HowTo Network emblem How To: Gaming THE HOW TO CO. — EDITION 10
EXHIBIT LABEL — RETRO GAMES SHELF 06 · CASE 02

The console outlived its television.

Nothing on a thirty-year-old machine wears out from being played. What fails is time — a capacitor that has dried, a save battery that went flat in 2004, a laser that has quietly lost its power — and then the harder problem: the picture it was built to send has nowhere left to go.

WHAT ACTUALLY FAILS
Capacitors, batteries, lasers
BUY IT OR RESTORE IT
Buy working; restore your own
THE HARD PART NOW
Getting a picture to a modern TV

A console does not wear out. It runs down.

SHELF 06 · CASE 02 · HARDWARE

Almost nothing on these machines is a wear part. The failures are chemical, and chemistry does not care whether the box has been played or sat in a loft since 1998.

Start with the capacitors. Electrolytics are the one component fitted with a shelf life: the fluid inside dries or creeps out, and when it creeps it takes the copper under it with it. On a board built in 1990 that is a slow drift — muddy sound, a picture that rolls when the room is cold, a machine that needs three tries to boot. On the surface-mount electrolytics used in early-nineties handhelds and disc consoles it is not a drift at all. It is a leak, and left alone it eats traces you then have to rebuild by hand.

Then the batteries. Save data on cartridge-era hardware lives in volatile memory held up by a coin cell soldered to the board, rated for about ten years and now more than thirty into the job. Most are long dead. The ones that are not are the ones worth acting on first, because a cell that dies gracefully takes a save file with it, and a cell that dies badly leaks onto the board beside it.

Then the moving parts, which only the disc machines have. Laser diodes lose optical power with hours, not with age, so a heavily played drive reads a pressed disc and refuses a burned one long before it refuses everything. Belts perish into tar. Sled grease sets hard. All three are cheap; all three are the reason a working machine costs three times a dead one.

Which is the whole buying argument. Buy working. A tested unit with a clear photograph of a live picture on a screen is worth every pound over an untested one, because "untested" has meant the same thing in every listing since the internet began: nobody wanted to find out. Restore the machine you already own and have a reason to keep — that is where the hours are worth spending, and it is where a mistake costs you your own thing rather than a rare one.

Work in a fixed order on arrival, before you take anything apart. Look inside the battery compartments of the console and every controller; a leaked cell is the one fault that gets worse in a drawer. Power it with no media in and watch for a picture. Then media, then saves, then every port and every controller input including the sticks, which drift. Five minutes, and you know what you have bought.

And keep it reversible. A recap, a battery, a belt and a laser are maintenance — the machine ends up as it left the factory, only younger. Cutting a case, drilling a panel or lifting a chip to fit an output board is a decision about a finite object, and it should be made on the common revision you can replace, never on the one you would be sad to lose.

The back of the shelf, six generations.

THE DETAIL

The front of a console is what you put on a shelf. The back is what decides whether you ever see it move — so this plate is drawn both ways at once: six invented shells in elevation at one scale, and directly under each, the same 115-millimetre window cut from its rear panel and enlarged three times. The window is identical on all six because it is a crop and says so; what is inside it is measured, every connector at its published size on the panel’s own millimetres, so the width the sockets run across — printed under each one — can be read straight across the row. The ladder measures the only thing those connectors do: how many separate signals the picture has been broken into by the time it leaves the machine. RF carries it modulated in with the sound; composite gives it one wire of its own; S-video splits brightness from colour; RGB and component give each part a wire. Digital sits above a break in the axis, because it is not one more step of the same measurement. The solid stem is the rung the cable in the box reached; the dashed strands above it are what the same machine already reaches on a better cable or an added board, drawn one strand per wire. The line that opens into three is not a flourish. It is the wire count, and on four of the six it was there on the day the machine was sold.

