb,lt,/ rising, but the availabily of Images cull.re. And that's nothing short of a tragedy."

023>
Value: £90-110 Value: £70-00 Value: £100-125 Value: £20 Value: £40-00
Release: 1990 Release: 1992 Release: 1984 Release: 1984 Release: 1992
Developer/Coder: Dinamic Developer/Publisher: Developer/Publisher: Sierra Developer/Publisher: Developer/Publisher: US Gold
Software/Luis Mariano Garcia HES/Melbourne House American Action AB

While the tape and disk versions of An Australian release of the The influential series of proto-RPGs. An authorised but lesser-known The disk version of Gauntlet Ill
this truly excellent side-shooter are Melbourne House version that Cloth maps, spell books and other BoulderDash sequel, developed by a hardly managed to get off the
easy to find, the cartridge-based was only sold at one computer great packaging elements put these Swedish company. Set in space with development machine before the
11 game is one of the system's most show back in 1992. firmly in the must-have section for a bas-relief star background and a rug was pulled. Only a few actual
sought after rarities. serious collectors. spacesuit-donning Rockford. duplicated copies made it out.

Space Gun Elite Ancipital Wanted: Monty Mole Beach Head

IIE/.\ (:11 -
HE/.\I)
BY BRUCE CftRUER
(Cl 1983 IICCESS SOrTllftRE I NC

Value: £10-20 Value: £5-20 Value: £5-1 O Value: £5-1 O Value: £10
Release: 1992 Release: 1985 Release: 1984 Release: 1984 Release: 1983
Developer/Publisher: Ocean Developer/Publisher: Firebird Developer/Publisher: Llamasoft Developer/Publisher: Gremlin Graphics Developer/Publisher: Access Software

The cartridge version was released Despite rife slowdown, this still Jeff Minter takes the flick-screen The Steve Crowther game that most Defined the battle action genre of
by Ocean in the last dying days of attracts a good price (particularly on arcade adventure format, adds remember. A scrolling platformer multiscreen shooting games, and
the machine, and is a pretty good disk). The smart packaging is animals and waves of things to shoot with smooth gameplay - and a social allegedly the first title to get to
game to boot. another plus for collectors. in this compelling (and original) title. commentary on the miners' strike. number one in the C64 charts.

< 024
Value: £20--35 Value: £10 Value: £5-15 Value: £5-10 Value: £5-1 O
Release: 1990 Release: 1985 Release: 1986 Release: 1983 Release: 1986
Developer/Publisher: Konami Developer/Publisher: EA Developer/Publisher: ActMsion Developer/Publisher: Cosmi Developer/Publisher:
Hewson Consultants

An extremely rare conversion (by Create your own tracks and choose A life sim created by a real Perhaps the original survival horror No listing of Commodore 64 software
Alan Stuart) of the Akumajou Dracula your own cars in this classic racing psychiatrist. Available in male and title. Waves of textbook horror film would be complete without these.
title, originally released in 1987. game. Avoid the near-crippled tape female variations, and probably the monsters and an over-the-top Available as a double-pack, there
version and opt for the US import game most people download when orchestral soundtrack add to the are rarer games out there, but few
with its quality packaging. they take their first emulation step. beast-blatting thrills. remembered with such affection.

Raid on Bungeling Bay Bounty Bob Strikes Back Mr Oo's Castle M.U.L.E. The Great Giana Sisters

l'HH ,1 TO OHftNH bll/111. OF l'bA¥


D E GXNNEA:

¥01111 MO II R't 11!:IIIIAl.ti •J.OOO

Value: £15-20 Value: £5-10 Value: £30 Value: £20-50 Value: £20-25
Release: 1984 Release: 1985 Release: 1984 Release: 1983 Release: 1987
Developer/Publisher: Broderbund Developer/Publisher: Big Five Software Developer/Publisher: Parker Bros Developer/Publisher. ENOzark Developer/Publisher: Rainbow Arts
Software

This game's level maker inspired A good example of how the C64 Parker Bros' videogame crash-era Classic multiplayer trading game that This Super Mario Brothers Xerox job
Sim City, as Sid Meier always enhanced console titles. Hard to find, title is a definite must-have for both in many ways defined the boundaries was ignominiously pulled from the
enjoyed building the cities in the but it's a fraction of the price of the the quality of the packaging and the between arcade games and more UK shelves after a court case. But it
game more than the actual shooter. Atari 5200 version (at around £60). game itself. cerebral computer pleasures. remained on sale in Germany.

025
< 026
intendo's first steps into the videogaming market wanted the system to be called the 'family computer' and a microphone, and both pads could be stowed away neatly
N began with children's toys - a heritage the company feature expansion ports for possible future computer features in the indented plastic on the side of the system.
still struggles to distance rtself from, over 30 years later. CEO and services. David Sheff in 'Game Over' quotes an engineer One of the most significant quotations from Yamauchi at
Hiroshi Yamauchi created an R&D team headed by Gumpei saying, "Yamauchi saw the incredible potential of a home the time has had its repercussions as a model for hardware
Yokoi, charged with creating new exciting playthings, the first computer system disguised as a toy." In the end red and manufacturers ripple down the years. In May 1983 he
of which was a grip-extending grabber called Ultra hand, a whrte plastics were chosen and all the edges of the system addressed an important wholesaler's group, the Shoshin-kai.
gadget that makes an inconspicuous appearance in Wario rounded off, a stark contrast to Nintendo's competitors of In his speech he admitted that the sellers of the Famicom
Ware. After achieving success wrth its Color 1V Game 6 and the time. A major innovation came in the form of the could not expect to see large profits on actual system sales.
15 systems, Nintendo settled on a Motorola 6502 derivative controllers. Beside the fact that these were hardwired into He stated, "Forgo profits on the hardware because rt is just a
to be the heart of a new console capable of handling the system, they also derived their shape and O-pad tool to sell software. This is where we shall make our
interchangeable cartridges: the Famicom. Then began the dynamics from Gumpei Yokoi's Game & Watch innovations. money. " The significance of this at-the-time-revolutionary
difficult task of casing design. Yamauchi's primary concern Looking back at its competitors Nintendo's pad design model cannot be overstated. It was at this particular meeting
was that the machine looked like a toy, as children were the demonstrates an elegance and functionality not seen in, the that Yamauchi announced the name of the system, dubbing
primary market. There was a dichotomy in that he also market at that time. The second player's pad also contained it Japan's first family computer: the Famicom.

027 >
Hard wiring design was causing a crash in certain titles. Yamauchi, in in Japan but a flop in America so Yamauchi wanted to find a
Famicom was released on July 15, 1983, complete wtth typically unconventional style, recalled every Famicom sold new game to fill the US cabinets. Miyamoto, then a creative
three @es (Donkey Kong, Donkey Kong Jr and Popeye), and for repairing the fault despite the fact that it was just before production artist, created Donkey Kong, a game that would
it quickly became clear that the price shaving at all stages of the Japanese New Year holiday. Although the initial become Nintendo's first worldwide videogame hit. Two of the
production was to pay great dividends. The retail price of momentum of sales was lost and an all-important holiday three games at Famicom launch were Donkey Kong titles
¥14,800 (around the price of a new game today in the UK), season missed, Nintendo succeeded in protecting its name and Miyamoto was made head of a niiw research group:
although not quite as low as Yamauchi had hoped for (he as a quality consumer-caring manufacturer. R&D4. Yamauchi placed the emphasis of hiring for these
originally specified a goal of ¥9,800), was less than half as Just as Yamauchi had promised the retailers, the R&D groups on recrutting artists rather than technicians for
expensive as the emerging Japanese consoles of the time Famicom was all about the games rather than the systems. this stage of the console's life, stating, "An ordinary man
(such as Sega's SG-1000 and the Japanese Atari 2800, Nintendo had quickly learned that software sells hardware cannot develop good games no matter how hard he tries. A
which sold for between ¥30-50,000). Consumers made their and not vice versa. Shigeru Miyamoto was fast rising through handful of people in this wortd can develop games the
choice and within two months the new console had sold the ranks in these early days of the Famicom. He had first everybody wants. Those are the people we want at
over half a million untts. Despite the launch going smoothly, come to the senior management's notice in 1980. Nintendo Nintendo." R&D4 quickly established itself as the premier
in six months disaster struck: a bad chipset in the original had created an arcade title Radarscope that had been a htt internal software division wtth Mario Bras and The Legend of

< 028
Zelda, and its success was augmented by Yokoi's R&D1, do for fear of waterng down the brand with poor software. course, Nintendo also won a hefty slice of profit on every
which created the likes of Metroid, Kid Icarus and Excitebike. But by late 1984 he'd conceded and began distributing cart sold. Similarly, Konami saw its earnings post-Nintendo
The other departments were more responsible for technical software licences to Taito, Capcom, Konami and Namco. licence rise by 2,500% from 1989 to 1990. After the first six
innovations: R&D2 didn't release any software for the Licences were sought after by developers ail over the globe licences were distributed Nintendo altered the rules and
Famicom (its first title coming out in 1996) while R&D3 only but were not easily granted. To become a Nintendo licensee deemed that licensees must place an order with for no less
dabbled, releasing the Punch Out series and Pro Wrestling. you had to agree to unprecedented restrictions. Despite the than 10,000 cartridges, cash in advance. Nintendo earned
fact that most companies were disgusted by the terms, they whether the game sold or not. It also upped its cut to ¥2,000
Licence to a killing still signed up. The size of the potential market simply per cartridge - double the actual manufacturing cost it
By 1984 Nintendo was nearing a crisis. The Famicom silenced all the complaints. To give an example of how incurred. The licensee shouldered 100% of the risk and
installed user base was so huge that the demand for new lucrative a Nintendo licence could be, Hudson, one of the many small companies misplaced their bets and folded.
games was simply not being satisfied. Retailers were first two licensees along with Namco, released Roadrunner The Famicom's journey to the west was not without
reporting to Nintendo that they were having to turn away as its first Famicom venture. Until this release, the most it drama. The crash of the early- '80s had left America, and
hordes of customers. Yamauchi was being forced into had sold per title was 10, 000 copies. Roadrunner sold over Europe to a far lesser extent, in a state of crisis. Retailers no
allowing thirdparty development - something he was loath to 1m units and quadrupled Hudson's annual profrt for 1984. Of longer trusted videogames as so many had been burned

029 >
through over-saturation of the market and the majority of to lose the toy-like looks of the Japanese system. Nintendo in Arakawa's words, "everyone thought we were crazy or
publishers had closed their doors by the end of 1984. The was desperately trying to distance its product from the failed dumb.' No one placed an order. Arakawa actually phoned
hobbyist gaming press disappeared and news reports ran on consoles of 1983 and so the redesigned Famicom was Yamauchi and suggested gMng up but Yamauchi insisted
how the videogaming bubble had burst, never to return. dubbed the AVS (Advanced Video System), and looked that he quickily make changes to the system. The look of the
There could not have been a more hostile climate in which to extremely futuristic. Arakawa requested that NCL create system secured an overhaul, the computer peripherals
attempt to release a new foreign gaming system. Yamauchi computer-like peripherals such as a keyboard, a three- dropped and replaced with a robot and lightgun and the
had learned from attempts to break into the US arcade octave music keyboard, and a tape drive. The plan was to name changed to the Nintendo Entertainment System. An
market that success in Japan would not necessarily translate make the system look like a home computer. It was at this extra sound channel was integrated and built-in composite
into America. With no inroads into the American retail market point that Nintendo introduced the lockout system so that output boosted image quality. Detachable controllers were
the obvious solution was to find a partner, but an alliance only genuine carts could play on its new system. As well as the final big change.
with Atari failed after a Donkey Kong licensing disagreement. ensuring that no counterfeit games were released, it also put
Nintendo of America man Minoru Arakawa was given an end to cross-region gaming. The AVS was demonstrated And ... success
the task of making the console work in the States. Eventually at the January CES show in Las Vegas 1985 but buyers The revised and renamed system was shown at the June
the machine's physical appearance was completely revised reacted badly to the keyboard and wireless functionality and, 1985 CES show in Chicago, just four short months after the

< 030
AVS debuted. Retailers were cautious but enthusiastic and a to take stock. The NES launched throughout New York in earning an average $1.5m per employee. In 1991 it earned
release date was set for the late summer. NOA purchased a October 1985, reaching just over 500 stores. Fifteen $400m more than Sony. By the turn of the millennium, 35 of
warehouse in New Jersey and began phoning to try to get cartridges were available, including Super Mario Bros. and the top 100 best-selling games of all time were on the NES
retailers to pick up the NES. Demos were set up in shopping by the end of the holiday season Nintendo had sold about platform, all of which sold over a million copies.
malls, and NOA employees worked day and night to ensure half of the 100,000 systems it had brought in from Japan. It Retro spoke to Bany Hitchings, a 28-year-old Famicom
the NES's smooth launch. Pre-orders were extremely poor went on to sell around one million NES untts in that first year, aficionado who will be know to collectors for his time running
so Arakawa decided to try some of the huge risk-taking his and it would sell three million more by October 1987 as the Retro X dedicated collector shop in Shepherd's Bush,
father-in-law was famed for. Retailers were faced with this Nintendo kept the software coming, porting over some of London. "I began by wanting to collect all the games from
proposition: Nintendo would deliver its goods and set up the best Japanese Famicom games, and consumer the anime series 'Urusei Yatsura'. It wasn't long before I
window displays in the stores for free. After 90 days, retailers confidence in videogarnes once again grew. found myself buying other classic games like Super Mario
would have to pay Nintendo for what was sold, and could By 1990 Nintendo owned a 90% market share of all Bras, Rod/and, Star Force and Gradius. The fact that
return anything else. This offer was against the wishes of videogames in the west. The following year saw Nintendo's unboxed games can be picked up for a few dollars and you
Yamauchi but Arakawa went ahead. It was to be the offer Famicom push the company past Toyota into becominlJ the can pick up a mint Super Mario Bros for less then ten is so
that broke down barriers and a slew of major retailers agreed most successful company in Japan. By 1991 Nintendo was enticing. I loved the Famicom as it really was better then the

031 >
blocky graphics of the Commodore 64 or the colour-clash so many playable games that can be picked up cheap and a series. SMB is still the largest-selling game in Japan ever
block-scrolling graphics of the MSX and Colecovision. It was lot of games that many have not played, it has grown to be a with over six million units sold. Only Pokemon, Dragon Quest
the PlayStation of its time, moving the goalposts of gaming more collectable machine." VII and Anal Fantasy VII come anywhere close, with around
several miles down the pitch." Retro asks Hitchings his Retro wonders where the majority of collectors are three to four million sales each. The Famicom has more
professional opinion on why the Famicom collector's scene is based and why. "Most collectors are Japanese. In Japan the million-selling games in Japan then any other console. In
so small. "It has always been a very niche machine when Famicom is the best-selling home console and it probably terms of games for us today, yes, there are some very poor
compared to the likes of PC Engine and Mega Drive. I would has the largest amount of playable games on any machine. titles that haven't aged well, but many titles provide quality
say that it's probably the most collected out of all the Mhough it was passed in total software sales by the PS1, gaming experiences today. Nintendo's in-house titles still
Japanese 8bit machines, but that's only probably because SNES, PS2 and even the Saturn the amount of must-have provide the best value for today's NES players. They made
finding a Sega Mark 3 or a Epoch Cassettevision is a lot games is still relatively huge. There was never the import most of the most desirable games.'
tougher. In the small collecting circles, it's collectable for a culture that surrounded the PC Engine so starting on the Finally, Retro asks where the scene will be at the
small range of games and the fact that you can still pick up Japanese side of Famicom collecting is much harder than format's 25th anniversary, bearing in mind that it's just
the Famicom Plus system new very easily indeed. The bigger with most systems.' So what is the Famicom's primary celebrated its 20th. "About the same place I see it
systems do overshadow it in terms of collectability but with legacy for today? "It would have to be the Super Mario Bras now, a niche market stocked full of classic games".

< 032
US gold cart value: £4,Q00-5,000 US value: £130-250 Japanese value: £30-45 Value: £9CH 40 PAL value: £100-150
US grey cart value: £400-1000 Release: 17/05/89 Release: 27/02/94 Release: 1992 Release: 11 /12/92
Release: NIA/1990 Developer: Tangen Developer: Squaresoft Developer: Active Enterprises Developer: Jaleco
Developer: Various

The cart used in the 1990 Nintendo This illegal version of Tetris from This combination of both the earliest A very poor unlicensed western title Perhaps the rarest of the PAL NES
world championship comprises Tengen was removed from shelves FF games was the first indicator to that was a sequel to a game on the released games. The NES version is
excerpts from SMB, Rad Racer If and by a furious Nintendo. It is unknown Square that re-releases could pay infamous 52-in-1 cart. Very few were the only console iteration of what is
Tetris. A total of 116 carts were given how many copies are now in dividends. Highly collectable but produced and Active went bust a highly underrated platformer.
away to finalists: 90 grey and 26 gold. existence. Falling in value. less so than 18 months ago. almost immediately after release.

Alzadic: Summer Carnival 92 Stadium Events Bible Adventures Gold Punch Out Mike Tyson's Intergalactic Power Punch

J
•== •== JI==
Japanese value: £100-150 Value: £160-200 Value: £30-60 Japanese value: £180-250 US Value: £200-300
, Release: 17/07/92 Release: 1987 Release: 1990 Release: 10/09/87 Release: N/ A
Developer: NaxatSoft Developer: Bandai Developer: Wisdom Tree Developer: Nintendo Developer: American Softworks

This stunning shooter impresses with This extremely rare title for use with One of the few unlicensed games Only. 10, 000 copies of this Japanese This game was completed just prior
its sheer speed and playability even Bandai 's exercise mat peripheral was that NOA didn't crush, probably for gold cart version of Mike Tyson's to Mike Tyson's rape conviction.
today. This is one of the finest 8but later repackaged and released as fear of offending Middle America. Pu,nch Out!! .exist, originally won The game changed titles to Power
shooters on the market. World Class Track Meet. A poor game but relatively rare. by playing an FDS golf game. J Punch 2. A few prototypes exist.

033 >
Release: 13/09/85 Release: 23/10/88 Release: 30/11 /84 Release: 25/04/89 Release: 06/08/86
Developer: Nintendo (R&D4) Developer: Nintendo (R&D4) Developer: Nintendo (R&D1) Developer: Technos Japan Developer: Nintendo (R&D1)

Perhaps the best reason to invest in After the enjoyable but A simplistic but oddly charismatic One of only a few games in Technos' Originally for the FDS this title was
an NES all these years later. One of uncharacteristic second game, motorcycling game with strong long-running Kunio series to reach released in the US and PAL regions
the most important games of all time. this was the title that really propelled addictive qualities. the west. This Double Dragon- on cartridge. Stunning music,
Nintendo to the forefront of gaming inspired take-off is humorous and atmosphere and gameplay that is
in the west. commands wide-ranging fanboyism. still enticing 18 years later.

Hitler no Fukkatsu (Bionic Commando) The Legend of Zelda Akumajou Special: Boku Dracula-kun Contra Highway Star/Rad Racer

"'11;1.....
~
-=---~
I

- ~

• 'J€:•""'
-
---
~ IJU/\Pl

Release: 20/07/88
Developer: Capcom Developer: Konami Developer: Konami

One of the few cases where the When Miyamoto's other series first Similar in concept to Parodius, this Another key first that enthralled With no realistic racing game NOA
home conversion was significantly came out it set Japan alight and Castlevania take-off has obvious gamers at the time and through to decided to port Square's title and
different to its arcade counterpart. An trailblazed battery-backed saves in appeal for Dracula fans, with fast today. The first Contra is significantly secured an important hit for the NES.
old but good non-jumping platformer. the western territories. and open-ended gameplay. better than its two sequels on NES. Could be used with 3D glasses.

