I recently shelled out £116 for an American NES plus Powerpak. It was actually £100, but I paid extra for postage to France from the UK. I've had several Famicoms and Famicom clones, plus a UK and French NES, but I've always wanted an American toaster NES, for 60Hz goodness. The Powerpak acts as a flash cartridge and allows (almost) any NES, Famicom or Famicom Disk System game to be played, with full Famicom audio if you do a small mod. Read on for my thoughts.
Showing posts with label famicom. Show all posts
Showing posts with label famicom. Show all posts
Monday, December 17, 2012
Powerpak and an American NES
I recently shelled out £116 for an American NES plus Powerpak. It was actually £100, but I paid extra for postage to France from the UK. I've had several Famicoms and Famicom clones, plus a UK and French NES, but I've always wanted an American toaster NES, for 60Hz goodness. The Powerpak acts as a flash cartridge and allows (almost) any NES, Famicom or Famicom Disk System game to be played, with full Famicom audio if you do a small mod. Read on for my thoughts.
Saturday, February 18, 2012
Top 100 Famicom games – as voted by the Japanese

In 2003, to celebrate the 20th anniversary of the Famicom, Famitsu magazine in Japan conducted a nation-wide poll to find the country’s 100 all-time favourite Famicom titles. I translated the list for an article on NTSC-uk many years ago, but since being rebranded as Bordersdown all their old articles have been lost. In light of the Famicom’s 30th anniversary next year, and the fact that several HG101 staff have been reading France’s La Bible NES almanac (chronicling every Famicom game ever), I thought it time to repost the list. I’ve made several translation corrections, plus there’s commentary. Heading photo taken from the Famicom Blog.
Monday, November 28, 2011
Reggies Entertainment System – South African TV advert
It’s taken 20 years to get here, but I’ve finally archived one of the Reggies TV Entertainment System adverts which were shown on South Africa TV – likely from Saturday 2nd November 1991..
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Recently I interviewed David Hayter for GamesTM magazine (the article is due out 22 December – expect scans from myself). It was epic, and he’s a great guy, very funny and eloquent. After this I decided to watch an old tape of Guyver Dark Hero which I had, since it stars Mr Hayter, and I thought I’d do a review for here. Anyway, turns out halfway through, the tape starts skipping to the point where it’s unwatchable. I lift the flap and notice the tape itself has started curling at the edge, causing a series of grooves. Probably due to poor storage on my part – left it at the bottom of an old cabinet.
Suddenly it dawns on me that I have even older tape, with home recorded footage from South Africa, featuring an advert for the Reggies Entertainment System, which was a Famicom clone branded by one of South Africa’s leading toy stores. Reggies is kind of a competitor to Toys R Us. I wrote about Christmas in South Africa for The Escapist before, mentioning this tape. At the time of the article I searched, but couldn’t find it (I did find a photo of myself though, as a child playing a Famicom on Christmas day, but that’s never becoming public). So given that one of my tapes was already dead, it was time to find this Reggies tape.
A long time ago, when my parents upgraded to DVD, they were going to throw most of their old tapes out. Their plan was to keep some blanks to record films on TV, but chuck those a decade or more older. Being the nostalgic kind I obviously demanded they give them to me, and so I inherited about thirty BASF VHS tapes – a mixture of 180, 200 and 240 minutes. Luckily they let me keep leave in their loft, and when visiting for the holidays I would enjoy going through said tapes. About a quarter are tapes with kids shows on them, mostly Smurfs. The rest a collection of documentaries (Attenborough's Living Planet) and totally awesome obscure films (My Science Project being one such badass entry).
Anyway, around 2003 both my brother and I were over for the holidays, and we decided to have an epic video marathon. So we set the TV, machine and tapes up in an old holiday caravan, and spent a couple of weeks watching most of them (we skipped the documentaries and long series like Lonesome Dove). After exhausting the films we even started watching the Smurfs. Drunk on Christmas wine it was actually kinda cool, and very nostalgic. At one point we also spotted some ads, including those for the Reggies machine.
