NORTH AMERICAN RETAIL · 1979 TO 2021

← All kiosks

Deep lore

Kiosks were never just plastic shells. This is the history behind them: the hardware nobody could buy, the software only stores got, and the places Nintendo put playable systems outside of retail. Every entry links to its sources.

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Before the kiosk

Retail demos are older than most of the consoles on this site.

VERIFIED1972

The very first display: Magnavox Mini-Theater

The first known in-store video game display came with the first home console. Magnavox shipped the Mini-Theater to stores for the Odyssey, with a five minute 8mm film that showed families how to hook the system up to a TV and play.

The Strong National Museum of Play holds one and has digitized the film. It is the ancestor of every kiosk on this site.

VERIFIEDLate 1970s

Frank Mayer and Associates builds for Atari

Frank Mayer and Associates started in 1931 as a printing business making point of purchase displays. According to the company, it built its first interactive kiosk in the late 1970s, for Atari's game consoles and home computers.

That places a professional fixture maker at the very start of the kiosk era. We have not confirmed whether Frank Mayer built the Computer Demonstration Center on this site.

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Built to survive the sales floor

Kiosk hardware was often modified, locked down or not what it looked like.

VERIFIED1985

The M82 ran real retail carts, with a catch

The NES M82 held up to 12 standard cartridges behind numbered windows. A red button cycled through them, and a knob on the back set the play limit to 30 seconds, 3, 6 or 128 minutes.

It ran ordinary retail games rather than special demo carts. Its IRQ line is not connected, so some later games, mostly ones with MMC3 chips, glitch or will not run in it.

VERIFIED2005 to 2012

Kiosk only consoles

The Wii U kiosk ran a CAT I unit with development keys and a disc drive that only reads kiosk discs. Its GamePad was wired, running a thick cable to special ports on the back.

The Xbox 360 kiosk sat on a kiosk box. Plug the console into it and it switched into kiosk mode, running demos instead of acting like a normal 360.

VERIFIED1999

Inside the Pokémon Snap Station

Starting in November 1999, Blockbuster stores in North America ran Snap Stations. You brought in your own Pokémon Snap cartridge and, for about $3, printed 16 of your in game photos as stickers.

The printer talks to the N64 through the fourth controller port, posing as a controller accessory. When you print, the game saves your picks, resets, and boots into a special mode that shows the 16 photos while the printer captures the video signal. The print code was on every retail copy of the game all along.

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The software stores ran

Kiosk discs and carts were their own product line, versioned and refreshed.

VERIFIED2001 to 2006

GameCube Interactive Multi-Game Demo Discs

Nintendo kept GameCube kiosks fresh with numbered demo discs full of playable demos and trailers for GameCube, Game Boy Advance and later DS games. At least 34 North American versions exist.

Version 7 carried a playable Metroid Prime demo built around the opening frigate level. Some kiosk demos differ from the final games, with slower scanning and cut story scenes.

VERIFIED1996 to 2001

N64 Not For Resale cartridges

N64 kiosks ran Not For Resale copies of retail games, including Star Fox 64, Diddy Kong Racing, Banjo Kazooie, Donkey Kong 64 and Pokémon Stadium. The game inside matches the retail release; the label and packaging are what set them apart.

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Beyond the store

Nintendo put playable systems in hotels, hospitals, arcades and airplanes.

VERIFIED1991 to 1992

Nintendo Super System

An arcade cabinet that played Super Nintendo games. Eleven games were ported to it, with Super Mario World the best known. The games are nearly identical to the home versions, except for a fixed time limit.

It followed the NES based PlayChoice 10 and was never released in Japan.

VERIFIED1993 to about 2012

LodgeNet and the Nintendo Gateway System

Starting August 10, 1993, hotel guests could rent Nintendo games through the room TV. Games were streamed from a central server over phone lines, and an hour cost $6.95 plus tax.

The service grew to SNES, N64, GameCube and Game Boy games, reaching about 955,000 hotel rooms and 40,000 airline seats. Most games were changed to single player.

VERIFIED1992 to today

Starlight Fun Centers

Nintendo and the Starlight Children's Foundation have put game stations in children's hospitals since 1992. The SNES and N64 versions were hospital tables that could roll over a patient's bed, with an aluminum shell, locking cartridge storage and a VCR.

Later GameCube, Wii and Switch units got smaller. The program has delivered more than 8,000 stations and served over 15 million play sessions.

VERIFIED1986

FamicomBox: Japan's hotel Famicom

Japan never got the M82. Instead, Nintendo and JTB Traveland distributed the FamicomBox starting in 1986, mostly to hotels. It had slots for 15 games, though most shipped with 10, and some models took 100 yen coins.

Sharp sold a near twin, the FamicomStation, which stood on four metal legs and used gray cartridges.

Sources: Famicom World
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Trade shows and debuts

Some of the most important kiosks only stood for a few days.

VERIFIED1995

Shoshinkai 1995: the N64 goes public

The Nintendo 64 made its public debut at Shoshinkai, November 22 to 24, 1995, at Makuhari Messe near Tokyo. Super Mario 64 was playable even though it was reportedly only about half finished.

Nintendo president Hiroshi Yamauchi pulled ten of the twelve playable demos just days before the show.

VERIFIED1996

E3 1996: the kiosk build of Super Mario 64

The kiosks at E3 1996 took so long to assemble that they ended up running an older build of Super Mario 64 than the demo on the main show floor.

That kiosk build is missing Toads and the castle cannon, and a clock sits where Peach's stained glass window would later go.

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Who built them

The fixture makers are almost never credited. Here is who we can confirm.

VERIFIEDToday

Retail execution firms

Today, companies like ActionLink handle in-store installs, demos and break fix repairs for consumer tech brands at retailers like Best Buy. It is the modern version of the store visits that kept kiosks running.

UNSOLVED

Open case files

Stories collectors tell that we have not been able to prove yet. If you have a document, a photo or a first hand account, send it in and help close the case.

NEEDS PROOF

Merchandiser field manuals

Setup binders that told store managers where to place a kiosk, how to run the wires and how to angle the lights. We have not seen one scanned.

NEEDS PROOF

Demo disc destroy orders

Were employees told to break or return old demo discs and NFR carts? We have not found written proof.

NEEDS PROOF

The kiosk service reps

Who drove from store to store in the 90s swapping discs and fixing controllers, and who employed them?

NEEDS PROOF

Signal splitters and TV walls

How stores fed one console to a wall of TVs or external speakers.

NEEDS PROOF

Game shaped displays

Giant single game kiosks, like the ones people remember for Donkey Kong 64 or Star Fox 64.

NEEDS PROOF

Canceled kiosks

Kiosks that were designed but never built, like a display for the N64's 64DD.

NEEDS PROOF

Regional displays

European and Australian store setups, and how they differed from US units.

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