< 034
C 036
s the last of the non-PC home computers, the hands for very little money, and the computer itse~ has little colleague and ActMsion founder Larry Kaplan brought him
A Commodore Amiga's place in history is assured. The worth on the secondhand market. Collectors do exist, back into the fray. In fact all Miner initially did was to put
preceding wave of largely 8bit machines may have taken however, and tend to be of a particularly dedicated breed. Kaplan in touch with a trio of dentists looking to invest in his
computing into the mainstream, but it was the multitasking, As their numbers continue to swell, and titles appear for old friend's new games company, Hi-Torro. But when Kaplan
multi-talented Amiga that really paved the way for the now- sale less frequently, then prices can only get higher and the departed shortly thereafter, it was Miner who stepped into
ubiquitous PC. Some even believed it would have offered its Amiga's standing as a key platform for collectors should rise. his shoes. Once there, he finally had the chance to pursue
rival platform serious competition had Commodore not Although it became Commodore's flagship 16bit home his vision of a 68000-based computer.
collapsed in 1994, but the truth was the Amiga, lacking the computer, the Amiga was originally conceived in 1980 by Hi-Torro's first move was to split into two distinct groups,
open-ended architecture of the PC, was always destined to Jay Miner, then an employee of Atari. Bored with the Atari Peripheral Group focusing on games and
enjoy a limited lifespan. development work for 8bit systems, Miner was keen to put controllers for the Atari 2600 console, and the Computer
Its age, status as a breeding ground for some of the together a new system based around Motorola's then state- Development Group starting work on a prototype computer
finest programmers and game concepts, and the size of its of-the-art 68000 processor. With Atari showing no interest in codenamed Lorraine. The intention was to attract game
user base in the late- '80s and early- '90s mark it out as the his ideas, a frustrated Miner left to work on chips for content from established companies such as lmagitec and
ideal platform for game collectors. Yet most games change pacemakers at Zimast, until a call in 1982 from ex-Atari • Activision, both of which had found success developing for

037 >
Jhe most valuable Am,ga titles are rarely the most playable The sort of peripheral its makers hoped would be the Eye Toy of its
Cmemaware's Defender Of The Crown being a case in point day, Joyboard was a total failure, with only one compatible game

nee was the public face of the Am1ga while managing


... team attemRtmg a management buyout when the co

the Atari console against rts manufacturer's wishes. By bankruptcy, Amiga Inc demonstrated its machine, complete from Commodore, taking much of the engineering
contrast, Hi-Torre wanted to create an easy-to-program with the now-legendary bouncing-ball demo, at Chicago's department with him. As Commodore prepared to sue,
games machine for which any thirdparty team could Consumer Bectronics show in January 1984 and began Tramiel went ahead and bought out Warner's Atari,
develop. Fatefully, the company also changed rts name to talking in earnest to all the major computer manufacturers discovered the original agreement with Amiga Inc, and
Amiga Incorporated. The word Amiga, Spanish for a (female} about funding. Atari offered a $500,000 loan in exchange for promptly filed his own sun seeking $100m from Amiga and
friend, was chosen for rts friendly, non-technical sound. the right to buy a million shares in the fledgling company if Commodore. The battle between Atari and Commodore was
Wrth the newly rechristened company rapidly losing the loan was not repaid within a month. It then ruthlessly to rage on for a long time (Tramiel lost the case in 1988), but
money, more effort was put into the Lorraine project. Taking beat the original offer of $3 per share down to 98 cents. in the short term Amiga Inc was saved. Commodore bought
on new staff, the division was further split into hardware and Amiga Inc had no choice but to accept. But even before the company for $4.25 a share, stumped up a million dollars
software teams. By mid-'83, prototypes of three crucial Atari had bought the shares rt decided to put the Amiga to pay off the Atari debt, and then ploughed a further
custom chips - Agnus, Daphne and Portia - had been project on hold, and so Miner and his team were forced to $27m into new subsidiary Commodore Amiga Inc.
created. Agnus was an address generator, Daphne (later seek financial help once again, eventually arriving at the door Within a year, the computer, now known simply as the
rechristened Denise) was the display adaptor, while Portia of Atari's rival Commodore. Commodore Amiga, was complete. The final design was
(renamed Paula) handled ports and audio. Close to Commodore's Jack Tramiel, meanwhile, had walked also much more of a fully formed computer than the original

< 038
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Lorraine prototype, although S8ll8ral of the N'T'4)f'O\lllfl, a direct competitor to the ST, although at £599 (later games in their bedroom were a far raer oocurrence than
including more memory, mora colours and better video reduced to £360) It was still more expensive than its rival. dlling the heyday of the ZX Spectrum and Commodore 64,
output, were also useful for its secondary role as a games It was soon recognised as the superior machine and, but sman. enthusiastic teams Ull8flCU'Tlbere by too many
machine. Launched on July 23 1985 at a New York-based one by one, key developers began to choose the Amiga as publisher pre8SU'8S developed many of the best games.
event featuring Aro/ Warhol and Debbie Hany, the Amiga the launch platform for their games. With dellelopment costs generally wel below £100,000 and
went on sale that October for $1,500- a modest price In 81/811 niche titles achielllng healthy sales, l)lbllshers could
comparison to the PCs of the day, but twice that of Atari's Reign in Spain afford to teke a few risks.
hastily launched ST computer. The Amiga's reign would last for half a decade, during which For programmers, the appeal of the Amlga was obvious.
For the following two years, the Amiga would trail behind tme the careers of many of today's leading industry figl.l'8S While relatively fJ8f1t to oode for, those custom chips
the ST. selling fewer units and also receMng less support were launched, and many new gaming genres developed. provided the power to faclVlate coirKJp-qualty gaming,
from game developers. All this would change when Just as the Amiga's architectl.xe made it accessible as a something that 8EW1y release MattJle MaaJess proYlld
Commodore repositioned the launch machine at the centre computer whle being accomplished as a games machine, handsomely. Using the hold-and-modfy mode It was
of a three model line-~ in 1987. With the A2ClOO designed so the Amiga dellelopment scene found a balance between possible to put ~ to 4,096 colous on the saaen, whle
to target the mutinedia market, the />8YJ was designed as the club-Ike and the oorporate. Lone programmers crafting Agnus' Slitter co-processor made ll(tlt work of sprite-based

039>
One of the best-known figures from the original Am1ga team, R ~ M1cal was responsible
for the Intuition part of the machine's OS He went on to work on Alan 's Lynx handheld

IJ8Pl'lics. The machine also PltM!d adept al smooth muti- blossomed into the must-have games machine. It is, been stl.mblng along for some time, but its tactic of
layered scrolirl) (somelhing that even modem PCs struggle however, worth noting that the user base pales OOff'88d to bu1clng bestsellers with the Amiga to Increase sales In the
with), whle the fou"-chamel 8blt stereo syn1hesieer took that 8ll()Y8d by today's best-selng consoles. B9l as late UK pitM!d masterfu. Ctwistmas 1990's /tBXJ Batman pack,
auclo quality aboY8 and b6yond the OClOl:JUl8r's peers. as 1993, 'Amiga Format' magazi1e estinated the users In partia.w, was aucial to establishing the Amiga as a family
B9l the inclusion of a mouse had a, ifl1)act. promoting W0l1dwlde al just lllder five milon, with one and a half favoutte. But as far back as 1987 there was trotble in the
polnt-aid-clck control and thJs making the system Ideal for milion owners In the UK, and just half that 1lgue In the us. boau:lloom and on the American side of the business, while
strategy games and graphic adventu'es. By this time, the Amlga had clelr1y peeked. The recently In the markelplaoe additions to the range such as the A3000
The Amlga's kiosyncralic architeclu8 slrel igtha 18d its arrived SNES and Mega DrMl consoles held greater appeal and COTY were I-judged. B9l the lau1ch of the A500+
position against the Ata1 ST and PC by making It Vf1fY for yol.l1g8I' QliVTlEIIS, and the PC had finely come into its was mlshal Idled the machine simply appeared in stores in
dillicut to port software to the other formats. llul, many of own as a viable gaming platform. The standard Amiga just place of the ollglnal model without prior wimng, and was
the best titles were exclusM!ly available on the Amiga, or cntti't replicate the splendooJs of the PC's t8ldln-mapped then quickly superseded with the bedy receill8d AWJ. The
else COi lBidnd hig'1ly inferior on other platforms. By 1990, 30 titles such as waf8nsteh 3D and Ullma Underworld, A1200 and MOOO models were better deegled, but losses
with hardwar9 and software sales strong and creatMty al a, and even then it was clear such games woud come to were mou,ting - something yet another model, the C032,
al-time high, the Amlga (in the UK and wope at least) had dominate the gaming landscape. Conmodore itself had cld nothing to halt. A lawsuit from Cadtrac, relating to

C040
A French ad for the A500 addresses the gaming potential of the The cloth maps, carefully prmted manuals, and other tnnkets issued
system, albeit w,th an image from a non-existent 'Star Wars' game with Origin's Ult1ma games makes them a safe bet for collectors

The classic Am1ga 500 - a regular sight in UK households in the mid• to late-'80s
The machine had a certain style (and its mouse didn't seem quite as ugly back then)

copyright infringement of bitmap manipulation technologies, platform. For the Amiga to return as a collector's machine ii and tries to protect it, or keep the machine pretty much like a
did further damage and, on April 29 1994, Commodore needs to disappear in the first place, something its small but cult," he explains. "Get involved with the wrong people,
International finally filed for liquidation. David Pleasance of determined user base is quite naturally trying to prevent. those that are generally the most vocal ones, and you can
Commodore UK attempted a management buyout to keep "It just isn't dead enough yet," agrees Marc have a very unpleasant and offput1ing first encounter."
the business afloat in this country but failed to secure Machenheimer, an Amiga fan with a collection of several Emulation, or lack of it, has also left the Amiga lagging
funding, leaving Dell and Escorn to fight for the leftovers. hundred classic and rare titles. "It's going to take another behind other retro platforms. The ability to play old titles via
Escom won, but also filed for liquidation just two years later. couple of years before it's regarded as a real classic." an emulator can provide an immense boost for the credibility
Ownership then passed to Gateway, from whom Amino lstvan Fabian, author of Amiga games Abandoned and popularity of an old platform, yet the sheer complexity of
Development Corporation licensed the technology in 2000, Places 1 and 2, believes the hardcore user base sometimes the Amiga meant emulators began appearing far later than
with a view to further developing the platform. Today the actively discourages would-be collectors. "Because the those for the ZX Spectrum, Commodore 64 and so on. With
Amiga is still alive, albeit barely. Amiga's history after Commodore's bankruptcy is rather WinUAE now '111011 established, more people are doubtless
turbulent, full of promises, high hopes and hard falls, and re-evaluating the machine's status as a classic games
Slow fade because events are still taking place a decade later, the user platform. Fabian is himself actively involved in Amiga games
It's this very survival that has hampered its validity as a retro base is understandably very sensitive about the platform, collection, having founded the Classic Amiga Preservation

041 >
Once a sIsler mag of Edge, Am,ga Format ran for 136 issues, calling
11 a day in May 2000. In early 1991 ii also spawned Am,ga Power

Society (www.caps-project.org). It was started in response between what we do and what other collectors do. It's popularity, which is why some of the most sought-after titles
to the proliferation of cracked copies of his and other simply that the collection is there for the community, not are those released ear1y in the Amiga's life. Such games are
authors' games, but has evolved into something that is for an individual." typically from the US, and generally rather simplistic in
far more ambitious. He defines a truly collectible title as one that manages comparison to later European titles (European games were
"The aim is to preserve every single Amiga game that the rare feat of being popular (or at least highly rated) in its almost always more technically advanced than their
can be found," says Kieron Wilkinson, another key prime while scarce now. The problem is that, a mere ten American cousins).
member. To this end, a library of several thousand titles has years since the Amiga's heyday, most of the best titles are Because they were published at a time when the Amiga
already been amassed with help from contributors from still quite common. A prime example is Cannon Fodder. It had yet to establish a substantial user base they were
around the world. CAPS has also developed a system to may have been well liked, but because it sold so well there released in limited numbers - crucial for collectors.
read any disc then copy it using an abstract digital format are still many thousands of copies floating around. It's The ear1y lnfocom games are perfect examples. Pristine
that replicates even the copy protection of the physical disc. impossible to sell for more than a couple of pounds. copies of Zork, Leather Goddesses Of Phobos or The
It's an endeavour that has given the CAPS team The same goes for other classics such as The Secret Of Hitchhiker's Guide To The Galaxy are now true collector's
unparalleled experience in the Amiga collecting market. As Monkey Island 2, Settlers, or The Bitmap Brothers' Chaos items. Games that received only a limited distribution can
Wilkinson says: "This is a hobby, so there's no difference Engine and Speedball games. Scarcity tends to win out over also be highly desirable. "Moonstone was banned in some

< 042
Sohd 3D titles were rare. The Am1ga excelled at rapidly moving blocks of screen data,
but lacked the number crunching or pixel addressing capab1hties to support complex 3D

One of the last full-price games developed for the Am1ga, Zeewolf,
with its Zarch-hke landscaJ)es, 1s now regarded as one of the best

countries because of the violence it depicted, and so goes charges from the US to EU." says Fabian. As ever, there are added extras command a high resale value. A copy of
for a lot of money on eBay, despite not it not being a very two types of collector: one who wishes to play the games, Shadow Of The Beast without its garish T-shirt is a shadow
good game." says Wilkinson. "Great Giana Sisters is another, and one who collects for the sport. The latter is likely to pay of its former itself. That the game was never considered to
having being pulled after just two weeks on sale because of a premium for games still in their shrinkwrap, and will never be much more than a graphical showcase for the platform
legal threats from Nintendo. A CAPS member paid 70 euros take the game from its box. is irrelevant to its collectability.
for a copy of it last year." "Personally, I prefer the physical material over game This speaks volumes about the current state of the
Distribution discrepancies in various countries can also data," admits Machenheimer. "I'd rather have a game box Amiga game collection scene. For now, at least, it's
affect current game value. Many war-related titles were containing a non-readable original disc than a working game invariably a title's rarity rather than playability that determines
originally banned in Germany, for example, and so command without the poster or sticker in the box." the resale prices.
a high price there. The aforementioned lnfocom titles were Amiga game boxes were famously large and flimsy, so And as wrong-headed as that might seem to anyone but
rare outside of the US even in the '80s. the condition of the packaging can make a huge difference the dedicated collector, Retro notes that it does at least
"Completely different titles are rare or common to a game's value. mean those delving back into the Amiga's back catalogue
depending on which part of the world you are IMng, and A title such as Winter Games is valuable simply by virtue purely for the love of the games can do so with little
importing costs can be prohibitive, like $100 shipping of its easily damaged box. Similarly, games that shipped with outlay. This, at least, has to be a good thing.

043 >
1he C allectables
Many of the games listed hn were later re-refeasect or Indication only. This guide has been produced with help from
published on budget labels. Naturally these have little resale the CAPS Project (www.caps-project.org), with images kindly
value. Note that prices hn should be considered an supplied by the Hall of Light (http://hol.abime.net).

Value: £45-£100 Value: £15-£30


Release: 1988 Release: 1991
Developer: Time Warp Developer: Rob Anderson Developer: Travelling Bits Developer: Activision
Publisher: Rainbow Arts Publisher: Mindscape Publisher: Demonware Developer: Reflections Publisher: Activision
Publisher: Psygnosis

Modelled on the original C64 A hack 'em up with so much Initially entertaining but ultimately After stimulating Atari ST sales with A fine game from a key early Amiga
version, itself an audacious clone emphasis on the hacking it was flawed and frustrating platformer, Brattacus, Psygnosis provided SOTB publisher, original versions of this are
of Nintendo's Super Mario Bros, this banned in Germany, and condemned whose Viz-esque moniker would be as a poster boy for the Amiga. Style far more difficult to find than their
version was also pulled from release by the media in several other all but forgotten were it not for the wins over substance, but the T-shirt C64 counterparts. A non-collectable
shortly after launch. countries, not least the US. poster and sticker in the box. means this no longer matters. re-release was published in 1991.

Marble Madness Sword of Sodan Katakis Archon Defender of the Crown

Value: £15-20 Value: £10-15 Value: £15-20 Value: £10-15 Value: £15
Release: 1986 Release: 1988 Release: 1988 Release: 1987 Release: 1986
Developer: Larry Read Developer: Discovery Software Developer: Factor 5 Developer: Free Fall Associates Developer: Cinemaware
Publisher: Electronic Arts Publisher: Discovery Software Publisher: Rainbow Arts Publisher: Electronic Arts Publisher: Cinemaware

Probably the first home computer Amiga game of the year in one An R-Type clone. Activision had yet Based on an old Atari XL title which The arrival of the interactive movie
game to look and feel almost the magazine, Sword Of Sodan is pretty to release its own Amiga R-Type, and updated chess with fantasy-themed was heralded by Cinemaware's richly
same as its coin-op parent. Sales but tiresome. Its obscure publisher Katakis was pulled. Activision signed pieces and spells. It is now known as packaged debut. The lush visuals
were low, and its value is now high. and reputation justify its desirability. up Factor 5 for the official version. something of a classic. masked an absence of playability.

< 044
Value: £10-£15 Value: £20-40 Value: £10
Release: 1990 Release: 1987 Release: 1988
Developer: Ordilogic Systems Developer: Canvas Software Developer: Palace Software Developer: Outlaw
Publisher: Electronic Arts/Ubisoft Publisher: US Gold Publisher: Palace Software Publisher: Palace Software

Not the Quake rival, but a highly LucasArts went on to produce far Quite why this is so hard to come by More famous for its cover, featuring Also known as Dragon Lord, this
accomplished shoot 'em up split into more entertaining adventures, but is a mystery. Perhaps nobody an oiled-up 'Gladiators' regular and curio gave an opportunity to play the
side scrolling and Space Harrier-style Maniac Mansion provides a realised the value in holding on to scantily clad Maria Whittaker, than bad guy. Due to the demise of Palace
3D. Released only in the US, the EA fascinating, and now rare glimpse such a seemingly visually dull and the game itself. Not to be confused Software, the original English edition
edition is the hardest to find. of a genre in the making. badly conceived roleplaying game. with the Psygnosis game Barbarian. is remarkably hard to track down.

The Faery Tale Adventure Ultima Ill: Exodus Dogs of War Dark Seed Zork I: The Great Underground Empire

Value: £15 Value: £20-30 Value: £10-15 Value: £15-25 Value: £25-40
Release: 1986 Release: 1986 Release: 1989 Release: 1993 Release: 1986
Developer: David Joiner Developer: Lord British Developer: Steve Bak Developer: Cyberdreams Developer: lnfocom
Publisher: Microillusions Publisher: Origin Publisher: Elite Publisher: Cyberdreams Publisher: lnfocom

Highly collectable as one of the first The Ultima series' Amiga debut. As As with so many other war-themed Featuring artwork from HA Giger, this Retro has selected lnfocom's first
games released for the platform, this with all Ultima titles, only those with games of the era, this was banned game has a famously strange but and most famous adventure, but any
was considered exotic at the time. the original map, reference card and in Germany so remains highly prized fragile box design that makes well- first editions of its early adventures
Now it looks like a poor Ultima clone. manuals have any real worth. in that territory. preserved copies a real find. are well worth seeking out.

045
•. -

-
--
----
,-,
••"' "'
F ,

046
S top hyperventilating. Retro knows the complex, multi- magazine to provide a full history of all the hardware, on previous home systems, and it continued to hold ns own
threaded history of the PC Engine can induce fear into software and add-ons ever produced for the system. The well into the next-generation wars of the early- '90s.
the heart of even the most dedicated collector. Wnh over a manufacturers records, though, were as sketchy as anyone's, Debate rages among those who care about these sorts of
dozen tweaked versions of the machine existing across the and n soon passed the magazine on to a collector, who things as to whether the machine can be classed as the first
globe under a variety of names, just getting hold of the right provided images and information for the journalists. That true 16bn system, or whether n was just an exceptionally
console is a Herculean task, which is why many confident goes some way to demonstrating just how poorly powerful 8bn machine, thanks to ns curious internal
retro fetishists run back to their Famicom collections. But take documented the history of the PC Engine is, something archnecture which offered a hybrid of 8bn and 16bit
a deep breath: some of the finest shooters and arcade Retro intends to rectify here. After all, n's arguably one of the graphics technologies. Similarly, many argue about the PC
conversions ever produced for a home system exist here and greatest systems in gaming, and yet there's barely anyone in Engine's significance wnhin videogaming's canon; evangelists
here alone, and while the machine lurks in the back of many the west who understands n. pointing out the innovation in ns HuCard and CD
gamers' minds as a great undiscovered continent, those who Of course, 'greatest' doesn't mean 'perfect', but while the technologies, sceptics erring the machine's failure in the west.
dare investigate are in for a treat. Engine has ns faults, n enjoys the same kind of allure as the One thing is certain, however: the PC Engine plays host to
Still, n's difficult to know where to begin and information is Japanese Saturn and Neo-Geo. At launch, in 1987, the some of the most important, kooky and genre-defining
hard to come by. NEC was recently asked by a Japanese machine had a graphical power leagues above anything seen Japanese tnles of the period.