Fast forward to today and I was determined to fine this ad. Well, it’s taken at least 12 tapes, watching the 3 or 4 hours of footage on fast-forward to finally find it. I went through every Smurf tape in the box, assuming the ad was during a kids show, and couldn’t find it. I went through all the kids shows and films – nothing! I did find some cool stuff though: half a Kurt Russell film, where he’s a journalist searching for a serial killer. A video for Tom Petty’s Learning to Fly, broadcast on daytime TV, which BLEW my mind back when I was ten years old (Google it to find out why). Some really cool adverts, including one for Volkswagen, where a guy overtakes one on his bicycle. And a show celebrating the 2nd Birthday of the M-Net TV channel. I also found an old news story regarding the 1993 WTC bombing, which was rather chilling, and also a news story from Waco.The Reggies advert was nowhere to be found though. Right when I was about to give up, I tried an old tape that used to have Police Academy 4 and 5 on it, before my dad used to tape for something else. Fast forward to near the end, and lo and behold, there’s one of the Reggies ads!
And how many seconds did I get for wasting my entire Sunday? About 9 seconds.
The ironic thing is this isn’t even the ad I was looking for – the one I can recall was much longer, and prefaced by an advert for chocolate Easter Eggs. Still, this is all you’re getting because I really can’t be bothered to spend anymore time on this. I have fulfilled my duty to archive history.
SOME FACTS:
According to X-Rates currency exchange website:
In November 1991
1 Rand = 20p (£GBP)
1 Rand = 35c ($USD)
So 20 Rand = £4 / $7
200 Rand = £40 / $70
I seem to recall games costing as much 100 Rand though, at least the good NES games, like SMB3. Crappy stuff like Mickey Mouse was about 20 Rand.
The advert also starts with what sounds like the sfx from Dynamite Headdy. Weird. I left the follow-up advert in place, since it dates the whole thing. Likely it was recorded Saturday morning, since the next ad talks about M-Net programmes on Sunday 3rd November.
Notice how they emphasise that it’s the SA version, implying the correct plug is bundled with the system? Which I think was a result of a lot of stores selling grey-market models from Hong Kong which came with the wrong power adapter (I think my first system actually had a replacement provided by the store, which was a little too strong and soon burned the system out).
The most significant thing is that it features footage of Castlevania 2 running on Famicom hardware, as a cartridge. As far as I can tell Akumajou Dracula 2 was only released on the Famicom Disk System, making this visual proof of a rarity: FDS games converted to cartridge format for bootlegging in other countries. Another good example is Snake's Revenge, which I actually played while in a store - it was running via Famicom cartridge despite never having been released on Famicom (it was NES only). On that day I had asked for a game with guys in a jungle - I had been thinking of Contra. The guy broke out a few such games, one of which was Snake's Revenge. I went home with Contra that day, but always wish I'd gone with SR, simply because of the rarity of it being in Famicom cartridge form...
Any way, it’s not a great advert, but it’s something.
Also, while I have your attention, and since we’re talking about M-Net, if anyone has any old monthly M-Net TV guides circa 1986-1995 I would be interested in having one or two of them (for certain research purposes).Saturday, August 20, 2011
Mr. Gimmick review in EGM July 1992
I've been prepping an article on Sunsoft's excellent Famicom title Gimmick!, which very almost made it to the United States back in 1992 under the name Mr. Gimmick, but was cancelled. However, it was released in Scandanavia in very limited quantities, and it was reviewed in the July 1992 issue of Electronic Gaming Monthly. (The NTSC prototype ROM has also been dumped, but apparently you can only play it for now by purchasing a $45 repro cart.) At any rate, I was curious what EGM had to say about the game, but couldn't find anything on the net other than the scores, which were surprisingly low. However, I found the mag in my stack o' mags in the attic and scanned it, for all to be ashamed at what a terrible magazine it was back then.

