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An old Japanese video game console sits in my living room and I write things about it here.
Sunday, January 30, 2011
Finally Some Pulse Line Carts
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But the design of the pulse line carts looks more like something from the Atari 2600 or Colecovision era in North America. Which, of course, makes complete sense because these ARE something from the Atari 2600/ Colecovision era. These were all released between 1983 and 1984 - well before the NES made its American debut and wiped out the last of the pre- crash game consoles still on the market. A lot of these games were, in fact, also released on those earlier consoles as well, and none of them (except Devil World - sort of) feature the scrolling element that made the Famicom/NES so distinct from its predecessors. These are creatures from a different era.
Anyway, I've been quite impressed by some of the photos other people have taken of them, like Bryan at the Gay Gamer's and "anonymous" here (edit: that photo was taken by Kendra) and I've been wanting to put some photos of mine up as well. So here they are. Pulse line carts at various locations in my apartment.
On the steps to my loft:
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Wednesday, January 26, 2011
Why the Famicom Has Aged Well Part 1: Imagination
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Today's concept: imagination.
I begin by drawing your attention to the different types of label art that grace the covers of a few Famicom games.
Jaleco carts like Ninja Ja Ja Maru Kun here usually had a cartoon like illustration on the label (and box):
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So far as I can tell, the only Famicom game maker that was really up-front about what the games looked like was Namco, which usually incorporated images from the game itself into the label art, like with Battle City here:
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Jaleco also put an image of the actual game on its carts, but hid it on the back:
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You'll notice that today's games generally don't have this striking contrast between the images on the cover art and what the games themselves look like. They just don't have to: the graphics in the game actually look good enough to put on the game's cover.
When I was a kid, I used to hate that. I wanted games to look like the cover art, but had to suffice with the 8-bit graphics and limited memory of those games.
In retrospect though, the disjuncture between the ideal (the cover art) and the reality (the actual game's graphics) created the perfect space for one's imagination to work.
Let me demonstrate what I mean with Gradius here:
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As for the rest of the story, it was more or less open to your imagination. You can infer a few things from playing the game itself - the types of weapons the enemy have, how many there are etc. But the actual story - why the Bacterians are attacking, who they are, where they are from, what they are like, etc - was up to you.
Most recent games in similar genres (if I may generalize) are not very good at this. The technology allows the game-maker's imagination to be fully realized. Everything is presented in minute detail. Elaborate story-lines play out. Massive worlds to explore are provided. Basically everything that I wanted to have in a game when I was a kid is there.
This is, of course, great. But it does alter the relationship between the game player and the game. New games leave precious little to the imagination. Everything is there, more or less spoon-fed to your brain. The more the technology allows the game-maker's imagination to be fully realized, the less room it leaves the player's imagination to run free.
Gradius probably isn't the best example here as it did have a rudimentary storyline, though most of that was developed not in the original game but in later versions. Simpler games like Millipede or Galaga probably illustrate the point better. Or Arkanoid - which has a delightful storyline that makes absolutely no sense in relation to the way the game is played (a spaceship that acts as a ping pong paddle in a life-and-death struggle with aliens? Only on the Famicom.)
At any rate, the thing I'm getting at is this: the human mind likes mystery. The technological limitations of the Famicom (and other early consoles) left a lot of stuff unexplained and graphically unrealized. This forced the player to use their imagination a lot.
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Playing a Famicom game is kind of like looking at the world through the eyes of a five year old. Everything is shrouded in mystery. You don't know why mushrooms are floating around, just that if you jump on one, its a good thing. You are extremely limited in your ability to move about the world you are in, but those limitations make the world seem so much bigger and more intriguing.
Playing a PS2 game (I don't have any consoles more recent than that) is more like looking at the world through the eyes of an adult. You can move about freely, go wherever you want. You know why the mushrooms are floating around because it is explained in the voluminous back-story the game has given you. The limitations are gone, but ironically this makes the world seem smaller and less intriguing.
This isn't to say that new games are bad and Famicom games are good. Also I should stress (before I get it in the comments) that a lot of newer gen games are great at making gamers use their imaginations - but they usually do that in a different way than the Famicom, which more or less did it by accident.
What I am saying is that Famicom games - by virtue of their technological backwardness - offer something quite different from current generation games in terms of imagination. Having this distinctive feature gives the Famicom a certain appeal that, I believe, has allowed it to age well in comparison with later consoles that were more technologically advanced (the Super Famicom, N64 and so on). Graphics and storylines in games on those consoles were much more advanced than games on the Famicom. At the time they were released, this made those games much more popular. Unfortunately in the long run it also made them much more similar to the current gen games, with which they are often compared (unfavorably). The crude graphics of the Famicom games, on the other hand, sets them apart. This, in a weird way, may be one of the reasons the Famicom has aged well.
Friday, January 21, 2011
Fukuoka Famicom Shops V: Don Quixote and Village Vanguard
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Today's post is the next installment in my series on Fukuoka's Famicom shops. I cover two different stores today: Don Quixote and Village Vanguard.
I put these two shops into one post because they have something in common. Neither one is a game shop, nor is either one a used goods shop. Don Quixote is a major retailer with hundreds of locations across Japan which sells everything from groceries to plasma TVs. Village Vanguard is also a major chain, but it mostly deals in novelty items.
What they have in common (apart from being major chains) is that they both stock Famiclones. And, as an adjunct to their Famiclone display, they both stock Famicom games that people can pick up with the Famiclone.
Lets have a look. First stop: Don Quixote.
Don Quixote is a crowded shop with narrow aisles:
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Famicom bargains are, however, in short supply here.
The Famiclone they sell is the "Next II":
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Anyway, Don Quixote's price for its Famiclone is quite reasonable. Their Famicom games, on the other hand:
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So I just go there for orange juice, not for Famicom games.
Next stop: Village Vanguard.
I love Village Vanguard. Their stores are really fun to explore, with aisle upon aisle of nothing but tacky novelty items. I do a lot of gift shopping there.
They've got the staples, like rubber chickens and women in bikinis:
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Instead, I walked out with a pack of ALF cards:
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When I started off this series I intended to compare prices of 6 games at the various shops, but I've found that most shops didn't have enough of those games to make that type of comparison worthwhile.
I will make this observation on these two shops though. They are major chains which don't buy used stuff from people off the street (which is how every other Famicom shop gets their stock). I find this interesting. It means they procure their stock of games from some distributor. I kind of wonder how that works. I mean, it seems there is actually a centralized wholesale market for used Famicom games out there. I wonder if the distributor just buys huge lots off of Yahoo Auction and then parcels them out to these retailers or something. Its kind of interesting.
Well, interesting to those of us Famicom collectors who study economic organization in their "day jobs" anyway:)
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