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Archive for the Console Copiers Category

At the time of its release, Venus Corporation’s Multi Game Hunter (MGH) was a unique console copier that could connect to both Super Nintendo and Sega Genesis game consoles. The Multi Game Hunter included two interchangable adapters allowing it to plug into either machine; a third adapter, which allowed the MGH to play and dump Sega Master System ROMs while connected to the Genesis, was also available. These luxuries, however, were not cheap; MGH units (without the optional SMS adapter) originally sold for around $400.

The MGH is a large unit that overhangs the power and reset buttons of the Sega Genesis and hangs off the back of the machine as well. As a result, the MGH gets rocked and tilted quite a bit through normal usage. Unlike some of the later copiers, the MGH requires power from an external power source (I picked up a power adapter from Radio Shack that did the trick). The MGH can use 720k, 1.4, or 1.6 meg floppies.

The menu system is not as polished as many later units. The icons are oversized and undercolored, with the entire menu presented in four colors (not including the blue background). The menu presents the icons horizontally, but since they’re so large you must scroll back and forth to see all the options. The SRAM, SNES, Genesis icons all contain the same choices, which makes one wonder why they didn’t put them all under the same icon. Two other icons, labelled “options” and “MGH”, don’t do anything at all (“option not available”). With just a little thought, the menu system could have been greatly improved.

The MGH came with two memory configurations — 16 megabit (2 meg) and 24 megabit (3 meg) — which worked for a while, but could not dump the later 4 meg cartridges for either system.

Despite its memory limitations, the unit works quite well. The MGH is one of the more reliable Genesis backup units, and the fact that it does SNES ROMs as well is icing on the cake.

Right after the Christmas of 1994 I attended HoHoCon, the first “modern” hacker con that later inspired DefCon and HOPE (Link). I remember seeing a lot of cool things that weekend, but one of the coolest was a console copier. As I watched DrunkFux (the founder of HoHoCon) and several members of the Cult of the Dead Cow demonstrating the unit, I knew I had to have one. Tracking down a console copier was not as simple of searching eBay back then. After a few months of searching, in the Spring of 1995 I tracked down Anthrox (a SNES demo group) who connected me with Fairlight, the infamous C64/Amiga/PC cracking group. For several years Fairlight was reselling console copiers. During the transaction I was informed that Fairlight was going to stop selling console copiers, and that I was receiving the very last one. A couple of weeks later, my Super Wildcard DX arrived.

The Super Wildcard DX was made by Front FarEast (FFE), and shipped with 32 megabits (4 megabytes) of RAM, expandable up to 96 megabits. The top of the unit contains a female cartridge port for inserting SNES cartridges. The left hand side contains the floppy drive. The bottom of the unit contains the male cartridge port that inserts into the Super Nintendo.


When powered on, the unit launches into a graphical menu. Each of the menu’s 8 items lead to sub-menus:

  • Wildcard Options allows users to run programs, transfer cartridges to disk, edit memory or obtain program information.
  • Disk options allow users to format disks, rename files, delete files, edit files, and copy files.
  • Realtime Save Options allow users to backup and restore real time save data.
  • Password options allow users to edit, backup and restore passwords, and search for cheat codes.
  • Cart options allow users to run a cartridge, transfer programs, transfer battery RAM, and edit memory.
  • Game/Utility options include a PCX picture viewer, a freeware game (Shingles), and a demo (in Chinese).
  • Setup options include screen setup, user message, and reset to default.
  • Diagnostics include self test, Wildcard info, System info, and credits.

    Through the menu system, dumping cartridges to floppy disks is simple. Games larger than 1.4 meg are automatically split, and users are prompted to insert additional floppy disks as needed. Loading games is just as simple — games can be loaded from the main menu or, if a disk is in the drive when it is powered on it will autoload, bypassing the main menu completely. The loading screen contains a progression bar, showing users how much of the game has loaded. Once the game is completely loaded, it is stored in the SWC’s RAM and stays there until the unit is powered off. If the SNES is reset, the game remains in RAM and will simply restart. The SWC does have a port for a power adapter but does not need one, as it can be powered from the SNES cartridge port.

    It should be noted that dumped games end up in .SWC format, which is identical to the .SMC format (same headers). That means ROMs dumped with the SWC will work on any Super Nintendo emulator. This also means the inverse is true; any ROM downloaded from the Internet in SWC/SMC format will load and play on the Super Wildcard.

    The Super Wild Card DX is my all time favorite console copier. It’s fast, simple to use, and reliable. Its memory editing capabilities and password features greatly expand the functionality of the SNES, and it’s high compatibility means almost anything can be dumped and played.

  • Although predated by a few consoles including the Sega CD and the 3D0, it was the Sony PlayStation that ushered in the era of CD-based consoles to the masses. Cheap manufacturing costs and the ability to store 650 megs of game data per CD won out over cartridges, which were more expensive to produce and limited in storage capacity (64 megabytes, on the Nintendo 64).