THE BACK OF THE SHELF SIX INVENTED SHELLS · THEIR REAL CONNECTORS SHELLS AT 1× · A 115 mm PANEL WINDOW AT 3× FIVE OF THE SIX OUTRUN THEIR OWN CABLE SHELF SCALE · 1×0200 mm GEN 01 · c.1977 340 mm WIDE GEN 02 · c.1985 255 mm WIDE GEN 03 · c.1990 210 mm WIDE GEN 04 · c.1995 290 mm WIDE GEN 05 · c.2001 300 mm WIDE GEN 06 · c.2006 262 mm WIDE THE BACK PANEL THE SAME 115 mm WINDOW CUT FROM EVERY PANEL PANEL SCALE · 3×050 mm TYPE-F COAX · RF CHANNEL 3/4 SWITCH SOCKETS ACROSS 32 mm TYPE-F COAX · RF PHONO ×2 · A/V SOCKETS ACROSS 46 mm 8-PIN MULTI-OUT DIN TYPE-F COAX · RF SOCKETS ACROSS 30 mm 12-PIN MULTI-OUT PHONO ×3 · A/V SOCKETS ACROSS 85 mm 12-PIN MULTI-OUT MINI-DIN · S-VIDEO SOCKETS ACROSS 86 mm 19-PIN HDMI PHONO ×3 · LEGACY SOCKETS ACROSS 65 mm THE OUTPUT LADDER THE AXIS · WHAT THE PICTURE IS SPLIT INTO RFSHARED WITH THE SOUNDCOMPOSITEONE WIRES-VIDEOTWO WIRESRGB / COMPONENTTHREE WIRESDIGITALNO ANALOGUE SIGNAL BOARD · ONE WIREGEN 01BOARD · 3 WIRESGEN 02BOARD · 3 WIRESGEN 03CABLE · 3 WIRESGEN 04CABLE · 3 WIRESSOCKET ALREADY FITTEDGEN 05AS SHIPPEDGEN 06 THE CABLE THAT CAME IN THE BOXWHAT THE SAME MACHINE CAN ALREADY DO · ONE STRAND PER WIRE
THE BACK OF THE SHELF SIX SHELLS · THE SAME PANEL WINDOW THE FRAME IS A CROP · WHAT IS IN IT IS MEASURED 100 mm · SHELL 1× 25 mm · PANEL 3× GEN 01c.1977340 mm WIDETYPE-F COAX · RFCHANNEL 3/4 SWITCHSOCKETS ACROSS 32 mmGEN 02c.1985255 mm WIDETYPE-F COAX · RFPHONO ×2 · A/VSOCKETS ACROSS 46 mmGEN 03c.1990210 mm WIDE8-PIN MULTI-OUT DINTYPE-F COAX · RFSOCKETS ACROSS 30 mmGEN 04c.1995290 mm WIDE12-PIN MULTI-OUTPHONO ×3 · A/VSOCKETS ACROSS 85 mmGEN 05c.2001300 mm WIDE12-PIN MULTI-OUTMINI-DIN · S-VIDEOSOCKETS ACROSS 86 mmGEN 06c.2006262 mm WIDE19-PIN HDMIPHONO ×3 · LEGACYSOCKETS ACROSS 65 mm
THE OUTPUT LADDER SIX MACHINES · WHAT THE PICTURE IS SPLIT INTO RFCVBSS-VIDRGBDIGIDIGI SITS PAST A BREAK IN THE AXISBOARDGEN 01c.1977TYPE-F COAX · RFBOARDGEN 02c.1985TYPE-F COAX · RFBOARDGEN 03c.19908-PIN MULTI-OUT DINCABLEGEN 04c.199512-PIN MULTI-OUTCABLEGEN 05c.200112-PIN MULTI-OUTAS SHIPPEDGEN 06c.200619-PIN HDMITHE CABLE IN THE BOXWHAT IT CAN ALREADY DOCVBS · COMPOSITE, ONE WIRES-VID · TWO WIRES · RGB · THREEDIGI · NO ANALOGUE SIGNAL
The rear panel of an invented console under a bench lamp, its output sockets catching a low raking light.

Untested has never meant broken. It means nobody wanted to find out.

POPPY — CLASS: CURATOR
An invented console open on a bench mat beside a soldering iron, a tray of replacement capacitors and a coin cell lifted clear of the board.

FROM THE CURATOR

I stopped buying projects. I buy the one that already turns on.

For two years every console I owned was a box of somebody else’s good intentions — a lid taped shut, a note saying it needed a recap, a price that felt like a bargain. I finished one of them. Then I paid nearly double for a machine a seller had photographed running, on a screen, with a controller in shot, and I have played it every month since. The one project I did finish is the one I already owned and could not replace, and that is the only kind worth the bench.

BY POPPY — CLASS: CURATOR · THEPINKPIPER.GG

What this case will hold.

5 PIECES · IN THE ARCHIVE

The pieces commissioned for this case, carried over from the day this page opened and listed here until they are written. Nothing links yet — a label pointing at an empty case is worse than a label that says wait.

01

How to Restore a Retro Console Safely

Discharge, clean, recap, test — in that order, and the four things on a powered board never to touch.

GUIDE · 1300 WORDS

02

How to Buy a Working Retro Console

The five-minute test on arrival, the photographs to ask a seller for, and what a listing means by "untested".

HOW-TO · 1000 WORDS

03

How to Mod a Retro Console for Modern TVs

RGB, component and digital out: what is a cable swap, what is a board, and what can never be undone.

GUIDE · 1200 WORDS

04

How to Replace a Save Battery Without Losing the Save

Why the cell is soldered, how to keep the memory powered while it comes out, and when to accept the loss.

HOW-TO · 800 WORDS

05

How to Revive a Dead Optical Drive

Belts, sled grease and laser power — the three faults worth the surgery, and the one that means walk away.

HOW-TO · 900 WORDS

THE REST OF THIS SHELF

Cartridges & Discs CASE 01 →Valuing & Sealed CASE 03 →

BACK TO RETRO GAMES →

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SHELF 06 / 07 · RETRO GAMES · CASE 02 / 03

01 02 03 04 05 YOU ARE HERE 06 07 RETRO GAMES. CARTS & DISCS · CONSOLES · VALUING & SEALED CASE 02 / 03 — YOU ARE READING THIS ONE
01 02 03 04 05 06 07 RETRO GAMES. CARTS & DISCS · CONSOLES · VALUING & SEALED

Every chapter in this region is a bay on this wall. This one is 06, and you are at case 02 of 03 on it — Retro Consoles. Back to the wall to walk the rest.