047 >
And, for collectors, the PC Engine is close to the ideal Mark 3 (the west's Master System) were selling well, albeit faulted, technically. But NEC's problem was a lack of
system. The games are of a generally high quality and starting to look technically basic. PC manufacturing giant experience in the console arena. What was needed was input
come from many of the industry's foonative heavyweights; NEC Home Electronics had been looking at the console from an established industry player, but NEC obviously
Capcom, Taite, lrem, Namco and Hudson all developed market wrth keen interest and, noticing the decline in chip couldn't take counsel from any of the rival hardware
excellent trtles for the system. Prices vary across the manufacturing costs, commissioned one of rts R&D teams to manufacturers. So Gotoh-san approached high-profile
collector's financial spectrum, ranging from the cheapest, come up wrth a console design that could incorporate the developer Hudson, a prolific thirdparty software company that
most widely available trtles to some of videogaming's most technologies and lessons learned in the PC market wrth had also been eyeing up the hardware market. Hudson was
collectable objets d'art. And the system's heavy arcade bias, console gaming. Tomlo Gotch, one of NEC's top brt1er1y aware of the the kind of firstparty profils Nintendo was
rts success in Japan influencing the range of software as semiconductor engineers, was charged wrth steering the netting, and rts engineers had even got as far as designing
much as rts failure in the west, means rt offers some unique project, a project that insiders rather naively believed could their own high-performance chipset.
delights for those prepared to investigate. lead to Nintendo's demise. But Hudson didn't have the necessary caprtal to get an
In 1986 Japan's videogaming market was continuing to Gotoh-san had been responsible for some of the very first entire hardware operation set up, so rt decided to combine
go from strength to strength. Having avoided the crash that OOS machines (having retired from NEC at 55, he is now a forces wrth NEC, splrt1ing both the work and the risk.
crippled the US market, Nintendo's Famicom and Saga's contemporary video media artist) and his machine couldn't be Although rt's not known what percentage of effort and caprtal

< 048
each company put into the development and mar1<eting, rt's 512Kb, while remaining about the size of a credrt card. machine's appeal when set against the limned visuals of the
clear that both staked a lot on the venture, as their Everything screamed modem and new to the Japanese Famicom and Marl< 3.
commrtment to the system and each other never faltered videogame consumer, and that goes some way to Indeed, the PC Engine's 16bit graphics processor
throughout the nine years they were involved in the console explaining the system's success in the termory. helped rt move sprites like no other machine outside of
hardware business. But rt was also down to the power of the system. SNK's (yet-to-be-released) Neo-Geo. Arguably that went
For the first time in the Japanese videogame mar1<et, as Internally the PC Engine had a fearsome set of system some way to scuppering the doomed (Japanese) Mega
much time, effort and money was spent on getting the design specs; the powerful archrtecture was based on a custom Drive's chances before rt was even released, as rt sported a
of the new console as right as the insides. NEC wanted a version of the 6502 processor, the 7.16MHz Hl.16280, along higher colour palette and more channels of sound than
sleek, small, modem look to the machine, something that wrth 64Kb of VRAM. In addition, the system included four Saga's true 16bit machine. Curiously, rt even featured
would resemble a portable Walkman rather than a bulky coprocessors in charge of sound and graphics allowing several legrtimate conversions of Saga's hrt arcade titles
console. The casing's dimensions were finally settled on at a for an unprecedented 64 simultaneous sprites. Wrth a such as After Burner If and OutRun.
slender 135 x 130 x 35mm, making rt the smallest home variable resolution of 256 x 224 in most games (up to Indeed, Ou/Run, Thunder Blade and After Burner II all
console ever. Games were produced on HuCards, each of 384 x 256 in R-Type) and a potential of 256 onsaeen colours gave a far better impression of super-scaler technology than
which had a massive (for the time) maximum capacity of from a palette bank of 512, graphics were clearly the • the Mega Drive could manage. The other side of the coin was

049 >
Golden Axe, which suffered a conversion so bad that the NEC's lack of console credibility were able to pledge loyalty to acid-on plans, and concentrated on promoting the system as
Mark 3 version is considered superior. Unsubstantiated the system without fear. Indeed, Saturn fans looking for a a standalone console. The change in direction was so
Internet rumour, the gamers' equivalent of the urban legend, slightly earlier system to investigate would do well to tum to successful that by the close of 1988 more Japanese
states that a financial incentive was offered to the game's the PC Engine, with around 80 per cent of the system's consumers had purchased PC Engines than any other piece
programmers to make sure that their conversion was inferior software catalogue made up of shoot 'em ups and RPGs. of hardware that year. Until the &lper Famicom was released
to the one on Sega's machine. The marketing for the system was carefully planned, it continued to be the second best selling console in Japan.
But the most important factor in the PC Engine's positioning the machine as a centre for a much larger And when NEC did release an acid-on, in the shape of a
Japanese success was not the thrill of the new, or the entertainment system, with hardware add-ons to follow. CD-ROM drive in December '89, the PC Engine looked to be
powerful system specifications, but the speed with which NEC's original plan was to have the PC Engine forming the unstoppable. The CD-ROM unit hooked up to the original
top-quality thirdparties jumped aboard the project. lrem, Taito, heart of a setup incorporating keyboard, disk drive, printer console transforming the machine into the world's first
Namco, Human and Naxat Software all produced titles which and CD player, but when the PC Engine launched on dedicated CD console. The increase in storage allowed the
went some way to wooing Japanese consumer support. With October 30, 1987, market research showed that Japanese first streamed soundtracks to be added into games, as well
Hudson as a parent to the hardware, videogaming consumers were confused and wanted a simple out-of-the- as bringing the first true FMV sequences to be seen on a
enthusiasts who might otherwise have been soeptical at box console. Within months NEC had shelved most of the home console. The two machines were attached with a

< oso
docking bay interface which locked them together, and it Shortly after NEC announced its intention to bring the PC The Genesis came bundled with Altered Beast which, while
even came with a protective cover to make the console easily Engine, renamed the TurboGrafx-16 (TG-16), to the US, Sega mediocre, was significantly superior to the TG-16's pack-in
portable. Yet the system had a hard road to travel as far as announced that its Mega Drive system would also be arriving game, Keith Courage in Npha Zones. And catty Sega soon
the US was concerned. in the west. Its system had been failing in Japan thanks to PC highlighted the fact that the TG-16's 8bit CPU meant it wasn't
NEC's plans to bring the PC Engine to the US began Engine's huge installed userbase, and it was determined to a true 16bit system. Meaningless, maybe, but NEC failed to
early. The NES was the number one system at the time, just fashion a different result abroad. In its favour, NEC wasn't a counter the criticism and its machine, originally so rooted in
like in Japan; games were no longer being made for Atari's household name in the US, and neither was Hudson, yet to the thrill of the new, began to give off a scent of the old.
7800 and the Sega Master System had failed to win over the make its name on the back of Bomberman (a game which, But that wasn't the end of the errors. Hudson kicked its
majority of US gamers. But the increasing gulf between NES predictably, has one of its finest versions on the PC Engine). console advertising off with a series of commercials that
games and what was being seen in arcades had created the The battle for hearts and minds was on. barely featured the system, causing many gamers to think the
perfect gap for a new system to step into. Indeed, with NEC's Saga's renamed Genesis was released six months after games on offer were for Nintendo systems. Some critics also
huge popularity in Japan, the climate looked perfect for PC the TG-16, and the marketing budget for both machines cite the change of name from PC Engine to TurboGrafx as
Engine to enter - and, eventually, dominate - the US. But was huge, ensuring a quick burst of sales. However, NEC's confusing for those who had been following the system's
Sega had other ideas. US wing soon began to make some grave mistakes. Japanese success, although anyone dedicated enough to

051 >
follow the progress of a machine in Japan would probably $300 (£188), it was never going to be anything more than a Prior to PC Engine, Hudson had been most famous for its
be aware of something as simple as a piece of rebranding. curio to most western gamers. hugely successfully Famicom titles and the fact that the
But those same people wouldn't have been happy at the NEC was also exceptionally slow at bringing its Japanese company couldn't release its most popular games on its own
redesign, cosmetic changes taking the internals from titles over to the US, while Sega stormed ahead with slick system was devastating. Not only that, but the company
Japan's sleek, diminutive unit and bundling them in an ugly precision. Despite its policy of releasing only the 'best of the couldn't afford to only release new titles on PC Engine/fG-16
big block of plastic. best' Japanese games (such as the Bonk series and Military by this point, as it needed the huge NES userbase to bring in
And if all that wasn't enough, the pricing of the systems Madness), NEC made some exceptionally poor decisions in the profits. Software for the CD add-on was in short supply,
appeared to be some way off competitiveness, too. The picking up certain titles and ignoring others. Nintendo's too: although there were hundreds of CD-ROM titles in
standard HuCard unit debuted at $200 (£125), but the CD exclusive licensing policy hurt the company, too, as any titles Japan, it took a substantial amount of time and effort to
attachment, which arrived in 1990, went for $400 (£250). that were already available on NES were barred from being translate them, and since time was the one thing the now-
At $600 (£375), you could own a Neo-Geo home system released on any other game system. This infamous policy struggling system didn't have, many of the great PC Engine
for the same price. The PCE GT portable (NEC's answer to was quickly ruled illegal, but the ruling came after the most RPGs were passed over. So while western gamers saw the
the Game Boy- see 'Engine upgrades') also made its way important formative stages of the TG-16's development, and likes of Ys and Lords of Thunder, magical titles such as
over in 1991 as the TurboExpress, but at a disastrous affected it in a way that was very close to home. Far East of Eden, Spriggan, Snatcher and the pinnacle of

< 052
Konami's pre-32brt era, Castlevania trtle Dracula X, were wrth the task of distributing the new Duo system, which had was the world's only complete CD gaming system . However,
sadly left behind. quickly become a smash hrt in Japan. next to Sega's famous 'scream' ad campaign, TTI's
While NEC's chances in the US looked to be aver, the Wrth the increased memory capacrty of the built-in marketing strategy looked petty and misguided, tarnishing
opposrte was true in Japan where on September 21 , 1991, System Gard 3.0, which allowed the TG-16+CD to play the this new company's image not because of a lack of qualrty
the company released the PC Engine Duo. Essentially a PC newer, Duo CD games, and a reduoed the price point to software but rather through playground-style taunting.
Engine and CD-ROM2 system in one case, wrth extra $200 (£125), TTI began an aggressive advertising campaign And all of this cross-continent multi-company lineage
memory for the new Super CD format, the release of the for the Duo. The comic-style ads featured 'Johnny Turbo', a means that building a vast knowledge of PC Engine games
system was timed to perfection, caprtalising on PC Engine's freelance crime fighter who was determined to crush the evil and collectables is far harder than wrth most systems. Retro
growing popularity and library of triple-A trtles. NEC and forces of 'Feka'. The adverts were thinly veiled attacks on spoke to Hani Ghattas, a 26-year-old barrister based in Los
Hudson decided that this new system would give them one Sega which was about to launch the Sega CD add-on. NEC Angeles, and one of America's most knowledgeable
last chance to break the US and Europe (where the system was arguing that the Duo was the only true all-in-one collectors of the system. Originally a Mega Drive aficionado,
had been virtually ignored). NEC attempted to start afresh, card/CD gaming system as the Sega CD required the Mega the extreme competrtion between the systems in the early-
and created a subsidiary, TTI (Turbo Technologies Inc) made Drive to work. Johnny Turbo leapt to the rescue, eliminating '90s led to Ghattas investigating the PC Engine. Recently,
up of staff from both NEC and HudsonSoft. TTI was charged the Feka baddies and spreading the word that the Turtxi Duo he's begun to build up a vast collection, the sort only an

053>
attorney's salary could allow. Retro begins by asking how his Retro wonders what in Ghattas' view kept the system on /ga Ninden Gaou and Double Dragon II kept me and legions
obsession has developed. the Japanese market for so long? "Quality. The PC Engine of gamers enthralled for hours."
'Videogame collecting is like an addiction," says Ghattas, was a triumph of gameplay over graphics. During the earty- In the light of these gameplay successes Retro asks
'And just like any other addiction, it starts slowty. I began '90s console graphics weren't really that advanced so by Ghattas to offer his opinion on why the system bombed in the
reading up on the PC Engine to know what system I wanted necessity gameplay sold the game. There also wasn't the big west. "It was a combination of two factors: the marketing
and which games to start with. As I began to expand my licence industry influence on gaming that there is today. To incompetence of NEC and the mindset of western gamers.
collection I scoured the globe for dealers who could feed the date, no ninja game has approached the sheer brilliance of The PC Engine simply never gained the market penetration of
PC Engine monster I was becoming. I found the few hardcore Kaze Kiri, save perhaps Revenge of Shinobi on the Mega Sega and Nintendo consoles. To compete with mascots
TurboGrafx/PC Engine fan sites and joined the boards, Drive. Brilliant shooters like Nexzr, Sapphire, Cotton and the Mario for Nintendo and Sonic for Sega, NEC rolled out Bonk,
sharing information on the system. As time went on I bought Star Soldier series will satiate any shooter fan. Roleplaying a hero with a tumour for a head. The promise of quality
£Nery PC Engine game I could get my hands on using my brought us the classic Ys series, Cosmic Fantasy and the like. games corning to America went largely unfulfilled as
contacts in Japan, Hong Kong, England, and other places to Platform games include the now legendary Valis series that numerous grade-A titles nrNer made it to western shores,
secure games for resale. The advent of eBay has obviously took advantage of CD power, and Shubibinman 3. Last perhaps the most egregious example being Dracula X, a
helped feed the PC Engine craze." but not least are the action games - Kaze Kiri Ninja Action, triple-A title which wasn't localised due to some asinine

< 054
The final PC Engine Duo, the Duo-RX, comes complete with a six-button
pad almost 1dent1cal to that seen in NEC's Japan-only PC-FX console

dispute between TT1 and Konami. Finally, and perhaps most Engine HuCard Darius Plus and sent in the UPCs from n's also somewhat rooted in the excnement of archaeology.
importantly, was the lack of thirdparty support in the US, both games. An additional number of copies, numbering not To date, outside of cover scans or names a large portion of
which killed the viability of the system in the eyes of western more than 200, were given away as promotional nems in the PC Engin~ library remains undiscovered. It is the
gamers. While US gamers were playing Mortal Kombat, EA Japan. Unfortunately, the west didn't see much in the way challenge of finding these hidden gems that makes PC
Sports tnles refreshed yearly, and Street Fighter II, Duo of collectable nems outside of Umned plint games like Engine collecting so enjoyable. Adding to the challenge is that
owners got to party down ~h World Class Tennis and Magical Chase and Bonk Ill on CD [which is currently even the better-known games are qune d~cult and often
Riot Zone. The US PC Engine saw a release of a total of selling for up to £400). On the hardware side the most near impossible to find in mint and complete condnion. It's
138 games over ns lrrespan, many times less than the collectable nems are the PAL PC Engine, the PC Engine an elne class wnhin a class. You want Psychic Assassin
Genesis or the Super Nintendo." R-Type bundle console, and the Kisado converter (which Taromaru on the Saturn? You could get n ~hin the week rr
So which are the rarest tnles in Ghattas' experience? allows you to play Japanese HuCards on a US system). you can pay the price. But games like Rayxanber Ill, Nexzr or
"Darius Alpha is by far the rarest 'commercial' release for the The most famous prototype is the rumoured 2--3 stage /ga Ninden Gaou are among the most hardest to obtain on
PC Engine. Only 800 copies of this game were put in the Strider on the SuperGrafx." any format. You can starl hyperventilating again now, but
hands of Japanese consumers who purchased the TU/bo The appeal of PC Engine collecting is partly based on the save your biggest gasps for when you starl collecting [.Jb,
Duo game Super Denus and the hybrid SuperGrafx/PC underdog mentality surrounding the system in the west.' but and see your next credn card bill. 'it

055>
The coHectables
Here Retro has listed the best pi
many other rare but unplayable •
those involved in the hardcore area of the collecting

Developer/Publisher: Tonkin House Developer/Publisher: Konarni

The rarest non-prototype release A brilliant shooter that takes the Astounding graphics and classic Ninja action at its best and a serious A technical marvel, it wasn't released
(see main text). A Darius take on standard Compile formula seen in gameplay make this an experience threat to Revenge of Shinobi. Tight commercially but handed out at a
the boss-battle-after-boss-battle Aleste and Spriggan while adding a that any Castlevania fan cannot miss. control and a plethora of moves is game show. The release was later
mentality of Alien Soldier. The refreshing mythological theme and Not rare but demand in Japan and iced by a series of fantastic bosses. canned due to the demise of the PC
pride of any collector's library. tight gameplay. Exceedingly rare. abroad keeps the price high. Engine. Beware counterfeits.

Steam Heart's: the Crying Game

Value: £100-110 Value: £100-120 Value: £40-60 Value: £100-120 Value: £25-40
Release: 22/03/96 Release: 26/06/92 Release: 11 /12/92 Release: 23/08/91 Release: 23/04/93
Developer/Publisher: TGL Developer/Publisher: Data West Developer/Publisher: Naxat Developer/Publisher: Hudson Developer/ Publisher: Hudson

Much maligned, this hentai title was Nothing like its disappointing Existing both as a regular version The definitive home conversion of Superior in almost every way to its
heavily edited (the PC version reveals prequel, Rayxanber Ill is rare and and a Summer Carnival '93 release the classic shooter. Also one of predecessor, Gate of Thunder, Lords
the pilot to have an appendage features great control, lush graphics, (adding in Time and Boss Attack the hardest PC Engine games to of Thunder is a pleasure to play and
normally foreign to the female body). and is great fun for any shooter fan. modes), this is extremely challenging. get in mint condition. boasts an excellent rock soundtrack.

< 056
The best of the reasonably priced Old-fashioned platforming action Ostensibly a humour-filled vertical- A conversion of the NES, and not This finale of the Star Soldier series,
rarities. One of the classic roleplaying at its finest. Along with Valis IV, it scrolling shooter, the game features the arcade, game. The same tight programmed by noted dev house
games, albeit derivative, with doesn't often get much better than player craft from Bomberman, Star control found in the NES version, Red, unbelievably runs on a
innovative action and a stunning this on the PCE. Soldier and even a PC Engine. but with superior graphics and a HuCard. This game takes the series
CD soundtrack. ramped-up difficulty level. out on a victorious high note.

Macross 2036 Ghouls 'n Ghosts (Daimakaimura) Splatterhouse Spriggan Magical Chase

Value: £35-50 Value: £25--40 Value: £35-50 Value: £50-70 Value: £70-110
Release: 03/04/92 Release: 27/07/90 Release: 03/04/90 Release: 12/07/91 Release: 15/11/91
Developer/Publisher: NCS Developer/Publisher: NEC Developer/Publisher: Namco Developer/Publisher: Compile Developer/Publisher: Palsoft/Quest

While many collectors dislike some The SuperGrafx premiere home The best conversion (outside of the Compile magic at its finest. Takes Help Ripple the witch apprentice
of the Macross titles, this is a clear conversion of this classic platformer rare Marty version) of this legendary the basic A/este formula and adds recapture demons she accidentally
exception. An essential part of any is even better than the outstanding game. The Japanese version features some interesting and enjoyable released into the world, or she'll be
self-respecting gamer's collection. Mega Drive revision. all the gore of the arcade game. weapon ideas. turned into a frog by her teacher.

057
< osa
f the birth of eloquence does indeed marl< the death of frequently justified, in the hearts of numerous generations There have only been around 130 games released for the
passion then Retro must write with care. For when of videogame connoisseurs. system since its inception but with prices constantly rising it is
approaching the Neo-Geo Advanced Entertainment System The Neo-Geo home system was, is and looks to always going to take some treasure hunting to finish the collection.
(AES), a format so fit to burst with contagious developer be the most exclusive club off the high street of gaming. And you have some rich and determined competition. For,
and consumer passion, it is all too easy to soliloquise Prohibitively expensive, shockingly powerful and still as like all exclusive clubs, members guard its exclusivity and its
existence with their wallets.
Unbelievably, this story is far from over. When the arcade
giant Playmore purchased SNK's intellectual property, hopes
that the brand would emerge from financial ruin were kindled.
dismissively about fanboys. Especially since the console has designer sleek as the day it rolled off the production line some In fact, much of the SNK staff remained intact.
been so criminally ignored by western critics throughout its 12 years ago, the Neo-Geo plays host to some of the finest Dedicated independent developers have sprung up all
existence. It seems that the love, care and esteem that the slices of 2D design money will ever buy. And money is what over the east and new titles continue to be produced. Sure,
2D coding craftsmen held for this machine has been only you will need - followed by almost as much dedication for it's only a small amount of games in the grand scheme of
matched by the passion kindled, occasionally blind but seeking out that elusive needle in a global haystack. things, when when they include sequels to the legendary

059 >
Metal Slug and King of F,ghters series, those who know sit up The king of fighters in its homeland mainly due to word of mouth emanating from
and pay attention. The system has evaded all the pitfalls and In the current industry dimate of identikit home machines it's the arcade scene. To the typical Japanese arcade fanatic the
cycles of the mainstream by constantly swimming fervently in diflicut to comprehend quite Vvhat a bombshell the Neo-Geo thought of owning the actual coding on a format that would fit
the opposite direction. And while the wor1d regards 2D as was - a machine so powerful it brought the Japanese arcade into a space-starved Tokyo bedsit was too good to be true.
something as primitive as cave painting compared to 3D's home, pixel for frame, a full decade before Dreamcast was a Especially when the software was so very refined.
rendered curves, more and more players are realising that
there is a place in this wor1d for such a stylistic medium.
Especially when it can play so well. The Neo-Geo home cart
system has naw become the longest-running videogame
system ever Oncluding Game Boy) and one of the strangest twinkle in Naomi's eye. In 1989, SNK entered the home SNK's brand was to soon become synonymous with the
enigmas our history will fN0f see. In the last three years the system market with the Neo-Geo, originally intending the fighting genre. This was mainly thanks to Takashi Nishiyama,
number of Neo-Geo buyers has risen dramatically and it is machine to be a Japanese home rental system boasting the who had previously wOl1<ed on the original Stroot F,ghter at
currently attracting discerning players and financially solvent exact workings of its successful arcade MVS system (see Gapcom. He was poached by SNK and helped launch its
collectors the world over. 'SNK and its history'). The home cart system soon took root own rival to Gapcom's best: SNK's Fatal Fury. Fatal Fury was

< 060
released in the same year as Street Fighter II and even then and implemented a new depth of gameplay, allowing mastery overseas sales the company dreamt of never materialised.
boasted innovative features such as front and rear planes and unseen before. This fed the home market with players Gamers at school in the ear1y '90s will recall huddled
a twoplayer cooperative mode. Nishiyama-san went on to seeking to master characters in privacy and then display rumours of an uberrnachine more powerful than Sega and
launch and refine such legendary and diverse series as their skills in public. A new breed of professional Japanese Nintendo's best and more expensive than their education.
Samurai Shodown, King of Fighters and Metal Slug. arcade player was born. It is testimony to the depth of these Indeed, cost was the taproot of the Neo's problems and
While Capcom played within fairly set boundaries with games that high-profile national tournaments are still held almost sealed its fate before it hit the shelves. No parent in
its fighting games, SNK pushed the genre in all kinds of across the globe today. their right mind was likely to shell out the $600 asking price
directions. Kizuna Encounter explored the tag team angle, M for this machine followed by a $250 game when for the
of Fighting the technical Virtua Fighter style, Last Blade the The American dream same price they could secure a SNES and its mascot and
fast, sword-based fighter. All the time the King of Fighters and Initial expectations were so high worldwide as a result of still have enough change left over for a used car. Indeed,
Fatal Fury series ran alongside each other providing gamers good import reviews that SNK's system secured a release in some videogame magazine publishers at the time could
with the tweaked updates they required. However, unlike the both the American and European territories. However, despite scarcely afford the machine, let alone the software for review.
orthodox two-minute fix of the traditional arcade game these sales pushes of the Neo-Geo utilising 'Penthouse' magazine So the Neo-Geo sank into relative obscurity - a legend
games took the spectator element of the Capcom games ads, game leaflets, and large information packets, the ' gamers would always dream of rather than play with.

