CASE FILES
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.
CASE FILES
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.
VERIFIED2006 to 2013
The console you see is not the console that plays
Several kiosks show off a hollow shell while the working console hides inside the cabinet. The Wii kiosk displayed an empty dummy unit, model RIS 901. The Xbox One kiosk put a dummy on display and locked the real console in a drawer below.
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.
CASE FILES
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.
VERIFIED1995 to 2006
PlayStation kiosk discs had version numbers
Surviving PlayStation kiosk discs are labeled like software releases. PS2 kiosk discs turn up as versions 2.5, 2.6 and 2.7, and a PS1 kiosk disc from 2002 is marked Version 1.19. Each one is stamped Not For Resale.
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.
CASE FILES
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.
CASE FILES
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.
CASE FILES
Who built them
The fixture makers are almost never credited. Here is who we can confirm.
VERIFIEDPlayStation 2 and 3
Rapid Displays
Rapid Displays built the North American PS2 kiosk. Its model number, RD97202, is printed on the back. The company also built the PS3 kiosk.
VERIFIEDXbox 360
Design Phase
The US firm Design Phase designed the Xbox 360 kiosk, which was built in the USA, the UK and Australia with 17 or 23 inch Samsung screens.
VERIFIEDPlayStation to GameCube
Kidzpace
Kidzpace built play kiosks for waiting rooms, hospitals, car dealerships and McDonald's. Its GameCube units in McDonald's came in bright reds, blues, yellows and greens.
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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