Archive for the 'Hacks & Projects' Category

Tired of Power Flashes Ruining Your Classic Game Progress? Get a UPS.

Sunday, February 19th, 2006

Here's a quick gaming tip that especially applies to those of you with shoddy power companies. For years, it seemed my house would have power flashes at least a couple times a month. There was something about the power on my block that was especially unreliable (nearby transformers seemed to blow all the time), and it got really annoying. Naturally, I got UPS (Uninterruptible Power Supply) units for all my computers early on so the flashes wouldn't affect them. For those of you who don't know, a UPS is essentially a box with a rechargeable battery in it that stays plugged into a wall outlet, and the devices to be "protected" are, in turn, plugged into the UPS. When the power is on, the battery in the UPS is kept constantly charged. But when the power goes out, the battery switches over, seamlessly providing continuing power to the protected outlets on the unit for as long as the battery holds out, or until the power comes back on — whichever comes first.

UPSes for computers are quite common these days (I consider UPS units for computers an absolute must), but there were a few occasions where I would be playing a long video game (that I couldn't save) and the power would flash, making me lose all my progress. The last straw happened a little over a year ago when I was completely playing through Super Mario Bros. 3, trying to go through every level and explore every secret, just for old time's sake. I played one day for probably about six hours until I got to world 8, then I took a break. The break lasted longer than one day, however — I left the NES on, intending to finish it later. But by the time I got back to the game, I discovered that the power had flashed, resetting the system and losing my progress. After that, I immediately ordered a UPS to cover all my game systems and prevent the same thing from happening in the future. Now all my game systems are on UPSes, whether classics like the NES or modern systems like the Xbox.

If you'd like to get a UPS unit for your game system(s), I have a few tips. The first is to get the cheapest unit possible. It doesn't have to be an industrial-strength, heavy-duty UPS that will keep your game running for an hour or more while the power is out. Usually you're only combating intermittent power flashes, so you only need one with a modest battery capacity. Tiger Direct used to sell a cheap, no-frills UPS unit for about $20, but it seems that they don't carry those anymore (I bought about four of them a few years ago for various computers, and they still work well). Instead, go for something that is under $40 US, as a general guideline. A refurbished unit probably wouldn't be bad either, as long as it's from a trusted source. Again, remember that we're not trying to protect mission-critical servers here, but to simply prevent power flashes from messing up your game. Sure, a UPS is extra cost, but investing in one now could possibly save you lots of headaches, frustration, and smashed controllers in the future.

An Interview with DahrkDaiz, Creator of Mario Adventure

Monday, February 13th, 2006

Mario AdventureJust yesterday I had the opportunity to conduct an email interview DahrkDaiz, creator of the impressive hack Mario Adventure. Mario Adventure is a completely new Mario game made from modifications to the Super Mario Bros. 3 game engine for the NES. The game was the subject of a recent piece on VC&G and has proven to be quite popular now that it has been given wider attention on our site.

Vintage Computing and Gaming: Thank you for agreeing to this interview. First off, where are you from?
DahrkDaiz: Knoxville, Tennessee

VC&G: What do you do for a living?
DD: I'm currently a student at ITT-Tech and working full time at a fast food restaurant.

VC&G: Do you aspire to be a professional game designer?
DD: I hope so one day but in reality I know game design is a tough field to crack, so I'll continue to pursue the dream in my spare time while focusing on a realistic programming career, working for businesses to make a living.

VC&G: What's your favorite video game? Favorite Mario game?
DD: A tie between Sonic 3 & Knuckles and SMB3. [Favorite Mario Game:] SMB3, no surprise there.

VC&G: What inspired you to make Mario Adventure?
DD: The total lack of a proper Mario sequel. I was disappointed with the Mario Advance series and I saw other people's attempt at creating a new SMB3 experience and decided to take the matter into my own hands.

VC&G: Mario Adventure has been very popular on VC&G. It been downloaded over 11,000 times from our site in the last few days. Is there anything you'd like the players of Mario Adventure to know or keep in mind while playing?
DD: This hack was made with the hardcore SMB3 player in mind. I could practically beat the original with my eyes closed and figured it was time to up the difficulty. However, I tried to include ways to pass hard obstacles easily. Use your power-ups to their fullest abilities and you should do fine getting through the game.