    The unfortunate product of CD and DVD based games was piracy. With CD and DVD burners installed in even the most inexpensive computers, it was only a matter of time before enterprising hackers put two and two together and figured out a way to circumvent the copy protection included in CD-based gaming consoles. Figuring out ways around the protection was the hard part; duplicating the disc based media was simple.

    Not so however with cartridge-based games. The average gamer did not have hardware or skills needed to extract (or “dump”) the game data from cartridges, or put that data back on to new, blank cartridges. Doing so (especially on a small scale) would have been cost prohibitive, which is essentially the entire reason for pirating software. So even though cartridge-based consoles did not have the copy protection that the CD-based systems had, because of the obscurity of the cartridge format, those systems were safe from pirates. Right?

    Well, not really. While blank cartridges were expensive, floppy disks were not. Thus, the idea of console copiers were born.

    [What is a Console Copier?]

    Console copiers are devices that attach to cartridge-based systems and perform two primary tasks. The first is to allow users to load games from some form of removable media (other than a cartridge) into the console, tricking the console into thinking a cartridge has been inserted. A console copier’s second function is to allow users to dump their games from cartridge form to some other type of storage. I am being intentionally vauge here, as media differed from machine to machine; most earlier systems used floppy disks for storage. As cartridge-sizes grew, so did the media — Nintendo 64 copiers used Zip Disks or CD-Rom drives for storage. Console copiers had other uses as well, such as ROM hacking and serving as inexpensive software development units, but the primary demographic was undoubtedly pirates.

    Flash cards are not console copiers. Flash cards are cartridges that contain memory that can be “flashed,” or reprogrammed, multiple times. Flash cards typically plug into game consoles the same way a cartridge connects. Depending on the amount of RAM the cartridge contains, a flash card may contain multiple games.

    Due to inconsistancy between cartridges on earlier systems (such as NES mappers) and the expense in developing and manufacturing such devices, console copiers were relatively rare for 8-bit systems. There were copiers, such as simple EEPROM duplicators for the Atari 2600 or the original Game Doctor for the FamiCom, but it wasn’t until the arrival of 16-bit systems such as the Super Nintendo and Sega Genesis launched that console copiers began readily appearing — and by “appearing,” I mean “in the back alleys of Hong Kong.” In the early 1990s, console copiers were difficult to locate in the US. The only way to get one was to order one from some shady overseas company, or buy one from a local importer (and paying his import fees, of course). According to this archived FAQ from 1993, copiers run between “$280 and $370.” That was a lot of money to mail to an overseas company selling illegal devices. As manufacturing prices went down, companies began cranking out console copiers. Companies such as UFO Enterprises, Front Far East, Venus Corp. and the oddly-named Bung Enterprises began churning out dozens of different models.

    Most of these devices were similar in design and function. Each unit plugged into a console’s cartridge port, and contained a floppy disk drive and a cartridge port of its own. Insert a game cartridge into the copier, and these machines were able to dump the contents of that cartridge on to a floppy disk. These ROM dumps are the same ROMs that are used for computer-based emulators. Without a cartridge in the unit, games (via the floppy drive) were able to be loaded into the unit and played on the original console. Likewise, ROMs downloaded from the Internet (or BBSes, back then) could be copied to a floppy disk and played, without needing the original cartridge.

    3.5″ floppies were large enough to store Super Nintendo and Sega Genesis games at first, but as games grew in size, so did the needs for more RAM on console copiers. Most copiers were able to span large games across multiple disks. For the Nintendo 64, the makers of console copiers upgraded their media storage. The Z64 uses Zip Disks; the V64 and CD64 both use CD-Rom drives. Some copiers included parallel ports for linking units directly to computers. Others began including multiple adapters for connecting to multiple systems. Venus’ Multi Game Hunter could connect to both the Super Nintendo and the Sega Genesis. Bung’s Multi Game Doctor could dump SNES, Genesis, Neo-Geo, PC-Engine, Super Graphics, Game Gear, and Game Boy games (Link).

    [What happened to Console Copiers?]

    The same thing that happened to dinosaurs. No, they didn’t fall into tar pits — they became extinct. After losing a lawsuit to Nintendo in 2000, Bung/Mr. Flash stopped distributing Nintendo copiers. In fear of more lawsuits, other companies quickly followed suit. With all new consoles moving to disc-based media, there was no need for new console copiers. Handheld consoles such as the Gameboy Advance and the Nintendo DS moved to flash carts. Flash carts were even developed for many of the older systems as well; Tototek.com currently sells flash carts for the Sega Genesis (which also supports 32X games), Super Nintendo, Game Gear, PC Engine, Sega Master System, and other systems. Some of these include parallel adapters that allow owners to also dump cartridges to their PC, although typically flash carts are simply associated with playing both copyrighted and non-copyrighted (homebrew) games on vintage hardware.

    The rest of this week, I’ll be reviewing some console copiers from my private collection. These include copiers for the Super Nintendo, Sega Genesis, and the Nintendo 64. If I haven’t bored you to death by then, I’ll move on to some of the flash carts I own.