Archive for the 'Hacks & Projects' Category

VC&G’s NES DVD Player Hack for Sale on eBay

Sunday, June 25th, 2006

NES DVD Player on eBay“Ok, RedWolf. Now you’ve gone and done it. Selling out to the Man!” That’s me. I’ve got a lot of clutter to clear and a lot of hungry kitten mouths to feed / fix, so I’m going to be auctioning a series of vintage computing and gaming related items in the coming weeks. The first item on the block is my very own custom NES DVD Player, which I lovingly crafted by hand and featured in an article on this very site back in early March. The article was very popular and I received a number of offers to purchase the unique player. I figured I’d never sell it, so I turned them down. How silly I was — here it is, for sale. I’m not planning on making any more of these, so this is your only chance to get the real thing. Tell all your friends and help me spread the word. It’s for a good cause, after all…feline population control. Thanks!

Hacksterpiece Theatre: The Lost Hacks of DahrkDaiz, Part 2 (Pac-Man III and Mega Man Challenge)

Tuesday, June 13th, 2006

VC&G's Hacksterpiece Theatre[ Hacksterpiece Theatre is a regular column devoted to fun, odd, and interesting retro game hacks. ]

Welcome back to Hacksterpiece Theatre, and thanks for joining us for Part 2 of our series on the “Lost Hacks of DahrkDaiz.” Last week, we took a look at Mario Seasons, a nifty Super Mario Bros. hack. This week, I’ll be showing you a couple more early NES hacks from DahrkDaiz — one of Ms. Pac-Man and another of Mega Man III.

Pac Man III

Pac-Man IIIPac-Man III is an inventive hack of the NES version of Ms. Pac-Man that adds new boards, new colors, new features, and new eyeballs.

Yes, new eyeballs. Ms. Pac-Man has appropriately been changed to Mr. Pac-Man for this hack, but for some reason DahrkDaiz, in his ceaseless quest for NES graphical enhancement perfection, decided to give Pac-Man bulging white eyeballs (if you’ll recall, Pac-Man was originally eyeless in the first Pac-Man). After playing this game for about thirty minutes, those disturbingly googly eyes have a startling way of being permanently etched into your brain.

Pac-Man IIINightmares aside, this is a really fun hack. DahrkDaiz designed 32 new levels for a wide-eyed Pac-Man to chomp his way through. Some of them are on the traditional side of things (ho-hum square-ish), while some are quite devious (invisible walls!). Never one to just modify a few tiles and walk away, DD had to provide a completely new feature or two. In this case, he provided a new way to play the levels: on the title screen, you can select either “Linear” play, which takes you through the boards in sequential order, or “Random” play, in which (surprise!) you play the boards in a random order. DD also added a pellet counter in the upper-right portion of the screen which keeps track of how many pellets you have left to eat before completing the board.

I’ve never been a huge Pac-Man fan, but all these new features combined make Pac-Man III feel like an entirely new game to me that is definitely worth a try. You can download the complete Pac Man III game here. And as always, you will need an emulator to play it (I recommend FCEU for Windows).

Mega Man Challenge

Mega Man ChallengeHonestly, this next hack is nothing too special, but I thought I’d include it for completeness.

DahrkDaiz intended to make Mega Man Challenge into a “Mario Adventure” for Mega Man III. That is, he was going to completely overhaul the game. But for reasons unknown to me, he never got very far. The only stage he finished was the “Snake Man” stage, which has a new level layout with new graphics, an impressive parallax-scrolling background, and a new acorn-dropping enemy. DD also added the ability to switch between your weapons with the select button. Like I said, it’s not much. But if you want to give it a try, you can download it here.

(Update 06/15/2006: DahrkDaiz has send me a version of Mega Man Challenge with the Top-Man stage completely redone. However, the Snake Man board is not complete in this version. You can download it here if you’re interested in seeing some wicked-cool atmosphertic effects added to Mega Man III.)

In our next episode, I’ll be profiling another fun Super Mario Bros. 3 hack by DahrkDaiz that I’ve never even mentioned before on VC&G. This time we’ll get to take control of Luigi and help him find his lost coins…

Have any cool, funny, or weird retro game hacks that you’d like to share? Send ’em along!

