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Rocky Bergen

ARTIST & DESIGNER
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My Hero is the only Sega Card game I own, but it’s a good one.

My Hero is the only Sega Card game I own, but it’s a good one.

Sega Master System - Papercraft Design

November 25, 2019

The Sega Master System papercraft pattern can be downloaded at the end of this post.

I was probably 11 when I first saw the Sega Master System on display at our local Home Hardware store. It was the Christmas Holiday season and on display was the system kiosk running Hang-on. I had already seen the NES in action by then and I could tell the Master System's palette was more vibrant and featured more simultaneous on-screen colours. The controller felt a little less confident in my hands, but I went back to that display several times over the holidays so I could play the display title over and over. I knew that Safari Hunt must be superior to Duck Hunt due to the extended menu of exotic animals on offer. I landed up getting an NES that year and it wouldn't until my high school years that I would get another chance to play the Master System.

Safari Hunt

Hang On

Nintendo would go on to dominate the 8-bit era in North America so all my friends and I played and shared Nintendo games between ourselves. We mostly grew up Nintendo fanboys by default. Many years later while in high school I randomly discovered that one of my classmates had grown up owning a Master System and still played it. So I demanded that we head over to his place to check it out. I must have played Fantasy Zone for several hours that night.

Oh my, what could be inside?

It’s a Sega Master System!

So this is what a SMS Christmas feels like.

It wasn't until I was in my late 30's that I decided to buy a Master System and grab a few games to try it out myself. If Sega had marketed and distributed their 8-bit product more aggressively it may have performed better because many of the games are pretty amazing and the experience in very qualitatively unique from many of Nintendo's offerings at the time. This was the system of choice to many of the European and South American consumers.

Box is included with this pattern!

Box is included with this pattern!

Rear of Box

Remember when systems came with TWO controllers.

I would be lying if I said I would have preferred growing up with the Master System, but that may have been mostly due to my community of friends sharing and talking about Nintendo games all day. I don't know what it would have been like being a silent Master System fan in the group. Maybe if on that fateful Christmas my parents had bought me a Sega Master System instead of an Nintendo Entertainment System I would have fallen in love with Alex Kidd and Phantasy Star, I know that as an adult I have.

Alex Kidd was one of Sega’s early mascot attempts, second to Opa Opa.

Sometimes I have little connection to the model I am designing and other times it part of a lifelong fascination. Whether it is something close to my heart or something “new” and exciting I am always happy to explore a different design language and share this experience with others in this unique way.

Happy holidays to everyone and if you like this article please consider sharing with a friend or leaving a comment! What should I design next?

The Sega Master System papercraft model can be downloaded here.

In sega, videogame, papercraft, Retro, paper craft, Design, art Tags Sega, Master System, SMS, Mark III, 1986, video game, pattern, design, papercraft, paperart

Akumajou Dracula (Castlevania) for the Sharp X68000 was significant step up from what was possible from the Famicom - This version of the game was later released on the Playstation as Castlevania Chronicles.

Sharp X68000 - Papercraft Design

May 25, 2019

The pattern for the Sharp X68000 can be found at the bottom of this article.

I lived in Osaka, Japan roughly from 2000 - 2005 and I loved to visit Den Den Town, Osaka’s amazing electrics district. Thankfully for my pocketbook, I wasn’t a hardcore collector of video games at the time. I would usually visit the district to hunt for film photography gear (35mm and medium format, lomo), old Japanese pop mini CD-singles (Chara, UA, Spitz to name a few), and “collectable” Pepsiman bottletops. If you were in the market for Maid Cafe’s, Anime Shops, or 8 floors of pornography, it was all to be found in Den Den Town.

Even though vintage tech was not the mission, it did not prevent me from window shopping and drooling over the vintage tech. Den Den Town is the only place I have ever played a Vectrex or the Atari Jaguar. In the shops of Den Den Town, I was easily able to survey all the vintages of PC Engine, Nintendo’s Pong consoles, Wonderswans, and NEO GEOs, oh my!

Near perfect arcade ports were a mainstay of the X68000 - Here’s Bubble Bobble.

