Do you care about the number of pins of a cart?

I have been collecting for a year and a half or so now and I have about 225 carts... I will trade duplicates but not if it is a variant (like the 5 screw or 3 screw or different labels such as King of Kings).... Since they are different I want to have one of each.

Well with games like SMB2 they have different numbers of pins (some have the pins all the way across and some  have a break in the middle). My wife thinks that nuts to care about (but then again she use to say the same thing about the number of screws on the cart). Anyone else care about those in their collection?

Also is there by chance a list of games that have pin variants like SMB2?

Comments

  • I only heard of the three screw and five screw deal when I joined this site. Im more of a label variant person, I never heard of the pin difference though...

    I checked some of my SMB 2 carts and found something interesting. The carts that have a split in the pin have a Nintendo Seal on the label and the non-split carts do not.

    I also have 5 copies of SMB 3 and I only have one with the code NES-UM-USA, the rest are NES-UM-USA-1
  • I didnt even notice the label difference... good catch!
  • I never gave these small details much thought before, now that I know I think it adds more fun to collecting.
  • Yeah there's variants wherever you look. I have a SM/DH with an EPROM chip on the board, and EPROMs are the famous chips used in Protos (with the window that gets covered with a sticker). It's theorized that they repaired some early release games in this fashion, so these are comparitively quite rare. However, no one seems to want to pay anything more for it, so I'll keep it till I die image
  • Can you tell if it is a proto without having to open it up?
  • Originally posted by: Shipsteam

    Can you tell if it is a proto without having to open it up?


    No. Usually protos have weird homemade labels and such, but anyone can make one either way. The boards are the only way to tell whether or not it is, unless you pop it in the system and the gameplay is different/the screen states that its a proto (test version xxx, etc.)
  • What is the number on the back label for? I have Super Mario Bros./ Duckhunt and it has a 07.
  • this talk made me go back and look at my duplicates and see that they are different... so far my joust and pinball and rad racer all have different color Nintendo seals and my mario/duck hunt have different style labels.
  • I have variations of Super Mario Bros./ Duck Hunt, one has a white stripe with the code on the left, and the other has no stripe with the code on the right.

    I also found one copy of SMB 3 that has "Bros." positioned on the left instead on being in the middle.
  • Whoa I just found an Excitebike cart without a code!
  • The number of pins only really matters to the repro guys, as far as I know. Certain pinouts for SMB2 are required as donors for certain more complex repro carts.



    As far as the embossed number on the back, nobody knows for sure. There used to be a general consensus that it represented production plants, but there just weren't as many as would account for all of the numbers. More likely it's some sort of QC batch number, or perhaps it corresponds to an assembly line code. The only carts without an embossed/printed number are test carts, which were likely hand-assembled.
  • I wonder my Excitebike is missing a code on the label? All my other Excitebikes and NES games have codes...

    Facts about the cart-

    No code on front label
    3 Flathead screws on back
    Same sized chip as other Excitebike carts
  • The codes didn't get placed on all games until some point in 1986. The earliest third-party games showed up with codes first, then a few months later all black-box reprints and new releases had the codes on the label as well.



    Also look out for the words "Made in Japan" which started to spring up in early 1986 best we can tell. The oldest games will have a round seal, five screws, neither a code nor "Made in Japan" and a back label with the word "Nintendo" right-justified at the bottom.



    It's also rumored that the VERY oldest games have the famicom converter inside, which hasn't yet been disproven.
  • Mine has "Made in Japan", Gold Seal on the right that says "This seal is your assurance that Nintendo" you know the rest. Mine is also missing a date on the back label.

    I have a five screw Zanac cart...
  • Originally posted by: dangevin

    The number of pins only really matters to the repro guys, as far as I know. Certain pinouts for SMB2 are required as donors for certain more complex repro carts.




    Yep, thats the only reason I even knew to look. After being on a repro guy's site I saw that to get a reproduction of FF3 made I would need a certain SMB2...
  • I found a Duck Hunt cart without "Made in Japan", no code, no number on back, five flathead screws. Opening it up will tell you what I find...
  • Ok this cart is an old one for sure. I opened it up and it looks normal to me. It has the Nintendo logo on the back right side.
  • Originally posted by: ag1052

    Well with games like SMB2 they have different numbers of pins (some have the pins all the way across and some  have a break in the middle).


    Good eye.  I noticed this as a kid as well.  The older games (pre 1990 or maybe late 1989) have pins all the way across and the games (post 1990 or 1989) have the gap in the middle.  I don't know the exact cutoff point, but I'm pretty sure that all carts made after Mario 3 will have the gap in the middle for sure.  I know I've seen Mega Man 2 carts with both variants.

    Interestingly enough, I've discovered that the carts with the pin gap do not get nearly as warm as the ones w/ out.  For example, if you played one of the older games with pin full for like 3 hours, the cart will be much warmer than a game with pin gap that's played for the same amount of time.  It makes sense to me since, the games with the pin gap have around 10 less pins that's transfering a signal from the game pak to the console and vice versa.

    I think Nintendo did this to save money.  Removing the 10 pins saves them money in the same way that removing the 2 extra screws does (5 screw to 3 screw).

  • Originally posted by: NES_Bros_3

    Interestingly enough, I've discovered that the carts with the pin gap do not get nearly as warm as the ones w/ out.  For example, if you played one of the older games with pin full for like 3 hours, the cart will be much warmer than a game with pin gap that's played for the same amount of time.  It makes sense to me since, the games with the pin gap have around 10 less pins that's transfering a signal from the game pak to the console and vice versa.



    That's not the reason. The extra pins in the middle of the connector go through to the expansion port on the underside of the NES, which nothing was ever made to hook up to. They're not connected to anything on the cart circuit board either, so there are no signals on those pins.

    Early NES games (which includes many/most "fully pinned" carts) used an earlier version of the lockout (security) chip which uses more power. That's why they get warmer. If you open up a warm-running cart, you should see a 3193 or 3193A lockout chip. Later carts have a 6113/6113B/6113B1 chip which runs cooler.
  • Originally posted by: Shipsteam

    I have variations of Super Mario Bros./ Duck Hunt, one has a white stripe with the code on the left, and the other has no stripe with the code on the right.

    I also found one copy of SMB 3 that has "Bros." positioned on the left instead on being in the middle.


    This version of Mario 3 is not just a label variant there are quite a few in game changes as well.  Actually this is the first version, the more common version with "Bros." on the right is the version that was changed.  If you do some research you should be able to dig up more info on it though. 
  • Im not finding any information about this variation. What are some of the "game changes" in my version?
  • Originally posted by: Shipsteam

    Im not finding any information about this variation. What are some of the "game changes" in my version?


    I honestly don't remember if these are the only differences or not but I don't remember any others so it might be.   I had a hard time finding anything on it as well but this page shows what i'm talking about. 

    http://themushroomkingdom.net/games/smb3
  • Is there any rarity differences at all? I have 5 copies of SMB 3 total and this is the only one with this variation.
  • I think you have a pin loose !
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