061 >
With the advent of 3D and Suzuki-san's Virtua Fighter site, Neo-Geo.com. King of Fighters 2002, released in extraordinary rise in value is almost unprecedented in any
series the wor1d's eyes turned to polygonal pastures and December 2002, was the sixth release from a thriving and area of product sales let alone the secondhand ga'Tl8 market.
SNK was left perfecting 2D genres, with only a niche home growing community which has fast become Mecca for all McClesky explains some of the factors that have
audience and arcade lovers to applaud. But those who Neo-Geo collectors. The Neo Store attracts collectors the led to this situation: "Many Neo-Geo home carts have
did keep their eyes on the Neo's slowly growing canon of wor1d (N8r and there is a trading fon.rn that operates Uke a experienced a shalp, steady gain in prices (N8r the past two
material would be treated to some of the most inspired 2D frenzied auction house for SNK's wt.oderkind. years. This mainly applies to the rare home carts, and even
programming ever seen. More and more players have woken McClesky began colecting at the age of 16 in 1993 more so for the rare English home carts. There are many
up to this fact, which has resulted in the most active and has seen the scene explode: "From the tme I began factors involved here. Before the Internet, Neo-Geo home
collecting niche in the videogame wor1d. collecting right up until 1999 a high-end title such as Metal carts could only be found ttvough ads in gaming magazines,
Slug 1 (either veraion) could be had for $500. In recent tmes or from used videogame stores. Now the wor1d is much
One ring to rule them all the Neo Store has sold two copies of Meta/ Slug: one for smaller, so to speak - brought closer together thanks to the
Shawn McCleskey, 26, lives and works from offices in $2,450 (English) and another for $2,250 (Japanese). Internet. Consumer awareness is higher than £MJr, and Neo-
Memphis where he is responsible for the distribution of l18'N Simone D'Amico, our price guide analyst, estimates a Geo games that were n£MJr heard of in the western wor1d are
English home carts through his internationally acclaimed Woo mint oopy will soon approach the $3,000 mark." This row available on the secondary market. At the most basic

< 062
eo-Geo carts in existe
pean vecsion of UJt,mat

level what we have here is a product with limlted supply in the system, McClesky highlights the fact that a "Some even sa, that Nee-Gao.corn is to blame for the spike
combined with a healthy demand. Unlike other home lot of these games are virtually irreplaoeable. Normally, in prices,· suggests McClesky. "The public price guides we
systems, these games start anywhere from $250 to the collectors do not want to part with home carts from their maintain promote buyer and seller awareness. The forums
current $325 when purchased new at release. Some games personal collection unless they are trading for another game. bring traffic and interest. The collection gallery promotes
can escalate as high as triple during the first year of release, Even a significant profit may not be sufficient enough to collecting. For those who enjoy collecting, strong prices can
be interpreted as a direct reflection of the strong interest that
exists, and a growing interest at that. Keep in mind that the
Internet is still growing, and with this growth we experience a
oonstant influx of new collectors and gamers. •
such as Mark of the Wo.\les, which went as high as $800 persuade a hardcore collector from selling out. He realises Some fear that the bottom is set to fall out of the market
only several months afta,, its release.• just how hard it can be to replace top items. This means that and that games will lose their value as quickly as they gained.
very few of the rare titles fN8" become available. The site has McClesky is adamant: "If a Paz dispenser can reach $90,000
Irreplaceable silicon its own famous price guide which most of the global on eBay and still not have met the reserw, I would expect the
In addition to the issues of increased general collector interest collecting commu,ity roN use as a basis for their prices, Neo-Geo market to easily maintain its curant price level. The

063 >
new releases only attract more gamers and gamers entering which I purchased from a French collector. To find other difficult to price European Kizuna because it never seems
the Neo scene soon beoome collectors." EBay examples copies in the wor1d I have offered $200 just for a picture of the to leave a collector's possession. Put it this way: I'm willing
such as the Pez dispenser give some perspective to what game. Only one other copy su1aced (the owrw confirmed to pay $3,000+ for an authentic Kizuna . If I had to estimate,
the deserters call an overpriced market. manual text, etc), but this collector wishes to remain I would say it would have around a $5,000 ending price.
anonymous. During 1996 the European offices used to The highest auction to date for a single AES home cart was
The Holy Grail
If every collecting niche has its untouchable art~acts,
what is the Neo follower's Holy Grail? Mc:Ctesky,
unsurplisingly, holds the cup: "My most prized home
cartridge, the European release of Kizuna Encounter, was release anything up to 1,000 carts of any particular game. $2,800 for a mint English Meta/ Slug. In 1999, the Neo-Geo
obtained shortly after I began collecting. Of all things, I traded What happened to the other carts is unknown. We have collecting cornml.flity was still learning about the various
a Super Dodgeball oonversion (currently worth $350) as an many reports of sightings in various shops through the versions of home carts that existed around the world.
even trade for the seemingly irreplaceable Euro Kizuna. There years but no one has come forward to collect the $200 Games like European Double Dragon and Ultimate 11 were
are only two copies in oonfirmed existence. I own one copy, reward for simply owning a genuine copy. It's extremely just beginning to surface as fresh overseas oontacts entered

< 064
--
Processor 68000+z80a 68000

Speed
Sout,d

Co/ors
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15

4096
10

64
l58mHz

Z56
12.5mHz

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64
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Comp,n,r

~
Colon
AVllllllle 15,531 512 32,768 512
llulmclm
s,rtt,, 380 80 121 80
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Retail
Price 5649 S149 $199 I I ~ $5 perk

the scene. Years have passed, and pretty much all of the still popular on a globai scale and is booming in South
known home cartridge variants have been accounted for America and the non-Japanese eastern countries. With this in
and can be seen in John Thacker's Master List, which is mind, the MVS market still has a bright short-term future,
hosted on Neo-Geo.com." which will generate more interest in the AES market.
Collectors are renowned for completing the set and King of Rghters '02 was released last year as a coin-op,
moving on. Retro wonders: where next for the scene? "The and SNK vs Capcom (an arcade update of the great NGPC
age of Neo-Geo.com membership ranges from 15 to 40s, interpretation) was perhaps the most anticipated game in the
the average age being mid-20s. We are not children and I do history of the Neo-Geo. It was released in 2003 and breathed
not anticipate that we will outgrow our common interests an amount of new life into the format.
anytime soon," says McClesky. "I often hear of people living In issue 80, Edge offered this simple test as to whether
on ramen noodle diets to conserve money for purchases then you are a hardcore gamer: have you ever owned a piece of
selling off their collections for a quick buck but they seemingly hardware with an SNK logo on rt? So, is rt the ultimate
always regret and buy back again at the new higher price." gamer's status symbol? Perhaps. Eden for original 2D
The AES endures because the MVS still has life. The MVS is perfection? Wrthout question.

065 >
The collectables
All prices listed here are in US dollars. This is a global market and retro/collectors shop and e,cpect to pay a higher premium. the US/Eu'o release set. Allhough the games listed here demand
you are most Hkely to get the best deal buying direclfy from an Bear in mind most players collect Japanese titles, which - very high prices you can obtain many Neo-Geo games for less
American or Japanese souroe. Go into a Brttish high street easier to find. Only the most dedicated will attempt to collect than a new PS2 title.

The most desirable titles


These are 15 of the most collectable Neo-Geo games.

~-;:;- -F.;.; C~:!.z -~~


B-ct:.,,, : °F""

US Release: $2,000-2,850+ Japanese release only: $1,000-1,800+ Japanese release only: $600-700 US release: $9oo-1, 100 Japanese release only: $650--800
Japanese release: $1,300-1,800+ US Release: N/A Genre: shooting puzzle Japanese release: $550-650 US release: NIA
Genre: action shoot 'em up Genre: party game Original release: 31 /01 /97 Genre: 2D fighting Genre: scrolling shoot 'em up
Original release: 24/05/96 Original release: 26/01/96 Developer: ADK Original release: 28/06/96 Original release: 26/02/98
Developer: Nazca Developer: Takara Developer: ADK Developer: Yumekobo

The original Metal Slug was an An extremely rare, if unplayable, title Twinkle Star Sprites was ADK's last An extremely sought-after title. A Japanese-only title that is
unexpected hit, hence its low that forms the focal point of any game on the Neo. At manufacture Originally released in the wake of considered by many to be the
production numbers and Japanese collection. ADK ran out of instruction books, so Last Blade, it attracted little attention best Nao-specific shooter.
subsequent huge value. the remainder were supplied with due to its similar sword-based
simple photocopies. ancient Japanese themes.

Pulstar Kizuna Encounter WakuWaku7 Magical Drop 3 Meta1Slug2

Japanese release only: $550--$580 Euro release: $11,00J (estimate) Japanese release only: $390-420 Japanese release only: $420-500 US Value: $550-700
Genre: scrolling shoot 'em up Japanese release: $55CH350 Genre: 2D fighter Genre: puzzle Japanese release: $300-350
Original release: 29/09/95 Genre: 2D tag fighting Original release: 27/12/96 Original Release: 25/04/97 Genre: action shoot 'em up
Developer: Aicom Original release: 08/11 /96 Developer: Sunsoft Developer: Data East Original release: 02/04/98
Developer: SNK Developer: SNK

An R-Type-alike that has come See main article for details. The sequel to Sunsoft's Galaxy Fight This excellent Tetris/Puzzle Bobble Despite the superior slowdown-free
down in value in recent times. has wonderful music, animation and hybrid released in small Japanese update that is Metal Slug X, the
style. A very sought-after title. quantities is very desirable. original still fetches very high
prices for US collectors.

< 066
Ullinate 11/&pa-~ 4 Nao Turf Masters Double Dragon

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1

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Euro release: $3,500-4,000 Japanese release only: $400-520 US release: $75G-900 European release: $500-650 US release: $36G-450
Japanese release: $475-550 Genre: racing Japanese release: $65G-800 Japanese release: $130-170 Japanese release: $200-240
Genre: football Original Release: 07/06/96 Genre: golf Genre: 2D fighter Genre: tactical 2D fighter
Original Release: 20/12/96 Developer: ADK Original Release: 01/03/96 Original release: 31/03/95 Original Release: 26/04/96
Developer: SNK Developer: Nasca Developer: Technos Developer: SNK

Almost as rare as Kizuna Encounter, An ADK update of its disappointing Released by Nazca very close to The recent confirmation of the Euro Despite a recent tailing off in value,
only a handful of this European 1991 top-down racer, Thrash Rally. Metal Slug, this title was largely version's existence only combined this remains a collectable game. The
release survive. A huge graphical improvement, the overlooked until word spread with the recent release of Evoga's huge characters, distinct backdrops
game kept the playability of its concerning how great it is. Rage of the Dragons to keep this and realistic fighting mechanics are
predecessor - warts and all. cart's value in the stratosphere. not to everyone's tastes, though.

Five of the best-value games


Here are five of the best and most reasonably priced titles any Neo-Geo buyer simply must obtain. As per usual, you'll pay far less for the Japanese version (prices below are all in pounds).

The Last Blade 2 Garou: Mark of the Wolves Metal Slug 3 King of Fighters '98 Samurai Shodown II

Japanese version: £170-250 Japanese version: £25G-300 Japanese version: £150-220 Japanese version: £8G-120 Japanese version: £25-40
Genre: sword-based fighter Genre: 2D fighter Genre: Action shoot 'em up Genre: 2D fighter Genre: sword-based fighter
Original release: 28/01/99 Original Release: 25/02/00 Original release: 01/06/00 Original release: 23/09/98 Original release: 02/12/94
Developer: SNK Developer: SNK Developer: SNK Developer: SNK Developer: SNK

Despite comparisons of the DC port The final instalment of the Fatal Fury The biggest, most visually impressive The fan's classic. Probably the To many, this game was the first
of this game to Sammy's Guilty Gear series is undeniably the best. Debate - and cheapest - of the Metal Slugs. largest percentage of players rate real display of SNK's talent. It is
X, the original remains enthralling on continues to rage as to whether it is Shortly to be ported to PS2. this as the best of the series so far. testament to this fact that the game
the Neo, with deep gameplay. the best Neo fighter of all. is still highly enjoyable today.

067
p rejudice is defined as 'an irrational attttude of hostility industry peaked, as the finest tttles by the greatest developers By the end of the year NEC's PC Engine had launched in
directed against an indMduai or group'. There will are all products of the 16bit era. Where the current crop of Japan, and during 1988 it would go on to sell more units than
undoubtedly be those to whom such a statement applies. game mongers spill out their wares based on technical any other console. Despite being part misnomer - the
Those who still feel the burn from the Mega-CD, 32X or even infallibility or photorealistic accuracy, the late- '80s and early- machine's 16btt GPU still ran under the command of an 8bit
Saturn. But to love the Mega Drive - to understand its role - '90s came to represent the domain of the imagination and of Hu6280 CPU - the Engine's specification put tt leagues
is to accept these errors, erase them from the mind and a careful baiance between arcade immeciacy and armchair ahead of the NES, introducing the first notions of a true-to-life
reaiise that, had Sega failed to take the US and never come depth. But tt was a slow start. arcade experience for the home. Sega CEO Hayou
to reaiise tts famous blue mascot, the current videogame In 1987, Nintendo's NES was in tts fourth year, alleged to Nakayama took the potential for accurate arcade ports one
pantheon would be very different. Backwards compatibility, be in one in every three US homes and with 90 per cent of step further and the decision to develop a domestic System
online play, analogue controllers, simultaneous globai the market share. Sega's own 8btt untt, the Mark Ill/Master 16 - Sega's then coin-operated technology- was cemented.
releases, urban chic and a remarl<able brand strength - all System, was trailing badly, with sales of 230,000 in Europe Wtthin weeks of the PC Engine arriving in Japan, Sega
came out of Sega (albett with varying levels of sucoess). and a virtuai shunning in Japan and the US. Desptte tts unveiled tts successor to the Mark Ill/Master System,
Of course, the reai factors are hardware and, more technical superiority over the NES, a lack of thirdparty codenamed MK-1601, complete with a launch slot of autumn
importantly, software. And, arguably, this is where the support ensured that Sega would remain the underdog'. 1988. Where Nintendo had triumphed by being the first to

069 ►
WHATMN ~&,,-.•

launch in the 8bit era, there were those who proposed the says Mallabar. "It really did feel like the Mega Drive was taking there were copyright issues with the name under US law and,
same would be true for Sega in the forthcoming 16bit gaming to a different level." Foulger agrees, having seen the instead, 'Mega Drive' was rechristened 'Genesis'. Holding
console war. It was a prediction that would ring true. console in Emap's 'Complete Guide to Consoles': "Two connotations of development, progress and, more
On October 29, 1988, Sega launched the Mega Drive in reviews of Super Shinobi and Golden Axe were placed significantly, a renaissance, Sega was making no bones
Japan for ¥21,000 (£114), alongside four software titles: together and, as a Master System owner, those games were about its total commitment to the console, a fact reinforced
Altered Beast, Super Thunderblade, Yu Suzuki's popular the best-looking titles I'd ever seen on a home system." by an aggressive advertising campaign. The assumption that
Space Harrier II (an exclusive sequel to the arcade game) and Despite such praise, the impression made on Japanese gamers who had joined the Nintendo camp five years earlier
Osomatsu-kun. It was clear that the hardware was superior to garners was a lesser one - in truth, it wouldn't be until the US were older and more mature would pay off when the decision
the competition, accommodating recent arcade ports with launch that the Mega Drive would really flourish. was made to include both arcade and sports titles in the US
relative ease. Retro spoke to Lee Mallabar, owner of To this end, Sega president Nakayarna-san charged the software launch. This approach, coupled with an extended
www.videogarneimports.com, and Chris Foulger, an ex- US wing of the company with a Japanese mandate: "Haku thirdparty recruitment plan, saw Sega ready for business, and
Sega employee, now an imporVexport wholesaler. "I bought Mandai," or "Sell one million consoles". A tall order by during the Summer Consumer Electronics Show the company
my Mega Drive some time in 1989 and I remember my first anyone's standards. More important was the name-change announced a September 1989 US debut for Genesis.
game being Space Harrier II, which uttel1y blew me away," for the Mega Drive. Head of marketing, Al Nilsen, states that Unfortunately, US retailers didn't share Sega's

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enthusiasm, believing instead that NEC would win the Altered Beast hit pay dirt and within one week, with industry claimed the PC Engine still delivered greater graphics.
upcoming console race, as the PC Engine (renamed the figures quoting Sega as owning 65 per cent of market share. Certainly, few would contest the excellence par none of titles
TurboGrafx-16) was due to hit the shelves during the same As an import gamer, Mallabar admits that, "Once I finally got such as Gun Hed, Ys Books I & II and R- Type, but it was
month. The atmosphere was of complete damnation, one started, there was no stopping me - I fell in love with the these titles' inherent Japanese qualities that kept the US
retailer opining that NEC was " .. . going to blow you [Sega] machine and spent all my money on games. A friend and I felt gameplaying public at a comparative arm's length. A slow
out the water.• It couldn't have been more wrong. that everyone was completely overcharging for their games, and misguided release schedule, stiff prices, unsportsmanlike
so we started our own company. Nothing really happened advertising and an unquestionably ugly shell did no favours
Pay dirt until our advert in 'C&VG', but when it hit the stands, for the TurboGrafx-16, while Sega had the wor1d's first true
Come August 14, Sega shipped a limited quantity of everything went mental." 16bit games console, and tweaked its name, image and
consoles to stores in New York and Los Angeles, priced at It was all NEC could do to stay in the game. Then- software for the US customer. Christmas of that year saw
$199.99 (£125). By September 15, the rest of the country executive vice president, Keith Shaefer, offers as the cause Sega achieve 90 per cent market share for console sales,
received its allocations, complete with a $1 Oprice drop. The of the Genesis' success" ... inferior hardware, but [with] a propelling it to the overall number two slot, but Nintendo still
twinning of Arnold Palmer Tournament Golf and Tommy superior selection of software that was Americanised for the had the greater overall user base and calmly claimed to be
L..asorda Baseball with arcade behemoths Golden Axe and [sic] American consumer." Indeed, there were those who WOt'king on a successor for the NES. Foulger offers his take

071 >
on the situation: "Sega was the king of the arcade and quickly During this time, SNK unveiled ns monumental Arcade release at £190 with Altered Beast and some 30,000 unns
became a major player in the home market, too. The timing of Entertainment System for US consumption. However, arriving at the larger retail chains - Dixons, Toys 'R' Us,
the launch in the US couldn't have been any better, as Sega arcade-perfect versions of triple-A titles were never going to Rumbelows and the like. Sales were good and the steady
was working with a clean sheet. The Master System was justify a $600 (£379) price tag and the machine quickly fell arrival of thirdparty developers, such as Acclaim, helped
popular and the backwards compatibility of the Mega Drive into the realms of the luxurious curio - a status n still enjoys clarify the name of Mega Drive as the brightest new star in the
provided a clear upgrade path." Sega was now most 13 years later. W~h NEC's PC Engine and add-on Super videogame heavens. Mickey's Castle of Illusion, Strider,
definnely on the way up. CD-ROM 2 still under-performing, the real threat was from Revenge of Shinobi, Populous - the list of games goes on.
The next year saw Sega achieve substantial sales wnh Nintendo. Inevitably, the Kyoto giant countered Sega's front Great software was becoming greater.
Genesis software, wnh tnles such as Michael Jackson's wnh the announcement that n would release a 16bit Neil West, ex-ednor of 'Mega' (Future Publishing's Mega
Moonwalker, Joe Montana Sports Talk Football and ToeJam replacement for the NES in November of 1990. Things Drive magazine), highlights the importance of the Sega
and Earl proving popular by virtue of their cross-age appeal. were starting to pick up speed. phenomenon: "The Mega Drive was new, sexy and foreign.
AA advertising campaign claiming 'Sega does what Eager to expand on ns US success, Sega pushed the Personally, n was a great time for us on the console
Nintendon't' constantly reminded the US public that Genesis Genesis into Europe, returning the console to ns original magazines. We were surfing on the front of a huge wave,
offered a more applicable and up-to-date software catalogue. Japanese name, Mega Drive. November of 1990 saw the UK having been lucky enough to be at the right place, at