The full text is transcribed below:
Mr. Gimmick is Sunsoft's latest NES title. You play the part of Mr. Gimmick, a green blob with special magical gifts. His main weapon is a mystical star that forms over his head to seek out enemies. Collect bottles that give Mr. Gimmick new powers like fireballs, invincibility, and powerful bombs. The five levels are beautifully detailed with pastel colors while the bosses will present quite a challenge to Mr. Gimmick.
Steve: Here's a game with a cool theme that could have been explored in a hundred different ways. Instead it's a repetitive attempt at the action genre with difficult that is obviously geared to the wee sprites. Kids games don't have to be completely lacking, however, and more time could made this one a winner. 5
Ed: OK, so it looks cutesy and seems like a great game for a 7 year old, but wait. Instead, you get a very challenging game that requires a great deal of technique. It starts off easy, but that is only practice. Get farther into the game and you'll have quite a challenge. Definitely a sleeper. Give this one a try! 8
Martin: Mr. Gimmick has a few cool options to the game play and the cute theme will attract younger players. I can't get excited about moving a little booger around the screen though. The graphics are OK and the sounds are decent but other that that [sic] the game play is very simple and needs more variety. Not bad, but not great. 5
Sushi-X: Mr. Gimmick is one of those games that the kiddies can relate to. The levels are nicely detailed for a NES game but with only five levels the variety just isn't there. The music is kind of catchy but wears this after a while. The game plays rather well however. The score would have been higher if it wasn't so easy. 4
Okay, you have to understand that most of the above is factually incorrect. Gimmick! is not only a brilliant game (if you can't wait for the article, then watch this excellent annotated longplay), but it's also ridiculously difficult. Like, up to the levels of Ninja Gaiden and Battletoads difficult. Three out of the four reviewers clearly didn't play the game for any length of time, if at all, only to dismiss it as "kid" stuff because it looks bright and cutesy. There are also six levels (seven if you count the hidden final stage, which requires incredible skill to get to) so they seemed to have based their review off an incorrect fact sheet of some kind.
This attitude was sadly rather common in the magazine, which at the time was very dismissive to 8-bit games in favor of flashier 16-bit titles. (The forgettable Super Bowling for the SNES in the same issue got a 7, 8, 8 and 7, for context.) You also have to remember that this same magazine actually gave numerical scores to each system in their yearly buyer's guide, which is possibly the biggest thing you could do to troll readers back them. Of course, there was no internet to complain, although that was one of the specific reasons why myself (or, rather, my father, since I was ten years old) subscribed to Video Games and Computer Entertainment over EGM.

The full text is transcribed below:
Mr. Gimmick is Sunsoft's latest NES title. You play the part of Mr. Gimmick, a green blob with special magical gifts. His main weapon is a mystical star that forms over his head to seek out enemies. Collect bottles that give Mr. Gimmick new powers like fireballs, invincibility, and powerful bombs. The five levels are beautifully detailed with pastel colors while the bosses will present quite a challenge to Mr. Gimmick.
Steve: Here's a game with a cool theme that could have been explored in a hundred different ways. Instead it's a repetitive attempt at the action genre with difficult that is obviously geared to the wee sprites. Kids games don't have to be completely lacking, however, and more time could made this one a winner. 5
Ed: OK, so it looks cutesy and seems like a great game for a 7 year old, but wait. Instead, you get a very challenging game that requires a great deal of technique. It starts off easy, but that is only practice. Get farther into the game and you'll have quite a challenge. Definitely a sleeper. Give this one a try! 8
Martin: Mr. Gimmick has a few cool options to the game play and the cute theme will attract younger players. I can't get excited about moving a little booger around the screen though. The graphics are OK and the sounds are decent but other that that [sic] the game play is very simple and needs more variety. Not bad, but not great. 5
Sushi-X: Mr. Gimmick is one of those games that the kiddies can relate to. The levels are nicely detailed for a NES game but with only five levels the variety just isn't there. The music is kind of catchy but wears this after a while. The game plays rather well however. The score would have been higher if it wasn't so easy. 4
Okay, you have to understand that most of the above is factually incorrect. Gimmick! is not only a brilliant game (if you can't wait for the article, then watch this excellent annotated longplay), but it's also ridiculously difficult. Like, up to the levels of Ninja Gaiden and Battletoads difficult. Three out of the four reviewers clearly didn't play the game for any length of time, if at all, only to dismiss it as "kid" stuff because it looks bright and cutesy. There are also six levels (seven if you count the hidden final stage, which requires incredible skill to get to) so they seemed to have based their review off an incorrect fact sheet of some kind.
This attitude was sadly rather common in the magazine, which at the time was very dismissive to 8-bit games in favor of flashier 16-bit titles. (The forgettable Super Bowling for the SNES in the same issue got a 7, 8, 8 and 7, for context.) You also have to remember that this same magazine actually gave numerical scores to each system in their yearly buyer's guide, which is possibly the biggest thing you could do to troll readers back them. Of course, there was no internet to complain, although that was one of the specific reasons why myself (or, rather, my father, since I was ten years old) subscribed to Video Games and Computer Entertainment over EGM.
Wednesday, November 10, 2010
Visiting a Famiclone Factory in 1993.