Mario AdventureVC&G: What's your favorite new feature of Mario Adventure? Also, what's your favorite world in the game?
DD: Definitely the key collecting idea. I always liked having to back track through levels or world to get something out of the way to continue in a game. Point A to point B grows old quickly. [Favorite World:] Colossal Classics. The giant nostalgic look just has something about it that pleases me. Though I thought I could have a slightly better job with it.

VC&G: What development tools did you use to create Mario Adventure?
DD: FCEUd (emulator with an excellent debugger), YY-Chr (graphics editing), Mario 3 Improvement (archaic SMB3 level editor), Hex Workshop (hex editor).

VC&G: How long did it take you to complete Mario Adventuree?
DD: Approximately 16 months.

VC&G: Was reverse engineering the Super Mario Bros. 3 Game engine and implementing new rules, power-ups, etc. difficult? Tell us more about how you made changes to the Super Mario Bros. 3 game itself.
DD: At first it was very difficult. I slowly began to see a certain logic used behind the game. However, when reprogramming the code, I had to find unused space in the ROM, so that was pretty much hit and miss. Admittedly I did a poor job at coding it, hence all the bugs and glitches, but I did what I could with what knowledge I knew. A lot of time stepping through code and even writing code out on paper while at work during my break was required.

VC&G: Did you do all the level design in Mario Adventure yourself?
DD: Absolutely everything was done by me in this.

VC&G: Do you think Mario Adventure would work properly if somehow put on an actual hardware cartridge and played on a real NES/Famicom? Have you ever attempted this?
DD: Unfortunately, it will not. I reprogrammed the game to take advantage of a bug most emulators have, however, I did not realize at the time that it was a bug. The hack would work on a real NES, but not properly all time. The main bug being the status bar moving up over the screen at certain times.

VC&G: Have you ever heard from Nintendo about your Mario hacking exploits?
DD: Surprisingly, no.

Mario SeasonsVC&G: Have you done any previous game hacking projects? If so, tell us about them.
DD: Before Mario Adventure? No, but there were a few things I did while working on Mario Adventure and afterwards. Most of it is unknown unfinished test projects. I created a cool parallax (SNES style) background scroll in Mega Man 3 for Snake Man's stage. I hacked Castlevania 3 to start and stay as Alucard. I completely hacked Ms. Pac-Man to have 32 unique levels, a mode to play levels at random and a pellet counter. This hack is known as Pac-Man 3 and will be available on my site once it relaunches.

VC&G: What can you tell us about your next hacking project? When will it be ready?
DD: I can tell you now the next big project is another SMB3 hack. Most people may sigh at this, but I took a different approach with this hack and differs from Mario Adventure. The scale is that, if not more than Mario Adventure. It makes Luigi and Mario be separate characters with each having special powers of their own for different gameplay, including Luigi's floaty jump and slippery control and a new item box for Mario found in Mario Adventure. Each character has their own separate 8 worlds to play through, so this is literally two hacks in one. It's like nothing you've ever seen.

VC&G: Is there anything else that you'd like our readers to know?
DD: Mario Adventure is a real gem, but I've listened to a lot of good and bad feedback on it and this new project I'm working on addresses those issues. But I like to thank everyone who's played this hack and given so much praise for it. It's really inspired me to take game development as a serious career.

Mario Adventure: The Best NES Game Hack of All Time

Tuesday, February 7th, 2006

Mario AdventureIn a way, I think we all thirst for a new 2D side scrolling Mario adventure. It's some sort of basic human need, along with eating, sleeping and reproduction. Why, just last week I was about to keel over for want of Mario when, at the last minute, I found the greatest NES game hack of all time, Mario Adventure. But this isn't your usual game hack, mind you. You'll find no giant buttocks glued onto Mario's forehead, no nude Mushroom Retainers, no Super Tokin' Brothers with Luigi replaced by a white Rastafarian with a cannabis leaf for a hat. Nope, this is a real game — a new game, crafted with care and aplomb using the Super Mario Bros. 3 game engine. Who executed this masterful feat? Look no further than intrepid homebrew coder "DahrkDaiz," who completed the game over the course of sixteen months, sometimes coding on paper during his breaks while working at a fast food restaurant (check out our interview with Mario Adventure's creator here). Now that's what I call dedication. This man deserves serious recognition for the creation of this masterpiece.