< 072
the right time. We earned fuck-all money, but all of a sudden, Kalinske. Legend has it that he was pressganged into $50 saving that became incredibly attractive to those gamers
people were flying us all over the world and asking us to joining Sega at the instruction of Hayou Nakayama, on the brink of a purchase. Kalinske also green-lit the
appear on 1Y. We were lucky young men. " particularly after the farmer's rescue of Matchbox Toys from construction of US-based Sega codeshops, a previously
By November of 1990, Nintendo's 16bit console, Super bankruptcy. A short stay in Hawaii and Tom Kalinske was unheard-of tactic that would raise Nakayama-san's
Nintendo Entertainment System, finally arrived in Japan to a on a plane back to America, the fresh blood that Sega temperature considerably. The ageing CEO summoned
borderline-hysterical public - rumours of muggings, mass needed to face Nintendo. Kalinske to Japan and after an hour of negotiations,
sick leave and gross under-supply go some way to back up surprisingly agreed to support the US campaign in any way
the sentiment that Sega was never going to beat Nintendo at Price reduction Kalinske saw frt. "It is why I hired you," conceded Nakayama-
its own game in Japan. Meagre sales of the Mega Drive were Within weeks of joining the company, the newly appointed san. Sega of America was officially on the warpath.
ample proof of this, so Sega concentrated all its efforts on CEO was on the offensive, making several changes to Yet despite Genesis' mounting popularity and a stay of
smashing the enemy in the US. Wrth a window of just one Genesis, in particular removing Altered Beast from the execution before SNES arrived, Sega still had nothing with
year, the Stateside D-Day was set for September 1, 1991. bundle, which allowed a reduction in price to $130 (£82). which to defend against the Goliath-like stature of Nintendo's
But the US wing of Sega needed rallying and no one was Kalinske's suggested reasoning that " ... it looked like devil forthcoming Super Mario World. The rapidly rising heat of
more matched for task than former Mattel saviour, Tom worship in the Mid-West" may have been valid, but it w.1s the 1991 required something stronger, something more

073 >
charismatic to act as mascot for Sega 's dark powerhouse. like a kid's toy and the home computers became the domain Sega offices had the desired effect. Numerous merchandising
That something was Sonic The Hedgehog. of geeks. Sega had all the attention." Foulger adds that "Sega tie-ins, from sports sponsorship to spaghetti hoops, evolved
There are several stories covering the inception of the made gaming cool. Sony used the same technique by and, within a year, Sega's biggest coup emerged with the
character, but the upshot is that, upon its release on July 26, associating the P1ayStation with the clubland generation and, release of Sonic The Hedgehog 2. The first title to be shipped
1991 , Sonic The Hedgehog became a success beyond the wrongly, gets the credit for creating this approach." simultaneously around the wor1d, Sega built up massive
wildest dreams of Sega - with the subsequent hardware expectation with the now-famous 'Sonic 2's day' campaign,
bundle leading the company to what many consider its Bitter pill the launch date marked for Tuesday, November 24, 1992.
halcyon days. West remembers the arrival of Sonic in no Indeed, in the US, Genesis was selling furiously, often Sonic 2 was a triumph, reaching the height of 'best-selling
uncertain terms: "Sonic changed everything. Sega's UK outnumbering the recently launched SNES at a factor of 2: 1, videogame ever'. West confirms the popularity of the mascot:
marketing department takes too much of the credit for the notching up sales of 7.Sm units, compared to 1991 's 1.6m. "A character like Sonic has to be a fluke, you can't plan the
Mega Drive's success. It was Sonic that did it. Everyone who For Nintendo president Hiroshi Yamauchi this was a bitter pill creation of a killer character. So Sega got a little lucky. But the
saw Sonic wanted to play it and everyone who wanted to to swallow - one publication had quoted a particularly spiteful gameplay came from its vast wealth of arcade experience
play it could; it was just run left, run right, or jump. Gir1s liked retort of his claiming that "Sega is nothing." Kalinske's and intimate knowledge of the Mega Orive's hardware.
it, it even sounded great. All of a sudden the Nintendo looked decision to pin a copy of the phrase on every door in the You've got to give Sega credit for that."

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The Thunderforce series. a s1gnihcant tno of games from a time when the shoot 'em up Sega of Americas X-Men, with its brilliant example of how to ·fry' host hardware At the
was king While Thunderforce Ill was more of a landmark, the fourth instalment 1s climax of the game, the screen t,Jls with the word 'reset'. Nothing happens until the player
superior in eve!'}' respect, arguably ranking among the top three 20 shooters of all time presses the reset button - not unexpectedly, many have never seen beyond this point

But 1992 also saw a dip in corporate fortunes, as several Ironically, as sales levelled out, 1993 and 1994 saw the November, 1994. The Mega Drive was officially superseded,
ill-received peripherals for Mega Drive saw the light of day. appearance of some of the Mega Drive's greatest releases, but would manage to eke out an existence through a third
Menacer, a customisable infra-red lightgun supplied with an including the eventual porting of Capcom's Street Rghter II: US-only incarnation in 1997, before the terminal game
atrocious six-game cartridge, died almost instantly, racking Special Championship Edition. Konami entered the fray with release of Madden NFL '98.
up a total of nine games-including the cart's six. Most its excellent Probotector and Castlevania: The New In spite of the eventual slide from its zenith, the
memorable, however, was the Sony-manufactured Mega-CD, Generation and there was a re-branded, remoulded Mega importance of Saga's Mega Drive can't be over-emphasised.
which had debuted in Japan during October of '91, then both Drive II and the SVP-powered, Toshihiro Nagoshi-directed The first console to offer true 16bit hardware in the home, it
the US and UK, the latter with its honi1ic £270 price tag and Virtua Racing cartridge, with all its resplendent polygon played host to some of the grandest games to date and went
mostly poor software (Lunar, Sonic CD, Thunderhawk, Rna/ power and heinous price-taggery. on to secure the premier position in Europe and the US, a
Rght CD and Hideo Kojima's Snatcher excluded). The The arrival of Mars, which became the disastrous 32X status Nintendo would never achieve. The record might be
machine was a dismal failure and, understandably, memories add-on with only a couple of decent games (Virtua Racing tarnished, but those willing to spit and polish, those who can
of it would plague Saga through the following two and Doom), plus the never-to-be-released Neptune added still sense the excitement of seeing the blue blur for the first
generations. Foulger sums up the debacle aptly: "The more doubt and confusion to even the most stalwart of Sega time, will know the Mega Drive for what it is: a pivotal
Mega-CD is a worthless waste of space." aficionados, shortly before Saturn debuted in Japan during slice of an important videogaming zeitgeist.

075 >
l l •1
...... ,> ( J1)!

Japanese version: £250+ Japanese version: £250+ Japanese version: £170-£300 Japanese version: £190-£320 Japanese version: £1 OQ-£120
Release: 1995 Release: 1995 Release: 1994 (including tea cup) Release: 1994
Developer/Publisher: Sega Developer/Publisher: Sega Developer/Publisher: Toaplan/fengen Release: 1994 Developer/Publisher: Treasure/Saga
Genre: Overhead action/adventure Genre: Side-scrolling action/adventure Genre: Arcade actioner Developer/Publisher: Success/Sunsoft Genre: Scrolling platform blaster
Genre: Pseudo-3D shooter

One of the final MD games to be Again, with low a low print run, the All Tengen software for Mega Drive is The tea cup was claimed by sending The final game from the Treasure
released, The Ooze just made it to Japanese incarnation squashes the limited, but this Pop 'N' Tumble clone in a registration card, before being stable to be released for the MD and
Japan in late 1995 and in ridiculously PAL and US NTSC versions in the is the rarest, having only 2,000 entered into a random draw. The a typically low print run contributed
low numbers. PAL and US NTSC collectibility stakes, even without the copies. Blame legal wrangles with game is rare, but the cup is almost to Alien Soldier's relative scarcity.
versions are worthless. accompanying PAL CD soundtrack. Sega for many copies being pulled. unattainable since only 300 exist. The PAL version is almost as rare.

Slap Fight Akumajo Dracula - Vampire Killer Pengo Eliminate Down Phantasy Star

Japanese version: £150 Japanese version: £150-£180 Japanese version: £130-£160 Japanese version: £80-£200 Japanese version: £150-£200
Release: 1994 Release: 1994 Release: 1995 Release: 1993 Release: 1994
Developer/Publisher: Toaplan/fengen Developer/Publisher: Konami Developer/Publisher: Sega Developer/Publisher: Soft Vision/Saga Developer/Publisher: Sega
Genre: Vertical shooter Genre: Platform hack 'n' slash Genre: Overhead action/puzzler Genre: Horizontal shooter Genre: Overhead RPG

More output from Tengen and a solid KCEJ eventually released Vampire Killer The arcade original and a remixed Soft Vision was a small developer, Essentially, this is the Mark Ill/
conversion complete with remixed (Castlevania: The New Generation in the version appeared on this conversion producing only a handful of titles. Master System code running on
MD version of the arcade game. UK) in pitiful numbers. But the lower the to the home system. Japanese only Being a horizontal scroller, this little- Mega Drive without the need for
Suffered the same fate as Snow Bros. print run, the more desirable the game. and small numbers drive its price up. known title defies many collectors. the Power Base converter.

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Release: 1991 Release: 1988 Release: 1989 Release: 1990 Release: 1990
Developer/Publisher: SonicTeam/Sega Developer/Publisher: AM2/Sega Developer/Publisher: Sega Developer/Publisher: Sega Developer/Publisher: Technosoft
Genre: Platfonner Genre: Pseudo-3D Shooter Genre: Platform hack 'n' slash Genre: Platformer Genre: Horizontal shooter

The sequel was technically better, Along with Altered Beast, the title Proof that nothing has equalled After a slew of arcade conversions, Thunderforce Ill did everything with
had a twoplayer mode and sold more that convinced Japanese gamers of Sega's sharp-edged series, Super Sega broadened its reach with this visceral perfection. It was so popular,
copies, but nothing did as much for the power of the black box. Ironically, Shinobi was a title that demonstrated gorgeous platformer. It remains one Technosoft eventually ported it from
the Mega Drive than Sonic Team's one of AM2's worst games, but still a the ability of the Mega Drive to of the most enchanting examples of console to arcade, then back to
dazzling original outing. consistent attraction to MD virgins. exceed its arcade counterparts. the genre, even today. Saturn as Thunderforce AC.

Desert Strike Gunstar Heroes John Madden Football Mortal Kombat Streets of Rage II

Release: 1992 Release: 1992 Release: 1990 Release: 1992 Release: 1992
Developer/Publisher: Electronic Arts Developer/Publisher: Treasure/Sega Developer/Publisher: Electronic Arts Developer/Publisher: Probe/Acclaim Developer/Publisher: Sega
Genre: Isometric strategic shooter Genre: Platformer shooter Genre: Sports simulation Genre: Beat 'em up Genre: Scrolling beat 'em up

Desert Strike struck a sublime Undeniably Treasure's piece de The game that sold Mega Drive to No game so clearly demonstrated The greatest scrolling beat 'em up for
balance of action, strategy, control resistance and - no arguments, the US public. The impact of EA's the difference between Sega and Sega's 16bit machine. Graphics,
and longevity, cementing a please - one of the most intoxicating patriotic and promotional tie-in with Nintendo, whqse port washed away gameplay and music met to make
reputation for the decade to come. videogames ever. the NFL cannot be exaggerated. the only reason to buy the game. software of the highest calibre.

077
078
etro must warn you now. Just as a multitude of particular game and it is mainly titles that score highly in all least competently. There were no glaring managerial errors
R fanatics will bemoan the exclusion of NiG/-fTS from the three of these categories that are featured in this series. The that endangered the Mure of videogames and, predictably,
Saturn section, any article looking at the collector's scene SNES throws up a problem in that the majority of games that Nintendo had fantastic games that ran beautifully on well-
revoMng around the SNES will not feature Super Mario score highly in quality were never rare. The SNES is branded safe hardware. Super Nintendo was a breeding
World. Nor, necessarily, Zelda: A Unk to the Past. While these mainstream and as such, sorry tales of excellent titles slipping ground for new franchises, and perhaps more than any other
are @es that any self respecting games library should have in past the great unwashed are few and far between. If there system, played host to the most successful updates of the
pride of place, they are of little significance to the collector's was a great game to be played, Nintendo had the platform, famous series ever.
scene as they lazily fatten many a UK retailers' 'rare' retro power and prestige to get it to the masses. So, ironically, the Shigeru Miyamoto had mastered his 2D craft and the 2D
section and can be purchased for little more than loose SNES, the epitome of mainstream success, remains niche power and aesthetic completeness of the hardware
change. Although this series of articles is not simply about and embryonic in terms of its collector's scene. precipitated games that, today, feel comfortable and self-
monetary value, it is inevitable that the most desirable titles f>.s with all Nintendo's past exploits, the history of the assured in contrast to the 32bit revolution's shaky, faltering
fetch the highest prices. Super Nintendo has been well documented in print. It's one ear1y offerings. In a sense Super Nintendo, especially in
Collectability (expressed in monetary value) measures the of the less interesting parts of Nintendo's history because, Japan, represented the mainstream culmination of the 2D
three-way combination of desirability, rarity and quality of any in actuality, the company did almost everything right, or ai way of coding. In the next step of evolution, games and the

079 >
,,

way they were perceived and played were to change launch of N64 Zelda Ocarina of Time with 1991 's A Unk to Part of the problem for today's collector is Miyamoto-san.
dramatically almost beyond recognition. Super Nintendo was the Past seven years earlier, "One hapless fan, who'd failed to The diminutive originator had such worldwide fame and
the final landma~ in 20 years of Japanese 2D evolution. bag a copy of A Unk to the Past on the day, took revenge on prestige that all of Nintendo's greatest in-house games were
In a sense, Super Famicorn was the first major hardware a friend who had by torching his house. To the ground. Also, the most hotly anticipated videogames of all time, and
sequel the country had seen and the choice of games, while in 1992, when the fifth instalment in the Dragon Quest saga Nintendo pushed them with all its financial weight. If Neo-Geo
is known for its 2D fighters and Saturn for its shooters, then
Super Famicom is ostensibly all about Miyamoto-san. But
there were no limited release Super Mario Worlds. Even
collectable titles such as Chrono Trigger sold over a million
still dwarfing today's western equivalents, was much smaller was released, a queue of 12,000 fans waited patiently copies in Japan. So, if quality is rarely matched by scarcity,
than today's bulging Japanese schedules. As such, quality outside one department store, the line waving its way through where does the collector go?
games were hugely anticipated and fought for at launch. lkebukuro's streets for an astounding five kilometres. It's
Former Edge editor Jason Brookes, speaking at the time in difficult to see Nintendo commanding such insanity again no A launch to remember
'Arcade' magazine, compared the comparatively sedate matter how good the game." A 16bit Nintendo system had been an on-going concern of

< 080
Hiroshi Yamauchi (NCL'.s president) ever since he had to $75 (£48) would be added to the basic manufacture cost of brought Japan to a standstill. Nintendo had left the official
reduce the original Famicom to 8bit due to component costs. each unit, but the theoly directly inspired Sony scme years announcement of the launch date very late and sc pre-orders
He had commissioned Masayuki Uemura and his R&D later. Uemura-san's focus was on generating as many colours ran out as everyone panicked. Some stores required
Division 2 team at scme time in the late- '80s to begin work as possible. The well-documented 32,000 colour palette customers pay the full ¥32,000 (£169) in advance to secure a
on the successor to the extraordinarily successful Famicom. (many of these hues were barely distinguishable on a system while others simply ran a lottery system. The Osaka-
One early prophetic concern of Yamauchi-san was that the standard television) of the Super Nintendo was frequently set based Hankyu department store announced it would accept
system be backwards compatible. This was before the days against the Mega Drive 's paltry 51 2, and provided much reservations on November 3, but by November 8 had
when the consumer expected sequential hardware upgrades advertising fodder. For a central processor the unit used the stopped taking orders.
every five years. Nintendo's overbearing dominance and huge Motorola 65816 chip and hart. two customised graphics chips Nintendo shipped only 300,000 conscles in what was
market share with Famicom filled Yarnauchi-san with fear over nicknamed ppu-1 and ppu-2. called "Operation Midnight." This was a plan in which 100
a backlash should the new system not be able to play the It is hard for us to understand the Japanese anticipation ten-ton oversized trucks each carrying 3,000 units were used
previous games parents had invested in. for the system (Super Famicom in Japan) in 1990. After seven to quietly collect the stock from various secret warehouses
Uemura-san never managed to get the backwards years of videogame market definition and dominance, the from midnight on November 19 around Japan and make their
compatibility to an affordable proposition, estimating at least release of the Super Famicom on November 21 , 1990 literally deliveries in the early hours of the morning. The secrecy was

081 >
Cleaning teeth has never been so en1oyable .. . or has 1\? Raya 's
desperately poor proving once and for all that denllsts don·t ma

Edutainment
Although collectable only to the alternative disposition Raya
System's health edutainment trtles are certainly some of the
most interesting western SNES curios. All these games were
officially licensed by Nintendo. and in fact. had a glowing
endorsement. Some were available at retail while others
worked in a library-lending scheme from clinics. Essentially
tools to help children learn about their peculiar illnesses the
titles include Bronkie the Brontosaurus (asthma), Captain
Novo/in (diabetes), Packy and Marlon Health Hero (diabetes)
and Rex Ronan: Experimental Surgeon (anti-smoking info).
Raya Systems has since changed its name and is now known
as the Health Hero Network. The games could still be ordered
unbl recently for the European-esque price of $70 (£44) each.

employed to thwart a leaked plan that a Yakuza ring was to elderly storeowner was both frightened and embarrassed by magazine reported that by the close of 1992 the Genesis
hijack two of the trucks and sell off the systems themselves. the meagre allocation and so, instead of opening, simply (Mega Drive's US title) had sold a million systems compared
f'.s a result all the 300,000 systems were at the retailers the posted a sign saying the family had taken a trip. Adults called to the SNES's 700,000.
day before the official launch. in sick at work and, as a result of the traffic problems, the In the US the Super Nintendo would slowly but surely
It was clear that high drama was part of Nintendo's government asked that in future new hardware systems were catch up with the Mega Drive and then overtake it. In 1992
launch plan but much of what happened did not come from only launched on weekends. Nintendo sold 5.6m SNES systems. This was largely thanks
the minds of the marketing men. One store closed at to companies such as Rare, who was looking to capitalise on
11 .30am as it feared a riot. There were clearty too few units to From Genesis to revelation Nintendo's raw processing power as demonstrated in the
go around and later figures released show that there were Within six months, 2m Super Famicom systems had been 9m-seller Donkey Kong Country, then the second biggest
over 1.Sm pre-orders for the 300,000 units. Four out of five sold in Japan and over 4m were in homes within a year. The selling game since Super Mario Bros. 3. Game Boy, with its
customers went without a system including many who had US launch was less ecstatic. Unlike the market in Japan, large western installed user base inspired many more sales
already paid in full. David Sheff in his Nintendo tome 'Game Sega's 16bit system had taken root and Super Nintendo's when the Super Game Boy add-on was released. Further
Over' describes one toy store on the main street near Shakuni launch on September 1, 1991 , despite a $25m (£16m) successful factors included Capcom with its ~nitially) Nintendo
Koen train station in Tokyo as receiving only six units. The marketing plan, was a far more muted affair. 'Fortune' exclusive Street Rghter games, the introduction of the Super

< 082
FX chip in 1993 (as demonstrated in Star FoX), a huge price graduate, moved from a safe job with the US military in Japanese as to what an RPG entailed. Marching into one
drop to $149 (£95) and the underground success story that California to study Japanese in Yokohama. In between of the main offices of a leading videogames magazine, he set
was Squaresoft. teaching English and working for his father's gem business, up his game on the editor's PC and explained the concept
Rogers had found time to code his own unique version of US to the staff. Rogers' contagious enthusiasm caught and as
Playing an important role campus favourite 'Dungeons and Dragons' on his PC. He the writers got to grips with levelling up their onscreen
SNES collectors can conceivably be split into two groups: named his title Black Onyx as he intended to sell the game to representations, he left satisfied that his game had received
those who collect RPGs and those who don't. In fact, the the Japanese for a small fortune. a fair airing.
SNES scene today would be virtually insignificant were it not Rogers found an interested publisher, who then, at the The magazine reviewed Black Onyx with a glowing
for Squaresoft and its stablemates. The 16bit era was the point of signing, tried to pay less than previously agreed for appraisal and Rogers sold 100,000 copies in 1980. Bullet
heyday of the 2D RPG form and the hardware limitations the software. Rogers decided instead to market and sell the Proof software, the company Rogers set up, was the
meant innovation and good scripting were the keys to game himself and so took out advertisements in the originator of the RPG revolution in Japan. By the time of the
success rather than lavish FMV non-interactive set-pieces. Japanese videogames press and waited, with his wife acting Super Famicom, the Japanese had, in typical fashion, taken
The history of the Japanese RPG is interesting and as a secretary, for the calls. With only three calls in three the concept from Rogers [rtself a bastardised Tolkien-esque
significant. In 1976, Henk Rogers, a Dutch US immigrant and months, Rogers realised he needed to actively educate ttm concept}, made it their own and mastered the creation