Well, I didn't, but the Korean magazine Game World paid a visit to the Hard- & Software developer Golden Bell, actually to take a look at their debut (and only) Famicom game Jang Dujin Baduk Gyosil: Immunpyeon.
Golden Bell, however, also happened to be the producer of a Famicom clone console called Joymax. The company took pride in the fact that , other than the CPU and GPU, they manufactured all remaining parts in-house. So, whereas the magazine couldn't present any screenshots for the game yet, they instead took a look around at the Golden Bell factory. I bet all of you were dying to see a real life 90's Famiclone production line.

It may surprise or even shock the average western gamer nowadays that "pirate" companies like Golden Bell could operate so openly and even appear in magazines. It's important not to forget, though, that in most parts of the world game consoles weren't viewed as the untouchable brands first Atari and later (and more effectively) Nintendo forced upon us in the US and western Europe. They rather held the status of a common standard, very much like VHS or Betamax in the video sector (I guess Sega was Betamax, then). Hell, the more successful clones even had their own TV commercials.
(TV spot for an unrelated Famiclone by Haitai, the Supercom.)

Golden Bell also had female employees, but they were merely assigned with cleaning and testing the freshly assembled consoles.

The big shots at the company: President Yu Yunshik (left) and Oh Hyunse.
According to the article, the Joymax was then already being exported to Singapore, these guys were discussing further deals with importers in Austria and Sweden. So if you ever stumble upon a clone console with a shell like this, it's probably hailing from Korea:

(Source: Game World 5/1993, page 108/109)
Monday, November 1, 2010
Famicomblog is neat
When I first started blogging, one of many things I intended to do was showcase other great blogs. I never actually did this, until now... If you like the original Famicom, or Famicom games in general, then step inside Famicomblog. .
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Visual imagery generates strong emotional responses in people. For the religious the iconography is obvious, for archaeologists it could be something as simple as a broken urn in an unexpected place. For gamers the possibilities are diverse – perhaps it’s the kidney shape of a Genesis pad that reminds you of childhood. For me it’s rows of brightly coloured Famicom cartridges, the colours and labels of which enhanced considerably my early gaming experiences. I occasionally Google photos of them, such is their nostalgic quality, which is how I discovered Famicomblog: one man’s attempt to collect every Famicom game released.
Quite a daunting task considering there’s 1051 official releases, probably a few more if you count especially exotic limited edition games, where they replace main characters with bowls of Ramen and such like. It’s actually a task I’ve sometimes considered doing myself, especially if I became an overnight millionaire and had more time to spend on whimsy. I bought the LEVEL X Famicom almanac, which lists every official Famicom game, its exact date of release and initial cost, along with a photos of the box. There’s also some excellent write ups on releases of significance (such as the strange Takeshi Kitano game). It’s been a joy to read. Likewise, in an unofficial sort of way, this English language blog provides a nice companion for the Famicom fan.
Living in Europe Famicom cartridges are extremely rare (outside of conventions I’ve never seen Famicom carts “in the wild”), which really only leaves eBay and that kind of takes the fun out of it. Of course blogger Sean lives in Japan, studying at Kyushu University's Graduate School of Law in Fukuoka, so he has easy access to them, and often at very reasonable prices. The blog details his adventures to various retro stores, lucky finds, insightful opinion, surreal escapades, and other points of interest.
What makes the blog especially pleasant is that Sean posts with more clarity and eloquence than many other bloggers. The Famicom was my first system, and I write about games professionally, but were I to do something similar it would be a nostalgic, messy affair prone to deranged and eclectic tangents. To me blogging is a rapid stream of consciousness – much to the ire of those who take me absolutely seriously all the time (I tried putting SATIRE warnings on some entries, but this only angered them further).
Along with clarity of thought (which I assume is a benefit of lawyerly shenanigans), Famicomblog also manages to be both whimsical and serious when needed – the five Excitebike cartridges on tour in Fukuoka was a thing of Biffo-esque genius (Mr Biffo being the pseudonym behind Digitiser, a sort of Monty Python for gamers).
Another interesting entry was on the nature of collecting games and how they hold their value, compared to baseball cards for example. His analysis of the situation was worthy of publishing in a print magazine – as he states, games actually serve a purpose compared to other things which can be collected but only looked at. Physical media is also likely to end at some point, with download only games. Famicom games are the perfect collectible – many are cheap enough to allow regular purchase on a limited budget, and they can offer hours of fun actually being played. Then, when put away, they’re infinitely more attractive to look at than other cartridge media.
Another thing which I was reminded of when browsing the blog, is how fed up I am of the current hardware generation. This always happens to me when things progress in the industry, and I never adapt well to change. It took me a long time to make the jump to the PS3, and a little longer still before I finally bought an HD TV. Then I had to upgrade my HDD to 500gig. About £800 in total, British money (which is maybe like $1,200). Now Sony want me to upgrade to PSN PLUS, which is more money, plus a 3D TV which I don’t want, and I dunno, does this also need some kind of 3D glasses attachment? Probably two if I want two player gaming. Then of course there’s two Move controllers, a PS3 eye camera, the adjacent dongle for the Move controllers... OH, and let’s not forget that I need to buy a whole bunch of DLC content to unlock stuff which is ALREADY ON THE DISC (motherfuckers). I still don’t even have a Mic for my PS3. Anything else I need? Good thing I don’t own a 360 too, because then it’s LIVE, and Kinect, and god knows what else.
It’s not that I inherently dislike new things. I was fine getting a PS3 in the end. The problem is, I am still happy with my PS3 and willing to spend money on it, without the hassle of acquiring a whole bunch of new hardware keys to remove the arbitrary locks placed by developers. I don't believe 3D or Move will enhance my enjoyment. The fact Microsoft has apparently demanded X360 developers cater for Kinect is shameful – I don’t WANT to jump around like an ape or play STANDING UP. The Wii in my eyes has been a failure as far as control goes, since suddenly needing to the point at the screen (ala Metroid Other M) doesn’t enhance the experience, it’s a pain in the ass. The same for waving and shaking and throwing. None of it has enhanced my experience – the more layers of gimmickry and unsought complexity you place on something which is intended for recreation, the less interested I become.Famicomblog reminded of the simple purity we had back in the day. You plug a bright cartridge in and away you go. Most of the time you didn’t even have save files. The Famicom of course had peripherals, including a lightgun, 3D goggles and an internet modem (sort of), but none of these were ever essential to getting the most out of it. Famicom was like VHS. Everyone had one, and many still do. I still use my VHS despite having a DVD and Blueray player.