[ Continue reading Mario Adventure: The Best NES Game Hack of All Time » ]

Performing a Permanent Famicom to NES Game Conversion

Monday, December 5th, 2005

RedWolf's SMB3J for the NESIn the VC&G article How to Tell if a Copy of Gyromite has a Famicom Adapter in it, I discussed how certain early NES game cartridges, especially Gyromite, have Famicom to NES converter boards built into them. Near the end of the entry I suggested that one could use such a board and an empty NES cartridge case to build a permanently-converted Famicom game for play on a regular American NES. Well, last week, I decided to actually do it. I chose a common Famicom game, the Japanese version of Super Mario Bros. 3 as my first guinea pig. There aren't that many notable differences between the US and Japanese versions of SMB3, so this sort of game conversion would be better suited to a particularly good game that was never released in the US, or another game with more important differences between the US and Japanese versions. I don't have that many Famicom games, so hence the choice.

RedWolf's SMB3J for the NESThe project wouldn't have been much of a project if I hadn't made a custom label for the cartridge. That is the only step in such this conversion that required any serious labor (unscrewing screws isn't that hard). First, I carefully measured the dimensions of a regular NES label (approximately 2.125″ x 3.8125″ to save you some time). Actually, I ended up using a second measurement in millimeters, but I forgot to write that down. Then, for the primary label artwork, I decided to scan the label of the Famicom SMB3 cartridge and start with that. I edited it in a number of ways, erasing some Japanese text that got in the way of my design, flipping a few things around, and making it fit regular NES label dimensions. I used a modified SMB3 logo from the game's title screen for the title on the spine. After a few hours of tinkering, the label design was done. And for your notes, the final label is 650 by 1146 pixels at 300 DPI.

Next, I had to figure out what sort of adhesive paper I would actually print the label on. I happened to have some Avery 3.5″x5″ self-adhesive labels on 8.5″x11″ computer printable sheets lying around (Avery number 5168) that would do just fine with a little trimming. I also had some clear, self-adhesive laminate sheets lying around that would give my label a more professional glossy look. There are probably a million better ways to print a custom NES label with different materials, but I just used what I had on hand.

RedWolf's SMB3J for the NESI did some tests with regular paper first to make sure my label would fit. Then I set up the page margins to print the label properly on the Avery sheet and printed it out in a high quality photo mode on my ink-jet printer (nothing special at all — just an Epson Stylus Photo 820). Then I went to work removing the old label on the Gyromite cartridge. I have eight copies of Gyromite, so this was no big loss. The best tip I can give you for label removal is to use lighter fluid (naphtha). It works as a powerful solvent without damaging plastics — the adhesive on just about any label dissolves in it and then you can peel the label off, sometimes with no trouble. Squirt some on there, wait for it to soak in and slowly start peeling with your finger nail or a hard plastic tool (so you don't scratch the case). An important thing to know is that you should immediately wipe up the lighter fluid and adhesive residue you get the label off. If the lighter fluid evaporates (and it evaporates pretty fast), the adhesive will be left behind and your cartridge will be sticky again. You want to get the cartridge clean and smooth for the new label you're about to put on. Also, remember not to juggle flaming fire-sticks while doing this at the same time.

So, now we have a clean, young, blank and impressionable cartridge upon which to impart our new label. The next step in the label process, after applying a laminate over the printed Avery label, is to actually cut the NES label out of the bigger self-adhesive page you printed it on. You can use an X-Acto knife for accuracy, scissors if you're impatient, or perhaps a guillotine-like paper cutter for straight edges. I did mine a little sloppily, which I regret. The rounded corners of the label are hard to cut out properly. Also, since my design had no bleed, (a printing term for an image purposely going outside of the designed cutting boundary) it was difficult to cut precisely along the label's line without including any white (from the surrounding unprinted material) on the edges. My recommendation: if you have the luxury of designing big artwork that can bleed a bit off the edges, make it bleed and you'll get a much better result when you cut it (sounds gruesome, doesn't it?). Although with a bleed you'll need to have either a NES-label-sized blank cutting template or a faint outline printed out on the label to tell you where to cut.