083 >
Terramgma is highly sought after by collectors and RPG aficionados altke. The qualtty
combined with ranty and demand have pushed the pnce of the cart above the rarer Wh,r/y

process better than anyone else in the world. RPGs were the NES never secured release in the US and so the US Anal This un-asserted marl<etabilrty coupled wrth the age-old
where the big money was in Japan and in many ways they Fantasy II for Super Nintendo was actually a port of Anal problems of diverse languages in the European continent
were responsible for attracting a far wider Japanese Fantasy Nin Japan. meant that all bar one of Squaresoft's finest 16brt outings
demographic than Mario ever would. US Squaresoft executives were unsure as to how were left in the US (Se/ken Densetsu 2/Secret of Mana). 1's a
Squaresoft's Final Fantasy series had fast been gathering consumers would react to these 'complicated' adventure result, these trtles easily fetch the most out of the general
momentum since the first instalment in 1987. Desprte meagre games Oronic as they basically originated from the US) and so release (ie non-prototype/competrtion carts) in today's UK
sales of the first game Oust over 12,000 copies according to commissioned their own staff to come up with an RPG-lite collectors market and have been responsible for attracting
'Wookfy Famrtsu') the second and third games had sold Anal Fantasy game: Mystic Quest. The game was a disaster huge swathes of collectors to the scene.
increasingly well and were attracting many of Enix's Dragon in every way and rt is testament to the strength of trtles such Squaresoft 's US office apparently never learned rts lesson
Quest fanatics. In 1990 the Dragon Quest sequels had netted as Anal Fantasy Ill, Secret of Mana and Chrono Trigger that from Mystic Quest and reportedly decided to pull the port of
several hundred million dollars a piece in Japan but had Squaresoft's branding was not damaged irreparably. Seiken Densetsu 3, the sequel to Secret of Mana, despite a
no market share in the US. In 1990, three years after inrtial Europe was not so lucky. These were the days before near complete translation from the critically acclaimed
release, Squaresoft launched the first Anal Fantasy game Anal Fantasy VII (see p108) blew open the cultural Japanese original. Instead rt again commissioned rts teams
for the NES in the States. The second and third games for export/import that was the Japanese RPG to Europe. (reportedly to get rts coders on the map) with designing a US-

C084
centric RPG using the Chrono Trigger engine. Fans were (www.rsdm.co.uk). Both men bought their machines in early machine, I became surprised at the lack of information
outraged and the pitiful release of Secret of Evermore was no 1991 following the Japanese launch (Paton complains that available for other fans, so that is when I decided to start
compensation for Secret of Mana 3's absence from the limited supplies and huge import prices explain a two-month Super Famicom Central. At first it was really just a showcase
release schedule. In a cruel twist, both Secret of Evermore delay for him). Similarly, both have been deeply involved in for the machine and the items in my own collection, but quite
and Rna/ Fantasy Mystic Quest were released in the UK. buying and selling Super Famicom rarities. soon it became apparent lots of people were looking to buy
and sell Super Famicom games and merchandise. So I
offered, with the site, a base for people to be able to do this
and also hoped to provide information and answers to any of
their questions."
Retro spoke to two of the scene's hardcore enthusiasts Retro starts by inquiring how they got first entered the Anderson stumbled into the scene more unwittingly,
to gain some insight into the world of the Super Nintendo fan. scene. "By the late-'90s the Super Famicom scene had "When I realised there were people parting with large sums of
Bryan Paton runs the Super Famicom Central fansite almost all but died due to the combination of next-generation money for games I'd assumed were worthless I realised the
(www.sfamicom.fsnet.co.uk) while Patrick Anderson systems and emulation," says Paton. "After searching the extent and power of the retro market. People made offers for
manages the online undercutting import store Rising Sun Internet and only being able to find ROM sites about the • games I couldn't refuse, so I began buying and selling certain

085 >
titles on eBay. Having said that, I'd rather view a game like home hardware market, this points to an even bigger talk about serious money. For all the advancements in
Yoshi's Island as the second best 2D platfonn game ever demand for Sega's systems and software." graphics and sound, gameplay is still the most important
made, than a potential £30." But why is the SNES the weapon of choice for some ingredient. Add to that the fact that many of today's top
Retro wonders which machine wins the 16brt race in collectors today? "As people get older they reminisce about games series were actually born on the Super Famicom
today's collector market. "Well, I don't believe the Mega Drive games from their past. With old-style gameplay scarely players want to go back and own/play the originals."
has overtaken the Super Famicom in collector's tenns,"
says Paton. "I don't think it ever needed to. The Mega Drive
has always been collected more due to the basic fact that rt
is a Sega machine. Just look at eBay. Constantly in the top
ten most popular searches is Dreamcast, not bad for such a produced today, rt means the Super Famicom is the ideal Anderson is in agreement, "As a gaming platfonn, the
so-called failed piece of hardware. I think Sega is more place for people to find rt. Being such a popular machine at SNES/Super Famicom saw many videogame creators hitting
popular for collectors due to their consoles' (Mega Drive, the time, lots of the games and the hardware is still available a high that has yet to be matched. Romantic nostalgia?
Saturn, DC) arcade roots. And now of course wrth cheaply, so rt is not difficult for someone to get started. It is Some might say so, but there are countless mid-20 to early-
Nintendo's continuing success, and Sega's demise, in the only once you want to own the rarer rtems that you begin to 30-year-old gamers who would agree that the SNES versions

< 086
of Mario Kalt and Star Fox and Street Rghter II, for example, "Of course there is also the RPG . The Super Famicom to be the Bandai Satellaview and of course the more cart
are the superior iterations. I do think the system has has so many stunning RPGs that this has become an area games you can get hold of, the better. After all, there is no
increased in popularity, probably due to people who had it that some collectors solely focus on. RPGs that never saw other way of playing things like F-Zero 2, 8S Zelda (new
first time round rediscovering the system and latecomers to English translation are always desirable for the hardened dungeons) Excitebike and many others. The Sufami Turbo by
the videogame scene wanting to educate/infonn themselves collector who wants rarity, but RPGs that did translate and Bandai is also sought after, not for its quality but more for its
of what came before (in around a 70/30 ratio). sold well are also very collectable both in translated and small distribution and lack of released games, plus being able
So which are the titles that the Super Famicom collectors Japanese forms as people want to own the game in its to link to carts together seems to intrigue people.
want the most? Both collectors have many examples each original release fonnat. The Rnal Fantasy and Mana series are "Finally there are the limited releases that the hardened
occupying its own niche, "In America, anime and manga tie-in also hugely collectable and can demand high sale prices, so Nintendo collectors are after. People will pay a lot of money
games are becoming increasingly popular. This is one if the definitely it has to be RPGs that are the hot western items." for titles like the last official game released, Rre Emblem 776
reasons that the Oragonba/1 Z, as well as other manga-based (September 1• 1999) The standard version is rare and sells for
games, are so highly sought after. Prices for manga-based Special releases around £60-70, but there was also a limited edition box set
games in good condition have increased in value greatly in a As with all collectable consoles, special release versions of released in small numbers which is hugely sought after. In
short period of time recently," says Paton. the hardware are sought after. "On the hardware front it has Japan there were also a few unofficial releases, not pirate

087 ►
copies of games but actual games produced by small blossom or simply fade away? Anderson is undecided, "That videogaming and will always hold a healthy comer of the
companies that knew they wouldn't get Nintendo's approval depends on how many of the up and coming gamers are collector's market. The system will definrtely remain
for release, so they released the games themselves. interested in discovering the Super Famicom. As the older collectable due to the sheer size of the game catalogue and
Most of these tttles were hentai games and do fetch qurte players complete their collections or get mortgages (yes, the merchandise available. The fact is that the original Famicom is
a lot of money_when up for sale {they do come wrth boxes two are mutually incompatible), that part of the market still highly collectable now and is seven years older than the
and instructions, but most of them are in black and whrte wrth vanishes. Whether sufficient interest will remain after that is Super Famicom. I don't see the passing of years relegating
no artwork). The strange thing about collecting Super anyone's guess. To be honest I hope so, but suspect not." the system any further. The system rtself broke too much
Famicom games, is that the more obscure, and therefore Paton takes the polar opposrte line, "At the moment ground and had too many special games simply to be swept
lesser imported, Japanese trtles, in general are not worth Super Famicom collecting is still a small area of the games up and lost in time."
much at all, but the most popular games such as Secret of market, but rt has been growing steadily over the last two At the most recent count the Super Nintendo system had
Mana , that no doubt sold lots more copies seem to be rarer years. The release of GameCube actually boosted the sold over 46m unrts wortdwide. After the final release in 1999
and more sought after. That is the opposite, in my popularrty of the Super Famicom. Watching prices and rt was reported that 377.5m games had been sold (not
experience, of collecting many of the other systems. listening to demand has shown me that the Super Famicom including secondhand trtles) wrth Super Mario World
Retro wonders if the Super Famicom scene is set to is a classic home console from the golden age of selling over 18m of these.

<088
lhecolectablea
The SNES collectQr's scene Is more transient than most While amount at retail in Japan and so profit for o,tglnal Importers
~ such as F1na/ Fantasy Ill and Secret of Mana is scaroe (eg Se/ken Dens/$u 3 ~ at ¥11,400 (£e())). It is
command stale prices, most of the rare Japanese titles vary worth noting that some ohafns (CEX Included) are prc,hibited
massively In ending price from auction to auction. Rare and from selling all imported Nintendo stock from GameCube right
excellent titles such as ActtaJser 2, Whlt1y and Metalwamors back to Famicom. As always the best deals are to be had on
can be bought for very little if you pick the right week. Towards the Internet buying directly from us or Japanese suppliers.
the end of the Super Famicom's life titles were sold for a large The prices quoted below are an indication only.

Chrono Trigger Earthbound/Mother 2 Super Mario RPG

US version: £70-100 US version: £80-100 US version: £70-100 US version: £40-00 US version: £50-80
Japanese version: £15-25 Japanese version: (easy-type) £3o-40 Japanese version: £3o-40 Japanese version: £2o-40 Japanese version: £15-25
Original release: 11/03/95 Original release: 19/07/91 Original release: 02/04/94 Original release: 27/08/94 Original release: 09/03/96
Developer/Publisher: Developer/Publisher: Developer/ Publisher: Developer/Publisher: Ape Studios/ Developer/Publisher: Square/Nintendo
Square/Squaresoft Square/Squaresoft Square/Squaresoft Nintendo

While the Japanese version sold The US conversion of the Japanese Unboxed this will be worth a fraction The dry self-deprecating parody of This was the only time the two great
over a million copies, the US Final Fantasy IV was dumbed down of this price, but in mint condition Japanese RPGs in Earthbound is companies collaborated in coding.
conversion is relatively rare, of a high and censored and is very hard to find Square's best pre-32bit epic is a lost on many young Americans And the rip-roaring story has lost
quality and highly sought after. in good condition with all maps, etc. jewel in any crown (FFVI in Japan). (see gamefaqs) but it is both none of its shine.
hilarious and polished.

Dragonball Z Hyper Dimension Akamajou Dracula XX KikikaikaVPocky and Rocky Yoshi's Island Terranigma

European version: £45-60 Japanese version: £50-80 US/UK version: £15-25 US/UK version: £15-20 UK version: £55-100
Japanese version: £35-45 Original release: 21 /07/95 Japanese version: £35-50 Japanese version: £3o-40 Japanese version: £25-35
Original release: 29/03/96 Developer/ Publisher: Konami Original release: 22/12/92 Original release: 05/08/95 Original release: 20/10/95
Developer/ Publisher: Bandai Developer/ Publisher: Developer/Publisher: Nintendo Developer/Publisher: Enix
Natsume/ Nintendo

For once an expensive Dragonba/1 A rare port of the PC Engine version All the titles in the Kikikaikai stable Miyamoto-san's directional change At last: a rare quality RPG title the
game that plays well. Regarded by this game was panned by fans. It's are brilliant 2D fun and this is best in for the Mario series provided a last Europeans got that the US didn't.
many as the best videogame still one of the most highly sought twoplayer mode. The Japanese slice of beautiful 2D coding before Finding a complete version of Enix's
iteration from the franchise. after Castlevania games, however. version is always collectable. the world went 64bit. game on ebay will prove difficult.

089>
Rendering Ranger R2 Final Fight Tough Fire Emblem 5 Tracchia 776 Bahamut lagoon

l .1 □ J O T :tf h LV 1 HP B18 SP 2 1
5:J A :i :1-< h LV 1 HP 750 SP 2 1
l :J LJ :J L J-, h LV I HP 770 SP 20
h":JH - T 7-< h LV 1 HP 761 5P 2 1

Japanese version: £90-120 Japanese version: £40-55 Japanese version: £35-45 Japanese limited edition: £90-130 Japanese version: £35-50
Original release: 17/11/95 Original release: 22/12/95 Original release: 14/10/94 Original release: 01 /09/99 Original relf;)ase: 09/02/96
Developer/Publisher: Rainbow Developer/Publisher: Capcom Developer/Publisher: Den 'Z Developer/Publisher: Intelligent Developer!Publisher: Squaresoft
ArtsMrgin Systems

Multidirectional scrolling action The third and final 2D Final Fight This cart was only available by The limited edition of the last official One of Square's best strategy RPGs
shooter. Five upgradeable weapons game on SNES is perhaps the most saving up stickers on packages of SNES game is popular for obvious this can even hold a candle to Final
and a varied level system make for controversial. Fans either love or hate Nissin Foods' UFO Yakisoba. You'll reasons. It's a tribute to Gumpei Fantasy Tactics. The dragon feeding
a sought after title that rivals it but it still attracts high prices. encounter Chopstick Woman, Mister Yokoi's team that the series remains elements were innovative and the
Treasure's finest. Fork and the Pie Men. so compelling after his death. story compelling.

Front Mission Secret of Mana/Seiken Densetsu 2


-~"""~--
Super Metroid R-Type Ill
- "'P.'l!'~i'-"""'!W"l'!~
Harvest Moon/Bokujou Monogatari

Japanese version: £30-50 US/UK version: £50-70 US/UK version: £20-35 Japanese version: £3G-45 US/UK release: £40-55
Original release: 24/02/95 Japanese version: £20-30 Japanese version: £35-45 Original release: 10/12/93 Japanese version: £15-25
Developer/Publisher: Square/ Original release: 06/08/93 Original release: 19/03/94 Developer/Publisher: lrem Original release: 09/08/96
Squaresoft Developer/Publisher: Square/ Developer/Publisher: Nintendo Developer/Publisher: Pack-In-Video
Squaresoft

The first in the series is considered One of the few quality RPGs to make The English language option, quality A stunning Super Nintendo-only This RPG/dating/farm 'em up
by many to be the best. Playable in it to the UK in the SNES era this is packaging and poor homeland sales update for lrem's horizontal started the roller rolling for many
Japanese format and collectable the 16bit action RPG as it should be: make the Japanese version the most flagship and a beautifully tough who had never before considered
thanks to Amano artwork. quirky, slick and full of character. desirable. Rising in price since Prime. and crafted experience. growing carrots before.

< 090
Some Games are Better than SEX Newly Updated Website
We've all been there , first you get a craving for it, then you invest lime, money and effort getting hold of
With over 5000 items in stock, the Retrogames website has become the best
place to find those rare games and machines you are looking for and now with
thousands of added pictures, it is a pretty good place to browse too.
it, but after only a few minutes of wildly jabbing your joystick you've had enough. The only thing which
will get you interested again is maybe a completely different game, with better graphics or a bigger box! So Many Formats It Hurts!
Such is the current state of mainstream gaming. We stock for over fifty formats, from classic UK machines like the ZX Spectrum
I've started taking an inhaler into my local games shop, in preparation of an apathy attack. Sure, and Commodore 64 to cult Japanese consoles like Super Famicom and
there have always been bad games; I had a particularly nasty experience with Spawn of evil back in PC Engine. It is harder to think of formats we don't stock than those we do.
1983, but enough of my trouser habits. Why are there now so many dull games, and sequels to dull
games? Is ii any wonder that hardcore gamers are returning to their gaming roots? To times when
New Dedicated Mini-Sites
The dedicated Retrogames mini-sites continue to grow. Simply click the icons
playing for points really counted , and games could be completed quicker than they took to load . on the homepage to get to them.
There are several distinct types of retro gamer. First there's the nostalgic, intent on buying everything
they owned when they were a child , and then everything they wanted to own when they were a child .
This gamer still wears a digital watch , and will eventually fill his house with arcade machines he played
once on holiday.
Next is the Player, this cool gamer is an expert at playing games, the one with the six deep crowd
around him on the Dance Dance Revolution machine. He can finish Strider with one life, though only if
someone is watching . He knows the names of all the characters in Ninja Gaiden , and can physically
show you the extra special moves in Super Street Fighter 2. He'll argue that the Saturn is better than the
Playstation to the point of death .
How about the Completist, this gamer wants every game for the formats he collects for. If he already
has them all, he wants them boxed complete, if they already are , he wants the original receipts . His
insatiable appetite for games is balanced by his complete lack of interest in playing them. He doesn't like
animals, and his favourite food is anything shrink wrapped .
Next up is the Hobbyist, this gamer likes thinking games and has been known to play The Sentinel
wearing a blindfold . He fashions himself on Sir Clive Sinclair and hand built a replacement power supply
for his BBC Model B. He preferred the Gobots to Transformers, and longs to have a best friend who's a
robot called Dave, and one day he'll get round to building him.
Then there's the Puritan, this gamer sees games as art. He prefers to play Robotron and Alter Ego to
Final Fight or R-Type , and pretends to know Jeff Minter personally. He spends evenings with friends
showing them games without actually playing them , and despises anyone who plays Rez without the
rumble pack strapped to their belly. In private he straps the rumble pack onto his cat's belly.
Finally, the Dabbler. Persuaded by friends and magazines, he dabbles on the fringes of the retro
scene. He tinkers with emulation, and dreams of Mame on the Xbox. He's on the cusp of buying a
Commodore 64, but doesn't think it will go with his carpets . He thinks he's got a better life outside of
gaming but searches in vain for a girlfriend who knows how to cast spells in Dungeon Master without
looking in the book.
Of course , most of us are a subtle blend of all the above. Just because we enjoy games well past
their sell by date, doesn't mean we don't enjoy the best of what's new. My definition of a retrogamer
(though I prefer Adult Gamer) is someone who's long history in the world of videogames prevents the
sparkle of new technology hiding a lack of gameplay.
Brand New Cat -=-~ogue
.
It's on Paper! Yes, our brand new
And a brief word for those publishers who've burnt the toe they dipped into the retrogaming pond . catalogue includes listings and prices
Ouch!! Trying to improve on the past just doesn't work , just look at Terminator 3. If you re-make a classic of all the items we have in stock.
videogame , for example Defender, it has to be better than the original to attract the adult gamer. To
bridge the gap to the mainstream gamer, it's got to be a revolution. And no, Defender 2000 wasn't it. Only £1 Including Postage
Why set your sights so high? Instead of trying to exploit old games, research what makes them so good, Or get our Nintendo Special and free
and use the knowledge to come up with something even better. For example, Tetris, saviour of the catalogue
Gameboy and the number one game with Mums, proves the size of the market for truly original games.
For only £3 Including Postage
The adult gamer's thirst for original electronic experiences inevitably leads back to retrogaming, but
wouldn't ii be great if the diverse range of'gaming which existed in the eighties could be born again. Our full colour Issue 22 is dedicated to the rarest
Western gamers will be looking enviably at the Japanese release schedules for some time , but how Nintendo games. Includes our full Game & Watch
long before even their ingenious concepts are watered down for the mass market. Hopefully not before Price Guide, and the first ever reviews of their first
the release of Konami's PS2 vibrating underpants attachment. Dance Pants Revoluthong anyone?
I told you , some games are better than sex.
So, same old message then , retrogaming is growing because unlike the past, our current games
--=----.. . . consoles, the Nintendo 6, 15, Block, and the
amazing Nintendo 112 Racing . Plus Mario World
on the Virtual Boy and rare Famicom peripherals.
Send £1 for our catalogue, or £3 for catalogue + magazine
industry refuses to allow the many talented developers a free reign with design, they are quite literally
eradicating originality. Long live Retrogaming! JUt. Cheques/ POs payable to J Moore , and sent to:
Retrogames : 61 Baccara Grove: Bletchley
Jason Moore Is the founder of Retrogames, author of the Retrogames Magazine, and a Milton Keynes: MK2 3AS: ENGLAND
self confessed retrogamlng nerd. He's also written for many games magazines Including
Edge, C&VG and PC Zone. Check his regular Rant on the website. International orders welcome : Pay Online with PAYPAL

www.RETROGAMES.co.uk
The Worlds first Retro retailer - established 1995 - Beware of Imitations
092
E dge has always attracted the conspiracy theorists. Just as the advent and subsequent populamy of higher regard than in Europe and the USA. Releases from
At one time or another rt has been accused by photography inspired the Impressionist movement, so Capcom, SNK and Treasure, among others, are eagerly
significant numbers of videogame consumers of being anti the 3D games revolution has inspired rts defectors. These awarted; many Japanese otaku would find the almost
just about every system one cares to mention. But perhaps are the people and innovators for whom a mainstream exclusive obsession western garners have wrth 3D surprising,
never more so than in the midst of the last console wars stampede towards something new provides the perfect even nerdish." But obsess over the 3D revolution our comer
when there was a deluge of letters laying the blame for excuse and space to go and examine what's going on in of the globe did, and still does. The fact remains that while
Saturn's failure in the west firmly at Edge's fingertips. The the other direction. Saturn excelled in 2D visuals, she barely finished the
truth is Edge lives for great videogames and, although logos Retro's view now has scarcely changed since this polygonal race. So the Saturn comes to bear all the
often give an indication of what lies beneath, they rarely affect appraisal in 1997, ''The automatic assumption, that the trademarks of an irresistibly collectable system for the
great gameplay one way or the other. Edge staff past and advent of machines capable of shifting large quanttties of enlightened western gameplay junkie. A huge pcpulamy and
present, as wrth all se~-respecting mature gamers, will polygons has marked the flatlining of the 2D advancement user base in the east led to highly respected trtles from highly
proudly place and play the Saturn's finest coding next to the curve, is mistaken. In Japan, where 2D beat 'em ups are still respected thirdparty developers not to mention Saga's own
more pcpular machines. And as more garners begin to enormously popular and sprrte-based RPGs are forever in prodigies. The failure to establish a lasting foothold in the west
mature, so interest in Sega's prodigal returns. demand the situation is different; the Saturn is held in mCJch meant Sony-eyed publishers over1ooked many of these trtles.