I’m inevitably going to reach a point, probably in older age, where I abandon current videogames. At this stage I’ll probably go back to collecting Famicom games, since they are as they are.
If brightly coloured cartridges also make you feel fuzzy, check out Famicom blog. (either that or get a shave, you filthy animal)
The above images is NOT from Famicomblog, rather it’s a ‘random’ from the internet – possibly InsertCredit’s old forum. Maybe not, I can’t remember any more. Credit to whoever posted it.Monday, March 22, 2010
Videogames of Egypt
Having returned from my two week sojourn in Egypt, I recount my visit to the local equivalent of the Akihabara, with my driver and guide Mohamed (pictured)
Of the international videogame scenes which are unique, each can be divided into one of two categories – and by unique I mean distinct from the industry leaders of Japan, America and England/Europe (and I realise there are unique elements in every European country). The first category is regions which domestically produce their own content: France with its seldom-exported games based on local bandes dessinées; China and its frankly astounding PC scene, comprising numerous amazing RPGs found nowhere else, and which have been slow to be fan-translated; South Korea’s enormous scene featuring locally-exclusive hardware, games, magazines, and much more which, despite currently being investigated by HG101’s Derboo for the most epic article of all time, has been isolated from and ignored by the west.
My driver Mohamed, who was also my guide, was fortunate enough to find parking – for a fee several runners will squeeze cars into any available space, with vehicles often packed 3 deep. You leave your handbrakes off, so if someone parked at the rear wants to leave the runners will roll your car by hand to make space. When you return you might find that during the evening your car has moved several feet. Although appearing chaotic, it’s a very efficient system for maximising space in such a crowded city, and the runners also make sure your vehicle is kept safe.
I don’t know if anyone else feels the same, but with the way America and England forever seem to be in conflict with various countries of the world, I’m embarrassed to speak English in a foreign country. As such I always described myself as coming from France, since although the French have their own rocky history with Algeria and Vietnam, my thinking is it would instil less animosity than if they thought I was British. They say videogames and politics never intermingle, but walking those gaming stalls I felt the urgent and embarrassed need to pass myself off as another nationality.Due to the differences in spending power of the population (according to an Aljazeera news story, over 40% live below the poverty line in Egypt), there is still a demand for cheaper, older games. While we in G8 countries debate whether games are art and other faux-intellectual topics regarding our hobby, it’s fascinating to see the distillation of what’s popular, and then its cheap perpetuation through piracy. Right now, in Cairo, you can buy a Famicom cartridge containing all 4 of the Ninja Turtles games which appeared on the system (1, 2, 3 and Tournament Fighters), and this sits alongside classic Mega Drive games and shrinkwrapped PS2 titles. In America, England and France, you need to visit very specialised stores to see such diversity, and the prices would likely be much higher. Although I can’t claim to understand the workings behind the situation, I find the cyclical boom/bust nature, and limited choice, of videogame stores in G8 countries rather disheartening. You either have to visit eBay, thrift and junk stores, or a specialist to find unusual things.
You could try printing this photo off, and using it to explain to a guide where you want to go, should you find yourself in CairoThe 130-in-1 Famicom multicart is a huge disappointment, since it’s actually just 6 crappy games, repeated ad-nauseam. This is annoying, since I recall a time when multicarts had some effort put into them. I once owned a 42-in-1 cart, and it had just that, 42 entirely separate games, pretty much the entire back-catalogue of classic Arcade-to-Famicom ports, plus a selection of other smaller titles. It was awesome and to this day I regret my father giving it away to charity (I’d been given a SNES, and he took it upon himself to donate my old Famicom system). I had hoped for something similar with this 42-in-1 cart, but sadly not. The 4-in-1 cart includes Batman, Turtles 1, Turtles Tournament Fighters and a Spiderman hack of Ninja Gaiden 3. It’s alright, but I really wish I could have found a cart with Samurai Pizza Cats on it or something. Perhaps with more searching, but I was in a hurry.
And much like the above example of my father in China, I fear these miniature eras are being overlooked by all except its locals, and will in time be forgotten.
Labels:
bootlegs,
Cairo,
Egypt,
El Mosky,
famicom,
Genesis,
global gaming,
mega drive,
Pirates,
Snes
Tuesday, August 18, 2009
A Boy and His Fushigina Blobby
I didn't even realize it until I read a post on Gamespite that the Japanese version of A Boy and His Blob had a few changes from its original American incarnation. The most obvious is that the stupid looking stick figure boy now looks a lot more adorable, although the rest, at least from the few minutes I played, seemed to be the same. The title is "Fushigina Blobby: Blobonia no Kiki", which basically means "The Mysterious Blobby: Trouble on Blobonia." It was published in Japan by Jaleco.

