Japanese Home Video Games Before Nintendo’s Famicom

Expertise in electronics helped Japanese toy manufacturers create many digital games in the years before Nintendo’s Famicom (1983). This exhibit showcases these playthings.

The Strong National Museum of Play

In partnership with Ritsumeikan University

System 10 Console with “Mauser type” Gun (1977) by EpochThe Strong National Museum of Play

All systems go

In 1975, Epoch released TV Tennis Electrotennis, the first Japanese home video game console. Just two years after this ball and paddle game, the company debuted the System 10, which allowed up to four players to compete at tennis, soccer, and target shooting with a light gun.

Color TV-Game 15 (1977) by NintendoThe Strong National Museum of Play

Nintendo’s first hit console

Color TV-Game 15, which played 15 variants of tennis games, became a bestseller for Nintendo when it appeared in 1977. Although largely forgotten today, it lives on in Nintendo’s Super Smash Bros. series as an assist trophy that summons paddles and a ball used to hit opponents. 

TV Fun Color Model 601 (1977) by TomyThe Strong National Museum of Play

Affordable fun

Of the eight different models of TV Fun released by TOMY, the 601 was by far the most popular. Its low price of 10,000 yen (approximately $115 in 2023) was a major selling point. Players also liked the unique ability to choose the size of the paddle used to bat digital balls. 

TV JACK 1500 (1977) by BandaiThe Strong National Museum of Play

Innovating controls

The success of TOMY’s TV Fun inspired other toymakers like Bandai to make their own systems. One of seven consoles Bandai released in the TV JACK line, the TV JACK 1500 came with detachable joystick controllers, a departure from the typical attached paddles on most systems. 

TV Baseball Game (1978) by EpochThe Strong National Museum of Play

A home run with players

Epoch’s two-player TV Baseball Game (1978) was among the many dedicated consoles of the late 1970s to package a game’s software inside the system. Its pick-up and play simplicity, low price, and the popularity of baseball in Japan made it a hit with consumers. 

Visicom (1978) by ToshibaThe Strong National Museum of Play

Cutting-edge play

By the late 1970s, the demand for more complex games led manufacturers to add microprocessors to their systems. Now, consumer electronic companies like Toshiba joined toymakers selling video games. The Visicom was the first Japanese-made interchangeable cassette game console. 

TV Block (1979) by EpochThe Strong National Museum of Play

Breaking home gaming conventions

Smashing blocks made for fun game play, first with Atari’s Breakout and then in Japanese “block breaker” arcade games. Nintendo’s Block Kuzushi (Kuzushi means “to break”) and Epoch’s TV Block (1979) brought the genre into living rooms. 

Cassette Vision (1981) by EpochThe Strong National Museum of Play

A new vision for cartridge-based games

The Cassette Vision was the bestselling home video game console in Japan until the Famicom’s release in 1983, selling approximately 450,000 units. The ability to change cartridges impressed players, despite the large pixel graphics making text difficult to read on screen. 

Yosaku Game (1981) by EpochThe Strong National Museum of Play

Chopping down the competition

Originally developed by SNK for arcades, Epoch’s version of Yosaku made for the Cassette Vision became more popular than the original and helped sell thousands of consoles. The addictive gameplay challenged players to control a lumberjack who cuts down trees and avoids enemies.

Super Galaxian Handheld Game (1981) by EpochThe Strong National Museum of Play

Shrinking an arcade hit

Shrinking electronic components in the late 1970s made it possible to make less expensive tabletop versions of arcade games like the vertical space shooter Super Galaxian. These vacuum fluorescent display type of electronic games proved very popular in Japan and internationally.

Akuryo no Yakata [Evil Spirit House] (1982) by BandaiThe Strong National Museum of Play

Batteries not… needed

In the 1980s, most small, handheld electronic games were powered by tiny button batteries. Akuryo no Yakata was one of the first of these games to use a small solar panel instead. Kids loved battling ghosts and bats. Parents loved that they didn’t have to buy batteries. 

Pyūta Computer (1982) by TomyThe Strong National Museum of Play

The game computer as tutor

At a time when personal computers were still expensive, toymakers marketed affordable and educational models to sell their games. TOMY’s kid-friendly Pyūta computer (TOMY Tutor in other regions) didn’t have a costly monitor. Instead, players could hook it up to existing TVs.

Nobunaga’s Ambition (1983) by KoeiThe Strong National Museum of Play

Popularizing strategy games

Nobunaga's Ambition kickstarted the strategy video game genre when it debuted in Japan in 1983. Based on the life of Oda Nobunaga, a Japanese warlord who unified Japan in the 16th century, the game invited players to manage conflicts and resources during a civil war. 

The Portopia Serial Murder Case (1983) by EnixThe Strong National Museum of Play

A novel way to play

Developed by Dragon Quest creator Yuji Horii, The Portopia Serial Murder Case (1983) laid the foundation for the visual novel game genre. A narrative-rich murder mystery with branching paths, it influenced future game developers such as Metal Gear designer Hideo Kojima. 

Sega SG-1000 (1983) by SegaThe Strong National Museum of Play

Sega brings its arcade games home

Released on the same day as Nintendo’s Famicom, Sega’s SG-1000 (1983). competed directly for Japanese video game players. The console's software lineup included versions of popular Sega arcade games such as Flicky and Monaco GP.

Nintendo Famicom (1983) by NintendoThe Strong National Museum of Play

The Famicom era begins

The Famicom’s (Nintendo Entertainment System outside Japan) 14,800-yen price, lower than earlier cartridge-based systems, appealed to Japanese consumers. But the console’s library of superb games like the platformer Super Mario Bros. helped it sell 60 million units worldwide.

Credits: Story

In partnership with Ritsumeikan University

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The story featured may in some cases have been created by an independent third party and may not always represent the views of the institutions, listed below, who have supplied the content.
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