RedWolf's SMB3J for the NESOk, enough of the cutting. After you have the final label, it's time to apply it. Carefully peel off the backing from the self-adhesive label you've created, and start applying the label on one end (I chose the bottom of the recessed label space on the cartridge face), making sure to slowly, evenly, and firmly push the label down so you don't get any waves, wrinkles or bubbles in the label. Also, the label will obviously have to bend around the cartridge from the spine to the face, or vice-versa, so be careful about that too.

Once you've applied the label, you're almost finished! Well, except for one very important detail: you actually have to get the game inside the cartridge to match your new label. Cracking open a traditional Famicom cartridge without breaking any plastic tabs is not easy (some don't use any screws). I'm not even going to try to describe how to do it properly other than to say that there were four tabs locking into place on my Super Mario Bros. 3 Famicom cartridge: two at the top, and one on each side (see the picture for positions). Your best bet for dismantling a cart without breaking anything is to use a very flat, thin, but wide-bladed screwdriver to try to pry it open. If all goes well, then you can always change your mind and put the Famicom board back into the old case. If you break a tab, it will still hold together anyway. But if you accidentally rip the whole thing apart, then I guess it really will become a permanently converted Famicom game.

RedWolf's SMB3J for the NESYou will also have to disassemble your Gyromite cartridge (the one with the converter board in it). They typically have five screws that require a small, flat-bladed screwdriver for unscrewage (that should be a word). After that, you'll have to unscrew the two screws that hold the Gyromite ROM board and adapter assembly down on the face half of the cartridge. Then, unplug the Gyromite ROM board from the connector on the top assembly and set it aside, feed it to your dog, or play it in your Famicom — we won't be needing it anymore. Get some isopropyl rubbing alcohol and some Q-Tips ™ and thoroughly clean the connectors of the Famicom game you're converting. Also, give the connectors of the conversion board itself a good cleaning. Then plug your desired Famicom game's board in where the Gyromite ROM board was. Be extra careful you have it in the right way: the former "front" of the Famicom board should be facing away from the front of the NES cartridge when you screw it back in. This is also a good time to test the assembly (if you have a top-loading NES) to make sure your game will work with the adapter and that everything is oriented the right way (hmm.. maybe we should have done this before making the label). I've accidentally put Famicom games in backwards before using the Gyromite converter and nothing blew up. So I guess that's good news — if it doesn't work, try flipping the board around.

RedWolf's SMB3J for the NESOnce you have the boards (game board and converter board) mated together properly, you may or may not have to remove two plastic posts from the center of the NES cartridge case to get it to fit. It all depends on how big your Famicom game's PC board is. My guess is that you'll probably have to do it anyway, as I did in the case of using SMB3. Various methods could be applied for proper post removal. One nice technique that comes to mind is to cut them off with a rotary cutting tool (like a Dremel). You could also snip them off with heavy gauge wire-cutters. But I didn't feel like doing either, so I simply lit a butane torch, heated a screwdriver blade and melted the post off in a nice, clean, flat, and dust-free fashion (Kids, please try this at home). Don't try to break the posts off by force or you might leave a nice round hole in the face of your NES cartridge (I tried the same thing back in 1991, with the aforementioned undesired results).

After plastic post removal (or PPR, as the pros call it) is successful, put your new game-converter assembly into the cartridge and screw it in with the original screws that once held the Gyromite assembly in place. Then put the back on the cartridge and screw that down as well, also with the original screws, EXCEPT — do not attempt to screw the middle/center screw in the back of the cartridge. Since you previously cut the receiving post for that screw off, it is no longer there, and in its place is a Famicom game board that could easily be damaged if you try to force a screw through the hole. Having done that successfully, the game is now in one piece and ready to play. Try it out and have fun! Let me know how it goes.

RedWolf's SMB3J for the NES

The final Super Mario Bros. 3 Japan cartridge for the NES! Sorry about all the watermarks on the images — if I didn't do it, some hoodlum would be trying to sell an ultra-rare alternate SMB3 cartridge prototype on Ebay tomorrow.

Update (09/28/2006): To download the actual label graphic that I made for the Japanese version of Super Mario Bros. 3, click here.

