Unbox the vintage Nintendos

Featuring the original Familicom and also the US/UK versions Super Familicom:

To trace the legend of Nintendo’s home console empire, one must begin with two names: the Famicom, which started it all in Japan, and the Super Nintendo, which carried the torch to a global audience. These were not merely pieces of hardware; they were symbols of a generation, defining what home gaming could be and setting standards that persist to this day.

The story of the Famicom, short for Family Computer, begins on July 15, 1983, when it was released in Japan. The project was led by Masayuki Uemura, who would come to be known as the father of the Famicom. Initially, the development team envisioned a powerful 16-bit gaming device complete with a keyboard, a modem, and a floppy disk drive, but these ambitious plans were ultimately rejected by then-president Hiroshi Yamauchi in favor of a more economical 8-bit cartridge-based console. The console began its life under the development codename “GameCom,” but it was Uemura’s wife who suggested the memorable name “Famicom,” a portmanteau of “Family Computer”. The iconic red and white color scheme, which gave the console its affectionate nickname “the Red and White Machine,” was reportedly chosen by Yamauchi himself after he spotted a billboard advertisement using those same hues.

The Famicom established many of the design standards that would define home gaming for decades, introducing the now-ubiquitous combination of a directional pad, or D-pad, and A/B buttons on its controllers, both of which were hard-wired to the console as a cost-cutting measure. It also featured a 15-pin expansion port on the front, allowing for a range of accessories like the light gun. In a quirky touch that would become legendary, the second controller included a tiny microphone with a volume slider, a feature that was notoriously underutilized but led to memorable Easter eggs in games like *The Legend of Zelda*, where players could shout into the mic to defeat the Pols Voice enemies. The console was not just a commercial success; it was a cultural phenomenon, becoming so dominant in Japan that almost every house with children had one under the television, and its influence on the industry cannot be overstated.

The Famicom’s success in Japan set the stage for its global expansion, but the path was not straightforward. Following the North American video game crash of 1983, the industry was in ruins, and retailers were deeply skeptical of video game consoles. Nintendo knew it had to reposition its product to succeed in this hostile market, and the result was a complete redesign for the international release, rechristened the Nintendo Entertainment System, or NES. The Famicom’s playful, toy-like red and white aesthetic was replaced with a more subdued, serious design inspired by VCRs, which Nintendo felt would be better suited to the American market. The cartridge format was also changed, with the NES using larger, 72-pin cartridges compared to the Famicom’s 60-pin design, and crucially, the controllers were made detachable. Despite these changes, the core hardware remained largely the same, and the gamble paid off spectacularly. Launched in North America in October 1985 and in Europe over the following years, the NES revitalized the video game industry and became a global sensation, selling over 61 million units worldwide.

Building on this monumental success, Nintendo set out to create a worthy successor, and the Super Famicom, or SFC, was released in Japan on November 21, 1990. Designed once again by Masayuki Uemura, this 16-bit console represented a significant leap forward in power and capability, and the controller introduced the now-standard shoulder buttons, known as L and R, and established the four-button ABXY layout. The Super Famicom was a hit in Japan, selling approximately 360,000 units during its launch week, and its success quickly led to plans for international release.

However, unlike its predecessor, the Super Famicom’s journey around the world would result in three distinct designs that reflected different market strategies and regional preferences. The Japanese Super Famicom featured a gently rounded, streamlined exterior with a stylish two-tone grey color scheme and brightly colored, convex buttons in red, blue, yellow, and green, a design that has become iconic for its elegance. When the console was released in North America on August 13, 1991, Nintendo of America, under the direction of industrial designer Lance Barr, decided to redesign the casing to make it look more like the original NES, and the result was a more severe, boxy, and rectangular design with a distinctive purple color scheme for its power, reset, and controller buttons. Many of the controller’s buttons were also made concave, and this redesign was not just cosmetic, as the North American SNES had a wider cartridge slot to accommodate the larger, more angular cartridges used in that region. In a fascinating twist, the European Super Nintendo, which launched on April 11, 1992, did not adopt the North American “box” design, instead using the same gently rounded case as the Japanese Super Famicom, differing only in its branding and regional lockout mechanisms, meaning that European players essentially received a rebadged Japanese console while North American players got a unique, and some would say less elegant, design.

Beyond the aesthetic differences, there were significant technical variations between regions that affected gameplay and compatibility. The Japanese and North American consoles output in the NTSC video standard at 60Hz, running games at their full intended speed, while the European consoles used the PAL standard at 50Hz, which resulted in games running approximately 17.5% slower than their NTSC counterparts, a noticeable difference that frustrated many European players. There were also differences in the power supply, with European units using AC power while Japanese and American models required DC power, and these differences, combined with physical cartridge locks and different cartridge shapes, meant that games from one region were largely incompatible with consoles from another.

In retrospect, the Famicom and the Super Famicom were far more than just game machines; they defined the shape of modern electronic entertainment, shaped the childhoods of millions, and showcased Nintendo’s sophisticated understanding of different market strategies. From the revolutionary red-and-white console of 1983 to the three distinct faces of its 16-bit successor, the journey from Famicom to Super Nintendo is not just a story of technological advancement but a microcosm of a golden age of gaming that continues to inspire and influence the industry to this day.

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