Color TV Game
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The Color TV-Game Block Kuzushi.
|Units sold||Japan: 3 million|
Color TV-Game (Japanese: カラー テレビゲーム Hepburn: Karā Terebi-Gēmu?) is a series of home dedicated consoles created by Nintendo. There were five different consoles in the series, all developed and released in Japan. No Color TV Games were released outside Japan. The first two models, Color TV-Game 6 and 15, sold one million units each, while the next two models, Block Breaker and Racing 112, sold half a million units each, adding up to a total of three million Color TV-Game units sold.
Color TV-Game 6
The series debuted in 1977 with the Color TV-Game 6 (カラー テレビゲーム6 Karā Terebi-Gēmu Roku?). It contained six variations of "Light Tennis" (or Pong). The players controlled their paddles with dials attached directly to the machine. Additionally, as an alternative to the standard version, a white-colored C battery powered model of the Color TV-Game 6 was introduced. With a limited run of only a few hundred units, these white colored units are largely considered to be the most prized by serious collectors.
Color TV-Game 15
In 1978, Nintendo released the Color TV-Game 15 (カラーテレビゲーム15 Karā Terebi-Gēmu Jū Go?). With the two controllers now on cables (making for much more comfortable play) and 15 slightly different versions of Light Tennis, the CTG 15 sold over a million units. Two models of the CTG 15 were released, the only difference between the two being a slight color tint change. The lighter orange version is considered significantly more difficult to find by collectors, while the dark orange version is somewhat more common.
Color TV-Game Racing 112
In 1978, Nintendo released the Color TV-Game Racing 112 (カラーテレビゲームレーシング112 Karā Terebi-Gēmu Rēshingu Hyaku Jū Ni?), a bird's-eye-view racing game that implemented a steering wheel and gearshift. Alternatively, two smaller controllers could be used for multiplayer.
Color TV-Game Block Breaker
The "Color TV-Game Block Breaker" (カラーテレビゲームブロック崩し Karā Terebi-Gēmu Burokku Kuzushi?) was released in 1979; the 1-player console ran a ported version of "Block Breaker" (ブロック崩し Burokku Kuzushi?), one of Nintendo's arcade games based on Atari's Breakout. Like the Color TV-Game 6, the in-game paddle was controlled by a dial attached to the system. The system's external design was one of Shigeru Miyamoto's first video-game projects after joining Nintendo in 1977.
The final console in the series was the Computer TV-Game (コンピューターテレビゲーム Konpyūtā Terebi-Gēmu?), released in 1980. Like other consoles in the Color TV-Game series, it was distributed only in Japan. One of the games in this console was a port of Nintendo's first video arcade game, Computer Othello.
Over two decades after their release, Nintendo would feature Color TV-Games in their WarioWare series. WarioWare, Inc.: Mega Microgame$!, released for the Game Boy Advance in 2003, includes a microgame version of Color TV Racing 112, as part of 9-Volt's collection of old Nintendo games. Color TV-Game 6 also became a microgame. It was one of 9-Volt and 18-Volt's Nintendo games in WarioWare: Smooth Moves, released for the Wii in 2006. The Color TV-Game 15 appears as an assist trophy in 2014's Super Smash Bros. for Nintendo 3DS and Wii U.
- DeMaria, Rusel; Wilson, Johnny L. (2003), High Score!: The Illustrated History of Electronic Games (2 ed.), McGraw-Hill, pp. 363, 378, ISBN 978-0-07-223172-4
- Sheff, David; Eddy, Andy (1999), Game Over: How Nintendo Conquered the World, GamePress, p. 27, ISBN 978-0-9669617-0-6, "Nintendo entered the home market in Japan with the dramatic unveiling of Color TV-Game 6, which played six versions of light tennis. It was followed by a more powerful sequel, Color TV-Game 15. A million units of each were sold. The engineering team also came up with systems that played a more complex game, called "Blockbuster," as well as a racing game. Half a million units of these were sold."
- Fleming, Dan (1996), Powerplay, Manchester University Press ND, p. 180, ISBN 978-0-7190-4717-6
- Sheff, David; Eddy, Andy (1999), Game Over: How Nintendo Conquered the World, GamePress, pp. 15, 27–28, 32, ISBN 978-0-9669617-0-6