RedWolf's Homebrew Game Genie Code Gallery: Super Mario Bros. 3

Monday, November 21st, 2005

The Game Genie is without a doubt the coolest peripheral I've ever owned for the NES. When I was bored with regular old NES games, I could essentially "reprogram" them with the device and make them more interesting. Tired of being told by game designers that I had to play the games their way, I delighted in manipulating game mechanics. After all, I thought, I bought the game, and I should be able to play it however I want ("Game Genie: empowering the gamer since 1991″). Before long, the codes included in the official Game Genie booklet got boring, so my brother and I made up our own. This resulted in some particularly reality-bending codes, the best of which I have included here. Some of these codes might have been discovered by other fellow Game Genie enthusiasts since then, but I assure you, these are straight from my circa-1994 spiral-bound, home made Game Genie Book.

This second entry on GG codes deals only with the US version of Super Mario Bros. 3 (the first entry is here). Unfortunately, I didn't have as many SMB3 codes in my book as I thought I did. Still, these are definitely neat. Try them out yourself and have fun. Also, feel free to share your own codes in the comments section.

OOKXGLIE

Code: OOKXGLIE
Tired of getting hit and losing the rare Swimming Purple Raccoon Mario power up? Well tire no more, since this code makes it permanent!
ANKXGLIE

Code: ANKXGLIE
Permanent Mario Shoe, as I like to call it. Exactly like Kuribo's shoe, but different. You're black and white, invincible, always small, and hopping around, but your shoe looks like a green Mario split in half. Awesome.
POKXGLIA

Code: POKXGLIA
Permanent regular Mario. No, not invincible — just small. All the time. It's tough being a short, stumpy man.
XNKXGLIA

Code: XNKXGLIA
Introducing…Black and White Mario! This is like having permanent Kuribo's shoe powers, but you always stay small, you don't hop around, you look like Mario, and you're intangible and invincible. You can stomp piranha plants too.

RedWolf's Homebrew Game Genie Code Gallery: Super Mario Bros.

Thursday, November 17th, 2005

The Game Genie is without a doubt the coolest peripheral I've ever owned for the NES. When I was bored with regular old NES games, I could essentially "reprogram" them with the device and make them more interesting. Tired of being told by game designers that I had to play the games their way, I delighted in manipulating game mechanics. After all, I thought, I bought the game, and I should be able to play it however I want ("Game Genie: empowering the gamer since 1991″). Before long, the codes included in the official Game Genie booklet got boring, so my brother and I made up our own. This resulted in some particularly reality-bending codes, the best of which I have included here. Some of these codes might have been discovered by other fellow Game Genie enthusiasts since then, but I assure you, these are straight from my circa-1994 spiral-bound, home made Game Genie Book. This first entry on GG codes deals only with Super Mario Bros. More specifically, the Super Mario Bros. and Duck Hunt cartridge was used to make these codes. Try them out yourself and have fun. Also, feel free to share your own codes in the comments section!

LUIGIO

Code: LUIGIO
Totally whacks up the graphics, and the game freezes at the third pipe. Why use it? Just because you can (…it spells Luigi-o).
YLYYYA

Code: YLYYYA
Permanent ice-skating Mario. This was always one of my favorites. Everything else seems fine.
SOSSSO

Code: SOSSSO
You get an extra life with every stomp, on every type of enemy. Awesome!
OZOPPI

Code: OZOPPI
Coin blocks are in weird positions, but inside every one is a mushroom / fire flower. You can only have one power-up on the screen at a time though.
PISPEG

Code: PISPEG
This is hilarious: the regular floor is replaced with water. Mario falls down and dies not only on the first stage, but the title screen as well.
OZTLLX

Code: OZTLLX
Ah, one of the classics. With this code you can be regular small Mario and still have the fire flower. You can't break blocks though.

Coming Soon: Game Genie codes for Super Mario Bros. 3. There are some awesome ones for it in my personal code book, so stay tuned.

How to Tell if a Copy of Gyromite has a Famicom Adapter in it

Monday, November 14th, 2005

Famicom Converter in GyromiteIt's not a myth if it's true. Yes, Mario, there might be a Famicom to NES adapter in your copy of Gyromite. In fact, there might be an adapter in other early NES games, but so far, Gyromite is the only game cart I have personally found adapters in. Recently Jake at 8-Bit Joystick was bustin' on the well-known NES fan fact that there are NES to Famicom converter boards in some early NES games. Well, I'm here to try to set that straight. For the record, I've bought eight copies of Gyromite in my life, and two of them had Famicom converters in them (25% rate so far). I'm not going to speculate on the absolute ratio of Famicom to non-Famicom Gyromites out there, or even why the adapters are in there in the first place. Instead, here's a quick guide to show you how to determine if any copy has one of these hidden treasures inside.