Hacksterpiece Theatre: The Lost Hacks of DahrkDaiz, Part 1 (Mario Seasons)

Tuesday, June 6th, 2006

VC&G's Hacksterpiece Theatre[ Hacksterpiece Theatre is a regular column devoted to fun, odd, and interesting retro game hacks. ]

Hello, friends. Welcome to my new regular column on VC&G, Hacksterpiece Theatre, where I hope to profile for you the best, worst, and most interesting retro game hacks in existence.

Mario SeasonsBack in March on Vintage Computing and Gaming, I profiled what I called “The Best NES Game Hack of All Time,” Mario Adventure. Shortly after the hack exploded across the Net, I tracked down the author of that masterful piece of SMB3 modification and conducted an interview with him. He goes by the name “DahrkDaiz” in the online retro hacking community, and it is my belief that he is likely the most talented NES game hacker out there today. After many conversations with him about hacking, he agreed to send me some of his earlier NES game hacks that have been relatively “lost” as of late. And by lost, I mean that they were once available for download on his site, but have not been for quite some time. In this inaugural column of HT, and the first in a series of “Lost Hacks of DahrkDaiz,” I’ll be profiling one of his earliest hacks, Mario Seasons.

[ Continue reading Hacksterpiece Theatre: The Lost Hacks of DahrkDaiz, Part 1 (Mario Seasons) » ]

Thoughts on Building a ‘Universal Game System’

Saturday, March 25th, 2006

Universal Game SystemI have always wanted to build something that I like to call a “Universal Game System” (UGS). You could also call it the “ultimate game system,” since it would play all games for every game system ever released. Well, theoretically it could — with a powerful enough processor and the right emulators. That’s why I call it “universal.” But for now I’ll set my sights lower and stop at the N64 generation. The UGS itself would have a simple interface to launch every game, would have ports for every type of controller for each system (or at least a select few that could be used on most games), it would hook up to a TV, and it would require nothing more than a game controller to select the games and operate the interface. You, the user, would provide the ROMs and controllers, and the UGS would do the rest. I suppose this would be kinda like a making a “MAME cabinet” for console games.

Central to the UGS would be a powerful computer fitted with emulators for every system, all seamlessly integrated into one easy-to-use front end interface. You would never have to use a keyboard or mouse (although you could if you so desired), as you could easily select, launch, and play games with only a game controller. Also, you could see everything you’re doing on an ordinary old TV (not HDTV, although it would definitely support that too) with larger fonts and a layout designed for analog TV legibility. While HDTVs should be cheap and plentiful in the future, playing games on an old analog TV might be a big part of the “authentic nostalgia factor” soon, as regular TVs are quickly being supplanted by the new technology. And besides, I personally neither have nor can afford an HDTV-capable TV right now.

MESS LogoIt is my goal to one day build one of these, but the requisite software is not quite together yet. I’m not aware of all the latest and greatest in the emulator scene, but maybe something that would help me build a UGS is in the works. I know about MESS (Multiple Emulator Super System), but last time I used it, it wasn’t in the best of shape (it still needs lots of work, in my opinion). Still, when it’s fully mature, MESS combined with the right front-end interface might just do the trick on the software end.

Super Smart JoyBut the software is only half the battle. I also need a small, compact, quiet, and cool PC case that can hold the right cards for the I/O required, while also being able to hold a powerful enough processor to do the job (processor-generated heat is the main factor in dictating noise level and case size). Inside said box would be a versatile computer video card with an excellent composite or S-Video analog TV-out that looks good on regular old TVs. I’ve tried a few cards so far, but the video is always lackluster, and you have to reference a VGA monitor on the side to actually read what you’re doing (to select the games to play, etc.). As far as interfaces go, I plan on building a large controller interface box that has ten or more types of classic system controller ports that would all hook up to a USB connection, similar to RetroZone’s controllers, or Lik Sang’s Smart Joy series. You could plug in your NES, SNES, N64, Genesis, PlayStation, etc. controllers and play the original system’s games with them on a regular TV as if you had the real console in front of you.

My question for you guys out there is this: do you know of any software or hardware that would help me fulfill my dream of building this ultimate emulator system? Hardware? Front ends? Emulators? Any suggestions about how the UGS should function? Let’s work together to figure this thing out. Eventually, a commercial version of a device like this will probably be as common in a household as a DVD player is now (minus the ten different controller ports, of course). Until then, we have to work hard to make it happen on our own terms.