What I did notice is that the stuff you feed your blob are no longer "jellybeans", but rather simply "candies". What's more, a lot of them have changed. This makes sense, because the flavor and its transformation type were usually linked by some kind of meaning, a few of which involved cultural or linguistic understanding. I went through the original batch of candy you get at the start to compare them to the English versions, and found some interesting stuff, even though I can't quite parse all of it.

Licorice (Ladder) = Apple (Hashigo) - I don't see the connection here. "Licorice ladder" is a nice bit of alliteration, but I don't see or get anything in Japanese.
Strawberry (Bridge) = Nashi (Hashi) - A "nashi" is a type of Japanese pear and rhymes with the word for bridge. Easy enough! I never understood the English one - how are "strawberry" and "bridge" connected, other than them sounding nice together?
Cinnamon (Blowtorch) = Curry (Gas Burner) - Both are spicy, obviously. Curry is just more recognizable in Japan than cinnamon, perhaps?
Vanilla (Umbrella) = Kinoko (Kasa) - "Kinoko" means mushrooms, which look like umbrellas, don't they?
Apple (Jack) = Nikki (Jack) - In English this is a reference to the "Apple Jacks" cereal. I'm not even sure what a "nikki" is, much less the correlation.
Tangerine (Trampoline) = Purin (Trampoline) - A "purin" is a type of Japanese custard. Trampoline is pronounced "to-ro-po-ri-n", with the last part of the word sounding similar to "pu-ri-n".
Root Beer (Rocket) - Champagne (Rocket) - Maybe just another case of something the Japanese are more familiar with? Champagne works better, honestly, because it reminds me of a cork popping off, more similar to a rocket flying into space. Root beer just reminds me of fizz.
Ketchup (Catch up) - Coffee = I guess this is just another gross candy, since the blob won't actually eat it. I'm not sure what the pun on coffee (pronounced "koo-hii") is supposed to be, if any.
Punch (Hole) - Donut (Ana) = Self-explanatory....donut hole. I think I like this one better, too.
The rest - Cola, Coconut, and Honey, are all the same. I guess if I'm bored enough at some point, I'll try to get the other candies and see what they're called.

What I did notice is that the stuff you feed your blob are no longer "jellybeans", but rather simply "candies". What's more, a lot of them have changed. This makes sense, because the flavor and its transformation type were usually linked by some kind of meaning, a few of which involved cultural or linguistic understanding. I went through the original batch of candy you get at the start to compare them to the English versions, and found some interesting stuff, even though I can't quite parse all of it.

Licorice (Ladder) = Apple (Hashigo) - I don't see the connection here. "Licorice ladder" is a nice bit of alliteration, but I don't see or get anything in Japanese.
Strawberry (Bridge) = Nashi (Hashi) - A "nashi" is a type of Japanese pear and rhymes with the word for bridge. Easy enough! I never understood the English one - how are "strawberry" and "bridge" connected, other than them sounding nice together?
Cinnamon (Blowtorch) = Curry (Gas Burner) - Both are spicy, obviously. Curry is just more recognizable in Japan than cinnamon, perhaps?
Vanilla (Umbrella) = Kinoko (Kasa) - "Kinoko" means mushrooms, which look like umbrellas, don't they?
Apple (Jack) = Nikki (Jack) - In English this is a reference to the "Apple Jacks" cereal. I'm not even sure what a "nikki" is, much less the correlation.
Tangerine (Trampoline) = Purin (Trampoline) - A "purin" is a type of Japanese custard. Trampoline is pronounced "to-ro-po-ri-n", with the last part of the word sounding similar to "pu-ri-n".
Root Beer (Rocket) - Champagne (Rocket) - Maybe just another case of something the Japanese are more familiar with? Champagne works better, honestly, because it reminds me of a cork popping off, more similar to a rocket flying into space. Root beer just reminds me of fizz.
Ketchup (Catch up) - Coffee = I guess this is just another gross candy, since the blob won't actually eat it. I'm not sure what the pun on coffee (pronounced "koo-hii") is supposed to be, if any.
Punch (Hole) - Donut (Ana) = Self-explanatory....donut hole. I think I like this one better, too.
The rest - Cola, Coconut, and Honey, are all the same. I guess if I'm bored enough at some point, I'll try to get the other candies and see what they're called.
Maniac Mansion - Famicom version
There are actually two versions of Maniac Mansion released for Nintendo's 8-bit system. Most of us are familiar with the Lucasarts one, published in 1989 by Jaleco. I actually think this is the best version of the game, because despite the censorship and the improved detail of the VGA version, the NES one moves quicker and smoother than the PC versions, and has a rad soundtrack to boot. Anyway, Jaleco actually made their own version specifically for the Japanese market a year prior, and it's a bit of a wreck.