093 >
That, in Japan, the system became synonymous with classic May 11, 1995 - 8.30am Babbages, Software Be and Electronics Boutique. Sony, in a
2D shooting titles, eminently playable for the monolingual Following a recent press release announcing the launch of pattern that was to become familiar, trampled upon what
player, has helped tum the console into something of an Sega's rew system on September 2, dubbed Saturn should have been Sega's moment. Steve Race was called to
importer's dream. The classic combination of excellent titles, Saturday, Tom Kalinske, president of Sega gives a keynote stage by Sony president, Olaf Olaffson, to amoo,ce a
scarce availability and huge demand (many Saturn titles are presentation at E3. Building expectancy with talk of Sega's PlayStation launch price of $299 (£186).
Sega had made several key errors in its supposed
marketing brainwave. By limiting the distribution of systems to
just four retailers for the first fcu months, some of the most
loyal Sega outlets had been seemingly ignored. ~ a resut
just as collectable in Japan as on ebay) has helped drive past arcade success Kalinske casually announces the more than one dropped Sega from its shelves altogether. The
prices up, and with good reason. But how did a company dangerously high launch price of $399 (£249). To add silver surprise launch was not backed up by triple-A software.
whose Mega Drive had failed to be a profit in its hometown lining to the pricing cloud he follows with the punch line: the Many publishers missed out on the all important launch
yet ruled in America bear a child who was to succeed in console has already shipped. 30,000 systems that day had period to establish their tltles. The timing of the surprise
Japan but spectacular1y fail elsewhere? been distributed amongst just four US retailers: Toys 'R' Us, launch was appalling too: the US summer videogames period

< 094
has always been notoriously dry. Finally the price point was orders on stock at most stores had been completed months restocks until December 3, 1994, the day of the PlayStation
too high for the intended mar1<et. The UK and European in advance so good sales were assured. k3 a result 120,000 launch. PlayStation's birth looked inconsequential by
magazines looked on this Sega US camaraderie in horror and pre-ordered and 50,000 off-the-shelf machines were sok:J on comparison and the Saturn outsok:J tt by a ratio of 2:1. By
relayed an the painful details to an awaiting third territory the first day. The Japanese press reported how, at one store, Christmas Day Sega had sok:J 500,000 untts, a full 60 per
public. That such elemental errors have been squarely over 500 people had queued for two days. Yu Suzuki's cent more than Sony had managed (to put this figure in
blamed on Torn Kalinske and the US offices is not entirely fair. groundbreaking Virtua Fighter had wowed the arcade goers perspective note that tt took Sega until 1997 to shift 500,000
To explore the systematics behind the thinking we must go by demonstrating that there was more to the fighting genre in the US). A more successful birth one can scarcely imagine.
back to the extraordinarily successful Japanese launch. than SNK and Capcom. That the system came bundled wtth At least, this is what we've always been led to believe. A
no software at such a high price and yet the fact the few discerning American industry watchers noted how Sega
November 22, 1994 expensive Virtua Rghterdisk (¥7,800- £41) sold at a ratio of was using the industry practice of counting the number of
The Japanese anticipation for Saturn was in stark contrast to nearly 1:1 wtth the console is testament to tts importance. consoles sok:J to retailers as the basis for tts purported launch
the fimited success tts recent forefathers had enjoyed. Sega In the run up to Christmas, Sega was selling an success. Although there is nothing fundamentally wrong wtth
shipped 200,000 consoles at a huge price of ¥44,800 (£234), astonishing average of 17,241 machines per day. Sega's this tt did mean that only the very observant saw that Saturn,
their most expensive hardware ever. But comprehensive pre- mar1<eting men earned their money by holding off Saturti though maintaining excellent shelf space, was not finding tts

095 >
Wffof Into qute as rrmy homes as Sega wouct have us mattered to the desperate leader at this stage; that the followed traditional conservative Japanese business practice
belielle. So wlile Sony released figlns cterru, ,sbati IQ that as money had come from retailers and not COOSlJT18IS was and decided Kalinske's l'118ll8lick tactics were to be Oll8mAed
rrmy as 97 per oent of the PlayStations that W8l8 being apparently of Httle consequence to him at this stage. for the launch and dell8lopment of the reN machine.
distJlluled to vendors W8l8 wi1c:lng ~ in the living space of Nakayama-san beliell8d his own PR department's hype and He ordered Kalinske to drop al the previous Sega hardware
Japanese caa.mers, Sega hid the fact that 25 per oent of this in tun resuted in the disastrous western laU'lCh. (at the time doing SUJ)lisingly wel in the us but failing
Sahms remailed with the relailer. The reason behind this Gradualy deteriorati IQ relations with Tom Kalinske l'Tl8ll'lt resolutely in Japan) and COi 1C81 itrale solely on Salu'n.
was ~ : 1/ttua Fighter was the only triple-A game in the Nakayama-san and the executive board decided to take Crucially, with this gesture Japan was elleclMlly neutering
Salu'n laln:h lne-up for the Japanese buyer. The production Sega US matters into eastern talds. Kalinske and his previously successfut US teem. If
delays Panzer Dragoon and Daytona USA were experiencing Before the release of Sati.m, Sega had been sufferi1g Nakayama-san had heeded Kalinske's warning and kept
fosterad consuner fruslrallon which helped boost PlayStation financial losses by supporting the myriad platfoons It had on Sega's 16bit software ventures going for one rTlOl8 year,
sales. Other thlll helping Sony sales theee delays SCl8ll1l8d the western shelves: Mega Drive, GameGe!W, Nomad, Mega· leasing out hardware to the interested thiq)lllties, the
slenlly ol one thing: hardware issues. CO, Mars (32X), Pico and 32X CD. While Kallnske had potential earnings wouct have gone a long Wffof towards
Cruciely, Sega CEO, Hayao lllakayana Oll8flooked theee folowed the traditional American axiom of spendng yrxx Wffof making ~ the 1"MJQe operatilg deficits that Salu'n was
points. The fact so rrmy systems had been sold was all that into profit with the Mega Drive and 32X, Nakayama-san already incurring on Sega. Instead, Nwltendo got the 16bit

C 096
NET LINK
INTERN ET
M □ DEM

Sega was pioneering Internet console play before Dreamcast was


even a sketch on a piece of paper. It d1dn 't really catch on, though

market al to Itself for another 'f8l8I and outsold both Sega and and was speciftcaly designed to better the 300, the cxtt L..egencl has It that when Nakayame-san obtained a copy of
Sony by the end of 1996. The decision to cut off Sl4lP()l1 for other 32bit console available at the tine, by modelng Itself the desigl specs for Sony's ll6W PlayStatlon and oompaed
al systems other then Satum was at once the best decision on Sega's Model 1 ll'C8de tadwn. Lb almost al of Sega's them to Sega's own Saturn, he caled 11s enli'e R&D
Nakayama-san could have made for the Japlwl8S8 rTlll1<et ll'C8de and console systems, Hdeki Sato and 11s Sega depEW1ment to Sega headquartas for an emergency~-
and the worst decision he could have made for the west. 81 IQineer'• ig teems delleloped GlgaDrille. A ruroer of One Sega staff member at t h e ~ recaled Nakayama-
The Satum's confusing maze of cirulry has been wel working GigaDrMI prototypes - built <img 1993 and as san 'was the maddest I have f/M//C seen him.• The original
docunented but It is, ironicaly and ildlreclty, the Wf1¥ the the system reached the letter stages of testing the name was specifications of the Saturn - designed atllm the
system was built that alenated the western mailSlre!rn ba::I< changed to Satum. But Ills Gige[lmle was a Vf!IY dffrnnt 16MHz NEC veo, a tradtlonal CISC-type CPU that had been
In the day and yet 00W is attracli1g so l'M1Y colectols. machine to the Saturn that laLnched two yeas later. the first 32bit microprocessor widely available In Japen. In
Debate stl rages <:Nf/1( whelher Satum was f/M//C more then an In Deoerrtler 1993 Sony ln10lrl0ed the system specs of oonlrasl, the PlayStatlon was built Mllm a 33MHz MIPS
exdusiYely 20 console v.lith 30 afterthoui,11. Ken Kulll'agl's 116W ~ ln1)0l'tantly. It eluded to 30 R3000A, a faster and i1l)IOYed ven!ion of the R2000 RISC-
The truth is, as f/M//C, more complcated. Sega's plsls for graphics that were as good as or better then anything that type microprocessor that Slc:on Graphics had been ualng in
the machine beglYI In 1992 albeit U1der the coda ieme, Sega's ll'C8de offeri'1gB or high-end ~ had to offer boas&lg Its SGI workstations for yeas. Sony had long been working
Giga0rlll8. The system was gMlr1 CD-Rom based storage the ablty to do both CCJl11)laK 2D and 30 procesai ig. • v.lith and IT1lnJfactuing MIPS proceeeors. so 11s engineenl

097 >
were fully aware of both what the R3000A could do and how time to commission new chips and parts and so Sega had to convinced could compete wrrh Sony. To their surprise,
rr could do rr. This know1edge allowed Sony's public relations look to existing components. It was this set of circumstances Nakayama-san overruled them in favour of the Away Team.
department to hype the console's theoretical limrrs sky-high. that led to the team opting for the dual processor. By using Such technobabble may sit at odds in a feaue
As given, these PR figures (66m instructions per second wrrh the two cheaper chips the team intended to quickly attain concerning the Saturn's collectability, but the way the chips
a theoretical maximum of 1 .Sm flat-shaded triangular 32bit power in an affordable manner. Strangely Nakayama- WOik is of utmost importance to understanding why Saturn
polygons and 500,000 texture-mapped and lightsourced san himself chose the parallel Hrrachi SH-2s, rr later being was so good at 2D and mostly failed wrrh 3D. The VDP 1
polygons per second) were more than double the maximum rumoured this was a favour to an old golfing buddy. chip is primarily responsible for sprite generation - the
capability of Sega's vaunted Model 1 arcade board, and so Rarely has a pair of processors been the subject of so building blocks of 2D graphic creation. Polygon generation
dwarfed the prototype Saturn specs. much playground discussion as the Saturn's. Importantly, could only be accomplished through manipulation of the
The result of Nakayama-san's emergency meeting was a these choices were in direct opposition to the wishes of sprite engine. The VDP 2 serves as the Saturn's backgrou)d
commission to fix the Saturn so rr could compete wrrh Sony Kalinske who had already submitted a proposal. They had processor. Certain special effects such as textue
in less than a year. Hideki Sato handpicked a team of 27 contacted Silicon Graphics, one of the companies behind the transparency and playfield rotation are handled here. Where
Sega engil108"S, known as the 'Away Team', to immediately PlayStation's 3D graphics capabilrries, and had come up wrrh the Saturn does have trouble, is in the generation of these
begin WOik on creating a redesigned Saturn. There was no an alternative: a single-chip simplistic design that they were effects in a 3D environment.

< 098
Along with lightsoucing, 30 transp!l'ency must be leanWlQ the hardware of a reN machine, and with the Sallm, So in terms of western developers, western 30 consumer
generated !trough software code. This Is not a problem If the there was a lot of hardware to learn. The same woud t'IIMl tastes and western retailers, the Saturn was dead in the
delleloper is familiar with writing Sallm software or was been true of the PlayStation, except you dia'l't need to learn water before the end of the first year. Only no one knew nyet.
provided with the necessary programming lbraries. But while how total< to the (hll'dware). The llrartes took care of that.
Sega was one of the few players outside of academia who Saga's approach was to release hardware doct.mentation for E3-May18, 1996
had experience with W011<inQ with parallel prooessi ig this was fM!l:Y aspect of the Sahm. That was l.flderstmdable- ii was Sony rcN commanded 80 per cent of the reN console
not so for the rest of the llideogane ildustry. what piogarm,ers were used to, but the lnckJslry had mar1Ult. Sega spokeswoman Angela Edwards was canying
Many developers would eventualy content themselves ch!llged: the 'big boys' had ITlOll8d in and time Is money.• sv,s trunpeting Saga's $300 (£187) price adjustment for the
with mainly using one of the chips, limiting the system 'ru Suzu<i famously oommented, "One wwy fast oentral Sallm when a Sony employee approached her. He looked at
resources and gaming possibilities. Steve Palmer, creator of processor would be preferable. I don't think that al her sign and sighed, "You are pathetic." That day Sony
NBA Jam, summed up the juxtaposition between the Sega piogiarrvners t'IIMl the ablty to JllOIJ1Wll two CPUs - most executive vice president Jim Whims announced that the price
and Sony approach to the developers, "To learn to JllOIJ1Wll C111 ortf gel about one-and-a-hall tines the speed you can of the PlayStation would be reduced to a mere $200 (£ 124).
the Sallm was to learn the machine. To learn to JllOIJ1Wll the gel from one SH-2. I tti'i< ortf one out of 100 progiai m 1815 Sega could absolutely not affold to match that price but had
PlayStation was to learn C. Leaming C is much easier lt1El1 Is good enotql to gel that kind of speed out of the Sllllm." no choice. Twelve days later Sega of America officially sacked

099 >
Like the Oreamcast alter 1t, Sega continued to release special ed1t1on versions of the
hardware right up to the end. ;J'he smoky 'This 1s Cool' Saturn 1s particularly attractive

the marketing firm of Goodby, Ber1in, and Silllerstein - Nakayama-san's abandonment of all the 16bit machines in Lee MaHabar, 27, has been worl<ing as a buyer for
creators of Sega's famous 'Sega scream' ad carnpaigl - on Japan in late 1994 allowed the fuU resources of the company videogameimports.com for nearly 12 years rcw and has
the direct orders of Sega CEO Hayao Nakayama. Little O>l8r a to be ploughed into Salum ensuring its silver medal in the been collecting Salum since its Japanese launch. k. Saturn
month after that, on July 15, Sega of America president Tom hardware race in Japan. This, in tum, meant the system is one of the store's most popular systems Mallabar is well
Kalinske officially tendered his resignation. When company played host to a slew of excellent titles late in its life which placed to vifm Its market trends. Retro picks his brains
founder David Rosen followed suit the next day in support of may not have come to be had Sega Japan spread itself too regarding the theory behind the collecting twist in the Saturn's
Kalinske, resigning his long-time chairmanship of Sega of thinly. The dedicated 2D architecture meant the shoot 'em up tale. •1 have been collecting Salum as long as any man.
America, Nakayama-san resigned his own position as co- genre was advanced long after it had gone out of fashion on Travelling to Japan for the Saturn's launch in an attempt to
chairman of Sega of America. The heads of the company had other systems. In terms of the west, the neutering of Kalinske buy as many units as possible was a fantastic experience l'H
come crashing c:tovvn and the wreckage had crushed the and puppetry of the Japanese executives resulted in the never forget. Just seeing \l1rtua Fighter running on the
Salum everywhere but in its homeland. stillbirth of the machine in the face of Sony - meaning all the screens outside the Japanese stores was v«'f exciting. There
The significance of this abbreviated history to the late great titles never made the journey from the land of the was such a buzz about the system and it's great to feel some
collector's scene is that It demonstrates how the conditions rising Sll'l. All the conditions for Salum 's collectability in of that fervency surounding the machine return in recent
were laid for the system to attract such interest today. cunent times vvere being laid eight years ago. times, albeit in the colecting form. There's currently a lack of

< 100
Something of a holy grail for Saturn hardware collectors,
price°s:.aim the thousands when 1t occas1onally surfaces (s ..
old-style genre games. People stil want aid lol/8 these Sl4)pOrted genre. There Ml a lot of people out there who love abundance with the Saturn. By that I'm not putting down
games, 6\/80 Kthey seem to be tiding in the closet. By word 20 shooters aid fMfJ>/S wl. Shooters Ml loved because older consoles like the PC Engine and Mega Drive, but
of mouth, ttvough the Internet, they begin to learn about the they Ml SO pu'8, and gamers can lose themseNes in simple shooters on Saturn usually look better, possibly sound better,
Saturn, and slowly realise It wasn't the pathetic loser they QIITlEllllay, which relies so much on reflexes. and often involve more intricate and intense gameplay. The
thought It was at the time. Saturn, In my opinion, has roN "/>s to 'M"f'/ SallJ'Tl is the weapon of choice for collectors intensity of Battle Garegga, for instance, could never have
been produced on the 16bit systems."
There has been a noticeable rise in the sale of import
Saturn titles over the last three years. Retro wonders Kthis is
stil on the rise. "To be honest I think It peaked somewhere
become popular because of the shooters. This genre doesn't lookilg for these genres, I'd say that generally It offers lots of over the last 12 months. Lots of people got very obsessive
get represented anywhere near as 1iequently these days. dffelent styles of retrogaming in its most advanced and collecting Salum games over the last few years, and the fact
"Towards the end of the Saturn!:! life shooters were implessiYe form. In that sense, as a oonsole, It realy criy has that specialist retailers and, obviously ebay, offered such a
becoming an exception on the release schedue, whereas for the Neo-Geo as a con1)81itor. PSone, Drean'lcast and PS2 huge range of titles, meant that people with a lot of money
many years before this period, It was probably the most offer tastes of al of this stuff, but you can get It al in • have been able to actually finish their collections. Of course,

101 >
Taromaru 1s possibly the rarest title on the system. Next to Stellar Assault 1t demands the
ost consistently high pnces - mostly because there are only 5,000 copies to go around

there are always new people coming into the scene, but not predictably, I am asked to supply Radiant Silvergun most drives up prices. In my opinion there are far rarer titles such as
quite as many as there were 12 months ago. often. In 2001, we sold OV8f 50 copies of that game which, at Stellar Assault. The difference is that Taromaru has a
"Having said that, the winter period is traditionally slow for the price of a GameCube, is no mean feat. Demand for that reputation and so is sought after, while hardly anybody owns
retrogames as there are normally so many new titles being title has slowed now, mainly because of the demand over the Stellar, so the word doesn't get spread.
released for the current systems. In tenms of whether the last couple of years and the intensity of eBay auctions has "High prices are based on the simplest of value principles:
bottom is set to fall out, personally, I don't see wl'ry the prices pushed 14) the price. Even some Japanese retail stores are supply and demand. If Taromaru had sold a million copies in
won't steadily rise over the years. Because of ebay, some charging 50-100 per cent l110l8 for the game now than they Japan, it would be selling for under £20 now. In the same
prices have risen faster than they otherwise would have. Right were two years ago, which means that we have to charge way, ff Panzer Dragoon Zwei had only sold 5,000 copies, it
now, the demand is lower than usual and there's been over l110l8 for it that we used to, and so sales have slowed c:tovvn. would be worth OV8f £100 today. I'd say Radiant and
supply pretty much all year, but when the dust settles, the "In terms of the hardest to locate title, probably Shinrei Taromaru are two of the titles we make the least profit on.
system will still be collectable and in demand". Jusatsushi Taromaru, a game Tme Warner released just They're so hard to get in Japan now, and with Radiant
Retro ponders whether there is a discrepancy between before it closed its Japanese operation. It was directed by especially, they can sell in five minutes of being on a store
the title that is most often asked for and the title that is one of the Tl'88SU'9 staff so holds interest for many collectors. shelf in Japan. Even ff one only makes £10 on a sought after
actually hardest for a collector to obtain. "Traditionally, and I think there were only 5,000 copies produced which naturally game Nke that it helps to make any seller look good.·

< 102
Retro wonders where the retailers see the Sallrn Sega had sold approximately 1On consoles wortdwlde -
collector's niche in five years' time. "'NeM there won't be the about 1m In Elnlpe, about 2m In North America. and the rest
frenzy like there has been aver the last 'J88l or so, but 01181'1!1 I In Japan and Asia. Sega Euope sullered the least casualties
see it being similar to the Wffy it is r,;m. Howeller, Japen Is in the aftermath, but Sallrn's roots were the shalowest here.
going to run dry of these in-demand games one day, so it's From 1993 (year of greatest profit) to 1007, Sega had gone
inevitable the average prices wil have risen sg,lficanlly by from a net yaty profit of about $230m (£143m) to a net toss
then. Unlike the Neo-Geo scene which is highly 8IIOlved In of about $389m (£242m). In E51 Edge propheticaly
terms of western collector knowledge the Sallrn has so SU'TllT18CI things I,.:> for today, "The Sallrn, casually of the
many titles that it's hard to know what had the smalest seoonct-generat 32bit console war, is neither 300 ex
production run or what is most valuable. The scene is stl Jagulil: It boasts arcade oonverslons that Nanco rivals but
discovering games we've nswr seen before and so there Is a rarely beets, classy RPGs and Sl4)pOrt from ollbeel
tot to attract the curious.• del/elopel's such as Tl'88SU'8. It is, In short, the herdool9
The last official figures regarong the l118l1<Bt performance gamer's madine of the '90s. In this sense, Sega's ~

of the Sega Satlm were released on September 10, 1998. fat.le Is also Its greatest trull)h.. • ~

103 >
Japanese version only: £35-50 Japanese version only: £70-11 0 Japanese version only: £20-35 Japanese version only: £20-35 Japanese version only: £25--40
Original release: 26/02/98 Original release: 23/07/98 Original release: 14/06/96 Original release: 07/02/97 Original release: 18/00/97
Developer/Publisher: Developer/Publisher: Treasure/ESP Developer/Publisher: Raizing Developer/Publisher: Developer/Publisher: Cave/Atlus
Raizing/ Electronic Arts Victor/Electronic Arts

Recently has become one of the The legendary progressive shooter. Stunning and rare vertical shooting/ Another rising star this shooter is Sequel to Cave's Arcade to Saturn
most popular examples of the genre, A sprawling game that showcases racing hybrid. That Aaizing is the more conventional in its space 1996 shooter Donpachi. With huge
especially for the relative newcomer the best Saturn programming ever developer increases the desirability thematic. power-ups and frantic onscreen
who already owns Radiant Silvergun. seen. Perhaps the import title most to the knowledgeable. action, the game is highly esteemed
Expect its value to steadily rise. wanted by the most people. by many connoisseurs.