Method #1: Label Variations

Gyromite CartsI've noticed that there is a small difference on the labels of my two copies of Gyromite with Famicom adapters in them (henceforth to be called FA Gyromites) and the ones without adapters (henceforth to be called regular Gyromites). The difference is subtle but noticeable if you can compare the two, or if you have a really good eye for color. Take a look at the picture on the right. Click on it and load the full-sized image. Notice the "Robot Series" logo on the cartridge on the right (the FA Gyromite copy has a piece of tape on it so I know which is which).

Gyromite Label ComparisonThe color of the purple in the FA Gyromite is a different hue than the regular Gyromite on the left. The two FA Gyromites I have have less red in the Robot Series color, making for a softer, deeper "grape" color, whereas the regular Gyromites have more of a "plum" color to them, with more red in the label. Also, the black background in the regular Gyromites is of a lighter, more washed-out looking color than the deeper black in the FA Gyromites. Also to the right is an up-close comparison of the two labels. Note the difference in red content in the half-toning pattern and the difference in the surrounding black background.

I can't promise that this color difference will hold true for all copies of Gyromite, but my two copies of FA Gyromite and five copies of regular Gyromite all follow the same color differences described above, so I thought I'd mention it.

Update: Shortly after writing this article, I noticed another difference between FA Gyromite and regular Gyromite labels. On the label spine where it says Gyromite in purple, my FA Gyromites have a tiny "TM" trademark symbol after the title. All of my Gyromites that don't have TM symbols are regular Gyromites, indicating that they changed the label later in the production run. But this is where it gets slightly complicated: I do have one regular Gyromite with a TM symbol, so the TM is not a guaranteed indicator that it's a FA Gyromite. But I'm willing to bet a lot that if it a Gyromite cart doesn't have a TM on the spine, you can rule a FA out — it's a regular Gyromite. Further experience will be necessary to make sure this is completely true, but I think it's almost assured. And before you start complaining that I'm wrong, make sure you're looking at the label spine (the edge of the cartridge opposite the connector), not the main label face.

Method #2: Center of Gravity

Gyromite Cart in HandThis is the least scientific test of the bunch, unless you want to go to the trouble of precisely balancing the cart on a specific pivot point. In lieu of such complicated measures, you can use your hand. Pick up a copy of Gyromite and hold it in your hand like the picture on the right. If the center of gravity is more towards the middle of the cartridge than toward the connector (and the weight is spread out a little more evenly), then it's likely that you have a FA Gyromite in your hand. You'll see why in a minute.

Method #3: Weight

Regular Gyromite WeighedThis test is my favorite of the bunch, because you can quantitatively tell if your Gyromite has an adapter without opening it up. If you happen to have a scale that can read in ounces, you'll find that a regular Gyromite cartridge weights about 3.5 ounces, and a FA Gyromite weighs about 4.5 ounces. The extra ounce comes from the converter hardware inside, which you'll see in a minute. I tested my other early NES games and they all weighed 3.5 ounces, telling me they don't have adapters inside. Also worth noting: I just realized that the pictures of FA game carts (one is Gyromite, one is Hogan's Alley) on this page and this page have full-size DIP ROM Chips on the boards instead of glob-tops like mine (which you'll see in a minute). That would definitely make a copy of FA Gyromite with DIP chips heavier than 4.5 ounces.

FA Gyromite WeighedI also weighed a later NES game (Kirby's Adventure) and found that it weighed about 4.5 ounces as well. Does this mean Kirby's Adventure has an adapter inside? No — it has a bigger board to make room for a battery and likely heftier ROM chips since it's a bigger game (in KB terms). So keep that in mind if you're planning on doing a hand weight test in a store. Pick up a copy of Gyromite and compare its weight to another early NES game (like Pro-Wrestling, but not Zelda, which is also heavier because of its battery). If it feels slightly heavier, then you've probably got a FA Gyromite in your hand.