Check out the graphics. All of the characters, what with their empty eyes and vacant smiles, look like they jumped out of a Cathy comic strip. The Game Over screen, which shows the characters as angels and is only in this version, looks particularly ludicrous. The box cover shows them all as super deformed dwarves, although at least there's some cool artwork in the manual. (Images from here.)

There's no scrolling whatsoever - everything moves screen by screen. The longer backgrounds are either split up into multiple screens or condensed into one. Various background details are missing, although it has the nude statue that was taken out the NES version. Outside of a few original tunes here and there (and an especially aggravating pause ditty), most of the game is played without music, much like the PC versions. The only noises are the annoying footstep noise when your character shuffles from place to place.

The FC version also pares down the interface a bit by removing some the extraneous verbs, like Fix and Unlock. The NES version did the same thing, but made a very welcome improvement - whenever you highlight an object you can interact with, its name pops up at the bottom of the screen. None of the other versions have this exact function, but the PC versions have an extra command called What Is that works the same way. This command is completely missing from the FC version, which makes fumbling around in the dark a huge pain in the ass, because you basically just need to click everywhere. I found this Japanese review which expressed frustration at that one hilarious part where you can accidentally blow up the whole house while looking for the electricity breaker when the lights go out.

This same page brings up something I hadn't thought of, though. The first puzzle in the game is to get through the front door, which is, of course, locked. The solution is a well known cliche - just check under the doormat. But then it dawned on me that this cliche might not be well known outside the English speaking realm, and with the difficulty in finding objects to interact with, it's possible that Japanese players might just give up before they even start. It's interesting how this is the sort of puzzle that might be more difficult due to cultural divides. There are other bits of localization that make the FC version more palatable - the dime becomes a 100 yen coin, and the Three Guys Who Publish Anything apparently have an address in Tokyo. There's even a Japanese style mailbox in the first screen, which I'm not entirely sure makes sense, because there's a regular mailbox in front of the porch two screens over. Huh.

The worst part, though are the passwords. The NES version was kind enough to include a battery. Japanese gamers had to deal with 104 character passwords, officially making them the longest of any game on the system, or perhaps, ever.

The NES version

Nude statue in the NES prototype


Check out the graphics. All of the characters, what with their empty eyes and vacant smiles, look like they jumped out of a Cathy comic strip. The Game Over screen, which shows the characters as angels and is only in this version, looks particularly ludicrous. The box cover shows them all as super deformed dwarves, although at least there's some cool artwork in the manual. (Images from here.)

There's no scrolling whatsoever - everything moves screen by screen. The longer backgrounds are either split up into multiple screens or condensed into one. Various background details are missing, although it has the nude statue that was taken out the NES version. Outside of a few original tunes here and there (and an especially aggravating pause ditty), most of the game is played without music, much like the PC versions. The only noises are the annoying footstep noise when your character shuffles from place to place.

The FC version also pares down the interface a bit by removing some the extraneous verbs, like Fix and Unlock. The NES version did the same thing, but made a very welcome improvement - whenever you highlight an object you can interact with, its name pops up at the bottom of the screen. None of the other versions have this exact function, but the PC versions have an extra command called What Is that works the same way. This command is completely missing from the FC version, which makes fumbling around in the dark a huge pain in the ass, because you basically just need to click everywhere. I found this Japanese review which expressed frustration at that one hilarious part where you can accidentally blow up the whole house while looking for the electricity breaker when the lights go out.

This same page brings up something I hadn't thought of, though. The first puzzle in the game is to get through the front door, which is, of course, locked. The solution is a well known cliche - just check under the doormat. But then it dawned on me that this cliche might not be well known outside the English speaking realm, and with the difficulty in finding objects to interact with, it's possible that Japanese players might just give up before they even start. It's interesting how this is the sort of puzzle that might be more difficult due to cultural divides. There are other bits of localization that make the FC version more palatable - the dime becomes a 100 yen coin, and the Three Guys Who Publish Anything apparently have an address in Tokyo. There's even a Japanese style mailbox in the first screen, which I'm not entirely sure makes sense, because there's a regular mailbox in front of the porch two screens over. Huh.

The worst part, though are the passwords. The NES version was kind enough to include a battery. Japanese gamers had to deal with 104 character passwords, officially making them the longest of any game on the system, or perhaps, ever.


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