Update (03/31/2006): I like how I made the UGS sound like some kind of incredibly complex, dramatic project, requiring resources and effort akin to the Space Race to achieve properly. And then you guys come along and nonchalantly say “Yep, I’ve got one already.” 🙂 Well, I don’t “got one” yet, of course, but I will some day, thanks to your help (it was your feedback that I wanted about front ends, etc.). Still, to me, the ideal, seamlessly fuctioning UGS has not yet been created. Who knows if it ever will…

Ok, I’m being dramatic again.

Mario Adventure FAQ

Monday, March 13th, 2006

Mario Adventure FAQ v0.9
Written by Greg Head – Edited & Formatted for HTML by RedWolf

Table of Contents:

Section 1: Introduction & FAQ History
Section 2: What is Mario Adventure?
Section 3: Enemies
Section 4: Items
Section 5: Frequently Asked Questions (Hints & Tips)
Section 6: Level/Map Walkthroughs
Section 7: Key Locations
Section 8: Props
Section 9: Legal Notice

Section 1: Introduction & FAQ History

Mario AdventureMario Adventure is a ROM hack of Super Mario Bros 3 that’s so good that calling it a ROM hack is almost an insult. Think of it as “The Lost Levels” from Super Mario All-Stars, only based on SMB3 instead of SMB1. This game has totally new maps and levels, items, enemies, and surprises.

Like Lost Levels, Mario Adventure is hard. In fact, you’ll have to be able to beat SMB3 proficiently before you can really sink your teeth into this game. It’s full of intense and well-thought out levels, some of which will require you to build and refine strategies to complete. Some levels may leave you too frustrated to continue, and that’s where this FAQ comes in.

I like to think of this FAQ as a last resort. It’s better to do the game without outside help, but a little explanation can go a long way to understanding a level, and really, beating this game without any real cheating is a heck of a job well done. Check out the What is Mario Adventure? section to read all the changes between Mario Adventure and SMB3. The next two sections give details of the enemies and items in this game. The Frequently Asked Questions section contains lots of tips that apply to many situations in the game.

After that is the detailed Level/Map Walkthrough section, which gives tips on individual levels. Right now, only the first two and last two worlds are covered by the walkthrough, but the aforementioned Frequently Asked Questions section has tips that may help you through those levels.

After the walkthrough is the Key Locations section. Only peek at this one if you’ve given up on finding a key.

[ Continue reading Mario Adventure FAQ » ]

The Ultimate NES DVD Player Hack

Friday, March 3rd, 2006

I know; the title is not really saying a lot. Who needs a DVD player in their NES? Well, nobody really. But it sure is fun to see what you can cram inside a NES case and make it still look as much like an authentic NES as possible. It was only after I completed this hack that I bothered to see if anyone had done something similar before. It turns out that somebody has, but in my totally biased opinion, not nearly as well.

Despite my pride in my creation and the “ultimate” in the article title (I like to exaggerate sometimes for dramatic effect), it doesn’t mean that a NES DVD player design couldn’t be improved. I am particularly proud of my unit’s exterior — how the NES’ look and feel was preserved without drastic interruption. However, the internals could have probably been pulled off with a lot more elegance if one had better tools, better materials, and more experience in doing this sort of thing. All that being said, here are some nice features of my particular NES DVD Player:

  • NES Power Button turns DVD Power on/off.
  • NES Reset Button ejects DVD tray.
  • Fully functional remote control…control.
  • Infrared receiver (for remote control) inconspicuously placed in first-player controller port area.
  • Upon ejecting or retracting the DVD tray, the NES cartridge slot door opens/closes automatically.
  • Stereo RCA audio left and right output jacks positioned on right side of unit where former NES composite video and mono audio RCA jacks were.
  • RCA Composite video output jack positioned where former NES RF output was.
  • Optional S-Video Output jack where NES channel 3-4 switch was.
  • AC Power cord firmly attached where NES AC Power Adapter used to plug in.
  • Yes, it really plays DVDs.

Now with all of that out of the way, sit down, relax, and I’ll tell you the story of how I made this beast.

Prepare for lots of pictures after the break…

[ Continue reading The Ultimate NES DVD Player Hack » ]

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 (TM) 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.