Method #4: Open the Cartridge

Gyromites UniteUnlike Jake and Ben Heckendorn, I actually have an array of screwdrivers on hand, arranged nicely in a toolbox. :) There will be no smashing/ripping open NES cartridges today. All it takes is a small flat-blade screwdriver to open your Gyromite cart. All Gyromite carts have at least five screws (unlike the later three-screw NES carts), but if you have a FA Gyromite, you'll be surprised to learn that it actually has seven screws in total! In the picture on the right, I have two copies of Gyromite open. The one on the top is the regular Gyromite, and the one on the bottom is the FA Gyromite. Notice how the adapter/game assembly is screwed down to two posts inside the cart. Ah-ha — so that's what whose posts are for! If you unscrew the adapter assembly, you'll notice that it's in three pieces. There's the top board, which is the Famicom board with the ROM data on it, then there's the 60-pin pass-through connector, and then there's the bottom adapter board. Here are some more pictures:

FA Gyromite Boards

The FA Gyromite assembly up close.
Regular Gyromite Board

The regular Gyromite board up close.
FA Gyromite Boards Reverse

The other side of the FA Gyromite assembly.
Regular Gyromite Board Reverse

The other side of the regular Gyromite board.
FA Gyromite Assembly Apart

The FA Gyromite assembly in three pieces.

Some Notes on Using Your New Famicom Adapter

I did some simple testing using the FA Gyromite ROM board and the adapter itself. First of all, I plugged a Famicom cart, Zippy Race into the FA Gyromite's adapter and tried it in a top-loading NES. It worked perfectly. Then I put the FA Gyromite ROM board (the Famicom part only) into a Famicom, and no surprise, it played perfectly as well. It is very important to make sure the board/cartridges are facing the right way when you use them in a NES. The front of the Famicom cartridge should be facing opposite the front of the adapter (the side with the IC on it). Then, the front of the adapter must be facing either up (on a front-loader), or forward (on a top-loader). Also, you'll have to flip the 60-pin connector on the adapter around so a Famicom cart will fit on it, and you might even have to trim a bit of the black plastic off the sides so it fits correctly. You might be able to chop off the top of a standard NES cart and screw the adapter into it, as it was in the Gyromite cart, so that you don't have to handle an unprotected PC board all the time and you can use the same adapter with different Famicom games. Also, the mountability of the adapter in an NES cartridge case brings about the possibility of making a permanently converted Famicom game. That is, you could disassemble your Famicom cart, take out the ROM board, mount it in a NES cart case (ala FA Gyromite), and screw it back up. Then you've got a sturdy Famicom game ready to play any time that you want on your regular NES! Whether the adapter works perfectly with later Famicom games is unknown by me. You'll just have to test that yourself.

No More Blinkies: Replacing the NES's 72-Pin Cartridge Connector

Monday, November 7th, 2005

Frustrating NESIt's an endless struggle; an epic, no-holds-barred wrestling match: Man vs. NES in a fight to the death. Or at least, in a fight to get your NES games working on that old front-loading NES. You push, it blinks. You pull, it blinks. You blow, you sneeze, you use q-tips, cleaning kits, and wow…it works? You see the title screen, but it's still a little flaky. Things might be a little garbled, so you hit reset and it looks OK. Then an hour into playing, you accidentally tap the console and the game freezes, forcing you to start your Metroid game all over again. Blast! It's hard to remember that your NES ever worked on the first try. There's a fine art to actually getting a game running on an old NES. It takes a lot of patience and a certain flick of the wrist. I used to impress people at parties with my NES-charming abilities, and boy did the ladies love it.

NES 72-Pin Replacement ConnectorThe crux of this classical problem is a special connector inside the unit that wears out from repeated usage over the years. It was designed in such a way that a game cartridge can be inserted at a slight angle with little resistance, then pushed down in the spring-and-latch loading tray inside the NES, bringing the cartridge's contacts in full contact with the connector's pins. It's sort of like a cartridge port version of a ZIF (zero insertion force) socket (Hmm.. Zero Insertion Force sounds like it would have been a good title for a Japanese NES game). This mechanism seems like a great idea on paper — there's no brute-forcing the game in, and it's easy to pull the game out of the slot when you're done. But this delicate dance between cartridge and machine repeats it self over and over again throughout the years until the the pins in the internal connector start to lose their flexibility and springiness. And when they get slowly bent down from repeated usage, the physical contact made between the connector and the cartridge itself suffers, making it hard for the NES to read the data on the cartridge. On top of that, you have years of dust, dirt, and corrosive build-up on both the internal connector and the game itself. As a result, you get…Dum Dum Dum…The Blinkies.