Thunder Force V Strikers 1945 Part 2 Sengoku Blade Sexy Parodius Stellar Assault SS

Japanese version only: £30-45 Japanese version only: £25--45 Japanese version only: £35-60 Japanese version only: £20-35 Japanese version only: £70-120
Original release: 11 /07/97 Original release: 10/22/98 Original release: 22/11 /96 Original release: 01/11/96 Original release: 26/02/98
Developer/Publisher: Technosoft Developer/Publisher: Psikyo/Atlus Developer/Publisher: Psikyo/Atlus Developer/Publisher: Konami Developer/Publisher: Sims

Technosoft has always had a The arcade stalwart Strikers series Using the same engine as Strikers Konami's very own parody of Gradius An update of the 3D 32X Shadow
vociferous following with the Thunder reaches its zenith with this Saturn 1945 Part 2 this game is the reaches its zenith in this beautifully Squadron and perhaps the rarest of
Force series. The special pack port. A lovely item for the many sequel to the arcade exclusive animated iteration. all the Japanese shooters.
version is especially desirable. Psikyo collectors and players alike. Sengoku Ace (1993).

< 104
Japanese version only: £2()-.35 Japanese version only: £35-50 Japanese version only: £1 &-30 Japanese version only: around £50 Japanese version only: £20-35
Original release: 22/10/98 Original Release: 06/08/99 Original release: 00/07/98 Original release: n/a (1996/GS-9073) Original release: 16/05/ 97
Developer/Publisher: Capcom Developer/Publisher: Capcom Developer/Publisher: Capcom Developer/Publisher: Sega Developer/Publisher: Atlus

The last of the Vs titles to appear on Those who have tried them all An amusing offshoot to the grown-up Very rare gold disk which was mailed Poor framerate, long loading times
the Saturn. Loading times are so generally consider this version of series, Capcom took the character to people who could prove that they and derivative mechanics hamper
short you'd be forgiven for thinking SFA3 the best. No loading times and models from Super Puzzle Fighter 2 had bought the entire Virtua Fighter but don't stop this title from being
this was a cartridge-based port. the Saturn pad/stick enhance an and made a fighting game out of it. CG Portrait Collection - all ten disks. a relatively enjoyable alternative to
already distinguished port. Great, if limited, fun. Capcom's output.

Waku Waku 7 (+1Mb RAMl Samurai Shodown 4 (+1MbRAM) Metal Slug <+1MbRAM) DraculaX

Japanese version only: £2()..4() Japanese version only: £50-70 Japanese version only: £15-25 Japanese version only: £45- 70 Japanese release only: £3o-45
Original release: 20/06/97 Original release: 04/03/99 Original release: 02/10/97 Original release: 04/04/97 Original release: 25/06/98
Developer/ Publisher: Sunsoft Developer/ Publisher: Capcom Developer/ Publisher: SNK Developer: Nasca/SNK Developer/Publisher:
KCE Nagoya/Konami

The sequel to the tired Galaxy Fight This two-in-one package showcases Debate rages on between over This port of the extremely sought A disappointment despite delivering
is simply fantastic. Although the Neo- two of Capcom's Japanese-only which SS game holds the crown. after MVS game is highly superior to an extra playable character, new
Geo iteration soundly trumps this, action RPG arcade games from In truth, to all but the hardcore the that of the PlayStation due to the 2D areas to explore and many weapons
there is still much fun to be had here. the early-'90s. gameplay tweaks will seem petty. clipabilities of the machine. not seen in the PlayStation version.

105 >
1he collectables: RPGs
Another blow to the Saturn offensive was the lack of a Fh!I, matters
Fantasy VII rival, although with both Square and Enix batting for It did have. Those few
the other side this was always going to be too much prassure - - - sought after titles ...

US/UK version: £45-65 US/UK version: £35-45 US/UK version: £25-35 Japanese version only: £40-60 Japanese version only: £40-60
Japanese version: £10-20 Japanese version: £8-15 Japanese version: £15-30 Original Release: n/a Original release: 02/04/98
Original release: 29/01/98 Original release: 29/03/96 Original release: 26/01 /96 Developer/Publisher: Camelot/Sega Developer: SoJ/Sega
Developer/Publisher: Developer/Publisher: SoJ/Sega Developer/Publisher: Treasure/ESP
Team Andromeda/Sega

Too little too late in terms of this A strategy RPG to rival Final Fantasy Treasure's charming action RPG is The Shining Force series was Collecting all four Phantasy Star
title's wider significance to Sega's Tactics. Multiple storylines and one of the true bargains one can now continued in three instalments for the games in one package and adding
Saturn it is nevertheless a thrilling excellent execution even resulted in a find. For the prophetic this was the Saturn. Shining Force Premium was bonuses of original television adverts
example of how skilled teams could successful eastern sequel criminally first clear confirmation of how the given free to people who bought all and artwork, Sega sought an answer
draw the best from the machine. left behind for the rest of the world. Saturn could deliver wonderful 2D. three parts and wrote to Camelot. to Square's Final Fantasy Anthology.

Five of the most collectable games


Here are five of the best and most reasonably priced titles any Saturn buyer simply must obtain.

Shinrei Jusaishi Taromaru Prikura Daisakusen Saturn Bomberman Silhouette Mirage Princess Crown
,:

Japanese version only: £90-150 Japanese version only: £3Q--45 US/UK version: £15-30 Japanese version only: £25-40 Japanese version only: [35-50
Original release: 17/01/97 Original release: 15/ 11 /96 Japanese version: £15-30 Original release: 11 /09/97 Original release: 11 / 12/97
Developer: Time Warner Interactive Developer: Atlus Original release: 19/07/96 Developer: Treasure/ESP Develop/Publisher: Atlus
Developer/Publisher: Hudson/Sega

A stunning action game, released in An isometric action shooter released Relatively cheap, it will probably cost Treasure once again demonstrates A highly enjoyable action RPG.
extremely low quantities, this is early in the Saturn's life. This game you considerably more to source ten the Saturn's superior 2D capabilities. A shame that this game was never
probably the most desirable title for demands only mid-range prices that increasingly rare Saturn pads. Not the codeshop's best title but translated but it's still extremely
all Saturn collectors worldwide. conceal its extreme rarity. enjoyable nonetheless. playable to the importer.

< 106
thinking
RETRO?
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Hardware price guide
The mainstay monthly pub and (rather more commonly, for All the prices Edge has printed in this series are taken from a in the first place and go and enjoy your gaming investment.
some reason) Internet debates on Edge scores lost a few variety of market sources with the low value indicating a The same ideology remains for this hardware guide where
subscribers when each instalment of the collect<x's series possible bargain you might uncover on a specialist Internet Retro examines the current hardware values for the various
inspired its own procrastination over printed values. forum or on a lucky eBay auction and the high value iterations featured in this magazine.
While it has been made clear throughout the series that demonstrating an actual pricepoint at a dedicated UK shop. All prices presume the item is boxed and in good to mint
prices are for guide only and that nothing should be taken as Congratulations if you happen to discover an item for condition. Unless btherwise stated, the price is for the
gospel, none of the prices were simply plucked from the air. cheaper than this printed guide. Have your brag, but more Japanese version of the hardware. Unboxed hardware may
The aim is not to 'price-jack' or artificially balloon the market. importantly remember why you hopefully made the purchase sell for a comparative pittance.

Neo-Geo Home Entertainment Jap/US £160-250 The lack of region lockout means that the AES is the most import-friendly of all systems. However, the borders on the PAL
System (AES) PAL £140-200 iteration and the chip removal of red blood and the infamous bouncing breasts in the US make a Japanese machine the
most desirable out-of-box model. System prices are fairly volatile which is why there is a relatively large price bracket here.
However, it is unlikely that prices will drop any time soon. The very late serial numbers often sell for more.

Neo-Geo CD System £60-120 The most basic of all the Neo-Geo CD machines is a poor choice for a player looking to explore SNK's greatest titles. The
(top loader) huge loading times in between rounds on your favourite King of Fighters produce a staccato gameplay experience that will
put most people off. The systems are nonetheless still sought after.

Neo-Geo CD System £90-170 This, the more desirable of the generally undesirable CD Neo options, is lusted after for its front-loading disc tray. It has
(front loader) one of the most volatile of price fluctuations displayed here.

Neo-Geo CDZ system £145-230 While widely advertised that this version plays discs at twice the speed, hence halving the loading times, the reality is
more like a 1.5x faster access time - still debilitating on most Neo-Geo titles. The CDZ is the most collectable of the CD-
based SNK systems.

Hotel MVS/AES hybrid £1,000-2,500 When one of these extremely rare units designed for hotel use infrequently surfaces, news spreads throughout the SNK
collector's world extremely fast. The couple that have been on eBay have seen some of the most heavyweight videogame
investors battling it out, pushing prices very high.

Sega Saturn US/PAL £15-40 The original Saturn is easy to come across in all three territories priced here. Many buy PAL Saturns for specific 50/60Hz
Jap (grey) £30-50 chippings or to use the shells for other homebrew hardware modification projects. As with nearly all the Saturns listed here
there are two versions available: the earlier with oval buttons and later with circular.

White Saturn £4Q--80 Two versions of the white Saturn are available but the general pricing of each is the same. The white Saturn has been a
popular choice for UK buyers this year although their prices have tailed off in the last three months.

V-Saturn £120-140 Victor (the Japanese name for JVC) supplied the CD-ROM drive for the Saturn and secured an agreement allowing release
of a Victor-branded console. Two iterations are available, one with oval and one with round buttons.

Skeleton Saturn £120-145 Fifty thousand of these machines were produced featuring a 'This Is Cool' logo on the lid. Microsoft mimicked the see-
through casing with its initial Japanese limited-edition Xbox.

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Hi-Saturn £110-150 Hitachi's Saturn is slimmer than the standard console and comes with an MPEG card as standard. It still plays second
fiddle to Hitachi's far more desirable Navi system (see below).

Derby Stallion Saturn £135--150 Released as a promotional tie-in with ASCll's Derby Stallion in 1999 this was the last of the Saturn hardware flavours. Only
20,000 were produced making it more desirable to collectors than the arguably better-looking Skeleton Saturn.

Hi-Saturn Navi £900-1,500 The Holy Grail for all Saturn collectors. Released only a year after the original Saturn the launch price of Hitachi's super
computer was ¥150,000 (around about £900 at the time) with another ¥45,000 for the in-car LCD screen. Allegedly only
2,000 units made it off the production line making this the rarest of all the hardware iterations covered in this guide.

Vectrex UK £100-180 Boxed machines sell for a considerable amount more than unboxed, more so than most other hardware here: an unboxed
US£70-130 system may sell as low as £30. European machines also sell for more than US models, as the Vectrex collector's market is
not nearly so extensive in the States.

Bandai Vectrex £250-400 The poor distribution of Bandai's Vectrex makes it one of the rarest Japanese incarnations of a western console. This
system holds pride of place in collections and commands very high prices.

Super Famicom/SNES PAL£10-25 PAL SNES machines have been easily attainable for very cheap prices for a long time now. However, US machines are
US£30-60 particularly sought after simply because the tabs in the cartridge slot can be broken, allowing Japanese games to be
Jap £30-70 played. Good-condition boxed Japanese machines with no yellowing continue to demand steady prices although
emulation has hit the SNES collector's scene harder than most this year.

Super Famicom Junior £70-90 The new-look Super Famicom can still be purchased in Japan and is very popular for its sleek lines and diminutive design.

Sharp Famicom TV NIA This unit is a standard 19-inch television (large by Japanese standards of the day) which comes with a Famicom inside the
TV. Highly sought after, not least for the two special-edition games that came bundled with the set. These titles can fetch
over ¥50,000 alone.

Sharp Super Famicom N/A As far as Retro knows this has never been sold on the collector's market in the west. After licensing its hardware to Sharp
Television in the Famicom era Nintendo allegedly allowed its previous bedfellow to create this television set with built-in Super
Famicom cartridge slot and controller ports.

BS Satellaview £80-180 Using the Japanese satellite system St GIGA, the Satellaview performed many functions, offering news, reviews, tips
demos and exclusive downloadable games, which could be saved on to a RAM cart. As a piece of history it is interesting
but nonetheless relatively useless today.

PC Engine £50-100 The very first and most basic incarnation released in Japan in 1987. The tiny white design of the original Japanese
machine is still hailed as a console design classic and it remains popular to this day.

PC Engine CD-ROM2 £50-90 The CD-ROM2 unit for the PC Engine made the machine the very first console to utilise widespread compact-disc
data storage.

PC Engine Super CD-ROM2 £90-140 The superior super CD-ROM add-on allowed players to play the new Super CD format games that NEC was releasing on
SuperGrafx. This upgrade unit can be used on the original PC Engine, CoreGrafx, CoreGrafx II and even the SuperGrafx
system itself.

111 >
PC Engine GT/ £100-190 With the growing success of Nintendo's Game Boy NEC again broke new ground by providing the market with the first
TurboExpress handheld console to mirror its home-based parent. The games on both the home and portable systems were
interchangeable. A perennial collectable.

PC Engine CoreGrafx Grafx £70-140 As PC Engine grew and grew in homeland popularity NEC decided to release a tweaked version of the system for fans
Grafx II £80-140 called the CoreGrafx, complete with cosmetic changes and the addition of AV outputs.

PC Engine Shuttle £120-180 Marketed as a designer model of the console, the Shuttle had no ports for a CD attachment, making it a HuCard-only
system. As such this is a machine for completist collectors only.

PC Engine Duo/ £100-160 With so many systems that required linking together NEC at last decided to bring out a series of combined systems.
TTi Turbo Duo Essentially a PC Engine and CD-ROM2 system in one case, with extra memory for the new Super CD format, the system
also had the option of being portable with an optional Duo Battery Pack.

PC Engine SuperGrafx £100-150 This console is more graphically advanced than the original, using a 68516 processor and with twice as much video
memory but after just a short time on the market NEC stopped production. The machine can play PC Engine titles as well
as the scant SG catalogue (only five native titles made it to release). In fact, with the right add-ons this is the only PC
Engine that can play every PC Engine game and for this reason it is a collectable system both in Japan and the west.

PC Engine Duo-R £170-230 Almost three years after the PC Engine Duo first found success, NEC released this less-expensive white-coloured system
in 1993. For once the changes were significant with the headphone jack to the side of the system being removed, as well
as the battery pack option. The case is more streamlined.

PC Engine Duo-RX £170-240 The very last of the PC Engine systems based on the original 1987 technologies came shortly after the Duo-A on June 24,
1994. It had all the same features as the Duo-A, with the addition of a six-button controller (very similar to the later PC-FX
control pad), and a few cosmetic changes to the case.

PC Engine LT £500-700 Often referred to as the Rolls Royce of all handheld consoles, the LT is in fact the most desirable of all the PC Engine
(unboxed machines hardware iterations. Released on the same day as the Duo the LT is the largest cartridge/CD portable system ever made.
as low as £300) The LT alone is a fully functional HuCard unit with a four-inch screen, built-in speakers and CD support.

Sega Mega Drive PAUUS £15-30 Like the SNES, Sega's Mega Drive occupies many a cash converter's shelves although a good-condition boxed model will
Jap £35-60 take a bit more searching. Japanese (not Asian) models still command high prices.

Hong Kong Mega Drive £40-S0 This gold-labelled original Mega Drive plays all Japanese games, UK games, and US Genesis games on a UK TV without
any alterations/adaptors. Its desirability is obvious.

Mega Drive2 PAUUS £15-30 Sega's revised hardware design costs around the same as the original machine in good boxed condition.
Jap £40-S0

Genesis3 US£25-60 The smallest of the standard Mega Drive hardware revisions is also the most sought after. Production runs were much
smaller than the first and second iterations and the futuristic 'Knight Rider' look still entices grown boys.

Sega Nomad £70-140 Sega's US handheld Mega Drive eats batteries unless you can find the sought-after socket adaptor, but is very collectable
nonetheless, due to it being compatible with all US Genesis games, Japanese games and some PAL games. The rule of
thumb is that games from before 1991 and after 1994 work but this is general advice, and trial and error is the only way of
knowing for sure.

< 112
WonderMega £200-300 Two versions of Sega's extremely desirable Mega Drive and Mega CD combo exist. The first is arguably slightly more
desirable due to karaoke functions but both systems demand very high prices and are great systems. The second iteration
has a remote-control six-button joypad as well as two regular ports on the back of the machine. The WonderMega is also
the only 16bit Sega system with an S-Video output.

MultiMega £80-150 The PAL version of the WonderMega looks considerably different to its Japanese cousin and lost a few of its functions.
This is still the most desirable of Sega's PAL Mega Drive hardware. Boxed systems (listed price) sell for a lot more.

Sega Megajet £80-180 Putting the infamous mass syndicate purchase of Edge's old forumites from a Japanese airline to one side, the Megajet
still commands a high price. The Sega Megajet is a handheld Mega Drive which plugs into a 1V, the player using the actual
system as the controller. It was designed for use in Japanese aircraft.

Commodore 64 UK£40-100 While an unboxed machine may sell for a few pence at the market, a good-condition boxed machine commands higher
prices among aficionados. Expect to add on up to another £50 for a disk drive combo.

Commodore 64C UK £40-SO This 1986 model boasts an altered cream-cased design and fewer chips, but the revised SID chip makes sampled sound
too quiet for some.

Commodore SX-64 UK £50-120 Again, the unboxed version of this portable 1983 C64 may sell for far less than the stated price. A good-condition
boxed machine will exchange hands between collectors for more but the lack of data cassette interface turns off many
game buyers.

Commodore 64 Gold N/A Only 199 of these gold units exist, serial numbers 1,000,000 to 1,000,199. They were presented to the public in
the BMW museum in Germany. Retro cannot remember seeing one come on the market and printed value would be
pure speculation.

Commodore 64GS UK £25-50 A C64 stripped of all computing functionality, the 64GS was a dedicated 'console' that sold relatively poorly. It is still a
collector's curio and sits well next to other consoles of the time in a collection.

Famicom/NES PAL/US£8-25 The PAL and US versions are blocky and aesthetically cumbersome while the original Famicom is useless to all but those
Jap£3Q-60 with an imported Japanese television. Nonetheless many people still buy the original Japanese machine (both here and in
Japan) for its looks, historical significance and wow factor.

AV Famicom Jnr £70-100 This is the weapon of choice for the Famicom importer looking to actually play games on the console as the AV
compatibility make the system displayable on British televisions. A similar system was released in the US but the AV
compatibility was removed and the picture quality is actually worse than on an original US machine. Production of the AV
Famicom stopped only this year so prices are still low.

I
Famicom Disk System £50-100 Released by Nintendo to help combat rising cartridge prices in the '80s, the FDS is a Nintendo oddity that still attracts
much attention for its design and games. The original styling that fits in with the original Famicom looks fantastic and
boxed machines can fetch high eBay pries on the right week.

Sharp Famicom Twin £80-200 Sharp was the only company that Nintendo ever granted rights to create hardware. Three versions were released, a black,
a two-tone and the sought-after devil-red machine. Containing both the Famicom and FDS hardware, the console's disk
trays are notoriously flimsy and often need replacing. Nevertheless the combo system is high on many collectors' priority
for historical reasons. Very hard to find in boxed mint condition.

Sharp Famicom Titler £25Q-400 An extremely rare iteration that Retro has only ever seen sold in the west on one occasion. This unit is a combination
Famicom and video titler with this extremely interesting functionality alone adding a great deal to the price. The serial
number is AN-510 (for the doubters).

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