Back in the day, we just threw up our hands and suffered with the problem, never really thinking there could be a solution — other than buying a later model top-loading NES (released in 1993), which eschewed the high-class ZIF mechanism for a more plebeian (and low cost) approach. And as we all now know, recent attempts at NES replacements just don't cut it. But a few years ago, enterprising young lads on Ebay started selling replacement 72-pin connectors (the cartridge port on the NES has 72 pins) for afflicted front-loading NES systems. The concept is this: you buy a new connector, you disassemble your NES and replace the old one, and supposedly the blinkies will be gone. So about three months ago, I finally decided to buy one and try it out. Sellers want anywhere from $7 to $12 (!) a piece for these things, which is a lot of markup considering they're probably being churned out by Chinese peasants at a cost of a cent a piece. However, they are quite unique in the world of connectors and I (in my limited experience) know of no other device that has ever used such a component. So until we find out who these sellers are smuggling these things from, the gaming public will have to put up with the high prices.

NES Apart, RF Shield RemovedI took a dive and went with a $7 connector from HitGaming.com. I bought it through Ebay, although HitGaming has its own online store too. The choice of a vendor for these things probably matters very little. I highly suspect that all of them come from the same manufacturer somewhere in the Far East. Just go for the cheapest price. HitGaming.com's 72-pin connector arrived in a little plastic baggy with a cheaply done single-sheet print out of NES disassembly and connector installation instructions. Having disassembled a number of NESes before, I didn't have any trouble with the installation — it's very easy as far as console fixes go. But for those who are not experienced in taking anything apart, the operation might be a tad tricky. HitGaming.com also has extended installation instructions online with more pictures, which is definitely handy for the inexperienced. I'm not going to go into detail about the assembly and installation instructions myself, since the method to do so has been repeated many times over on the web.

I took everything apart — first the main chassis, then the RF shield, then they tray mechanism, then unplugged the old connector from the mainboard, hollowed out some incompletely drilled screw holes in the new connector, and plugged it in to the mainboard. Then I screwed only the tray mechanism back so I could test it before completely putting it back together. If I had to give one tip for the process, it would be this: there is a black plastic lip/slot on the bottom of the black spring-loaded tray that is designed to go under the front, bottom edge of the main board. Make sure you slide the tray mechanism in parallel to the mainboard and that the lip goes under the board, or else the tray will stick up too much and the spring-locking mechanism won't work properly. After successful testing, reassemble everything else in reverse order, taking care not to mix up which screws go where.

The new 72-pin connector in my NES succeeded in eliminating the confounded blinkies. It should be heavily noted that your game cartridges need to be cleaned before inserting them into your newly refurbished NES, or else you'll still have trouble getting them to work (and you'll get your new connector dirty).

There was only one problem with my connector, though. The whole ingeniously-designed ZIF feature of the tray-loader was somehow negated by the new connector. It requires a strong force to push the cartridge in, and a Herculean effort to remove the cart from the system. The sheer gripping power of the new connector will surely lessen over time and use, but it's definitely inconvenient to have to struggle to pull a game out. It's a disappointment, but at least a cleaned cartridge works on the first try. Also, you can practically throw the NES across the room and not have the game lock up on you; the contact is that strong. Still, I wouldn't try it on purpose (although it might happen spontaneously while trying to get past the first stage of Ghosts 'N Goblins).

Note: Below, I am reviewing my particular connector, not the whole concept of replacing your old one.

HitGaming.com Replacement NES 72-Pin Connector
Good Features: Seemingly good quality construction, same dimensions as old connector. Eradicates the blinkies if installed correctly and used with clean carts. Installation instructions provided on paper and online.
Bad Features: Overpriced. Skimpy installation instructions. Grabs on to your carts for dear life and won't let go. Requires disassembly and possible breakage risk in the process — not a good option for the technically unexperienced.
VC Rating:
(10 Being Best)
[ 6 out of 10 ] Shiny Marbles