It was only once I got back to Canada and through YouTube, learned about the Sharp X68000. This machine is a real arcade powerhouse with it’s many arcade perfect ports. For years, I was relegated to listening to my favorite X68000 soundtracks like Overtake, Akumajo Dracula, Phalanx, Asuka120% Burning Fest, Genocide 2 and Magical Blocks Carat. Most of what I knew about the system was shrouded in mystery until I set up my RetroPie system. Now that I can play many of these games myself, I can agree that this machine would have been an amazing thing to behold back in that late 80’s when it was first released. Both my girlfriend and I love playing Bukame Death, an obscure X68000 exclusive.

Some of the best console ports came to the X68000 as well.

Speakers can be detached and placed beside the system.

A papercraft version of this machine is sufficient to scratch my itch to buy a machine of my own. Honestly, the logistics of running such exotic hardware outside of Japan is well beyond the scope of my time or money reserves.

Sound was another area where the X68000 excelled and Overtake is one of my favorite soundtracks to any racing game.

I don’t know if this model will have the ability to “Make Your Dream Come True” as advertised on the side of the case, but it’s a pretty fun activity and a great way to learn a little more about this standout system. This papercraft features interchangeable screens and detachable speakers so you can further customize your X68000 experience.

Download the Sharp X68000 papercraft HERE.

If you like this model and would like to see more papercraft models on my site, please consider leaving a like. It really helps me out!r

In sharp, Retro, videogame, papercraft, paper craft, Industrial Design, Design, art Tags sharp, x68000, computer, retrocomputer, arcade, paperart, papercraft, pattern, pepakura

The AVS was Nintendo’s first concept for a western 8-bit console based off of the Famicom.

Nintendo AVS (1985 Prototype) - Papercraft Design

March 4, 2019

It's hard to imagine a time when Nintendo was not a household name but in 1985 the company was widely unknown to western audiences. The Nintendo Famicom had released in Japan almost two years earlier and took the country by storm. Looking to expand their successes in other markets Nintendo was looking to partner with a company to develop a Famicom for the west.

Nintendo had initially teamed up with gaming-giant Atari in 1984 to help develop and market the Nintendo’s console. Atari was not convinced that Nintendo could succeed and used this agreement to stall Nintendo's 8-bit development in North America while secretrly developing their own "next-generation" 8-bit console, the 7800.

Nintendo, desperate to find distribution partners, took their prototype to the 1985 Consumer’s Electronics Show (CES) in Las Vegas. This prototype was called the Nintendo Advanced Video System or AVS.

You can assemble your own free paper Nintendo AVS model which can be found at the end of this post.

“The evolution of a species is now complete.”

Nintendo marketed the AVS as an evolution in the gaming industry making reference to the law's of survival in the animal kingdom in their promotional materials. The AVS promised graphics that would appear three-dimensional, challenging gameplay and a system designed to fit in with existing hi-fi equipment. This system was no mere plaything - this was serious business.

“Introducing the Nintendo® Advanced Video System™.”

While internally not much different from the Japanese Famicom or the NES that would eventually be released, the AVS featured many accessories meant to make it feel more like a home computer than a games console. The game crash of 1983 had killed consumer confidence in game consoles and western hardware developers were looking for ways to revive the industry. Home computers were a rapidly growing market in the mid-80's, so it was common for computer companies at the time to boast the additional benefits of educational and productivity titles as an incentives to purchase a computer over a game console.

“It’s the only system you can buy with no strings attached.”

The AVS was intended to be a completely wireless device. One of the common complaints of games consoles in the 80's was the mess of wires that invaded living room. The joysticks, light gun, data recorder and keyboards were all connected to the system via an infrared connection. The only wires involved would be one to power the system and one to connect to the television. The idea being, by creating a completely wireless setup, the AVS would be easier for parents to clean around.

“It can play the best games.”

While not naming any names, Nintendo slyly compares their competition’s graphics to primitive cave paintings. The marketing of the AVS relies heavily on the idea that games would appear more dimensional through the use of colour, perspective and shadow. While these claims may seem a little grandiose in 2019, it was hard to argue that the graphics this new machine were a cut above what had been previously seen on any home console.

“It can play target games.”

The AVS light gun could be converted into a wand or pointing device similar to a Wii controller. This was the first time consumers were able to interact with their home televisions in this way. By converting from a gun to a wand, the controller’s functionality could be extended to a pointer, sword or wand-like device.

“It can create new games.”

The idea of going beyond a passive gaming experience was key to Nintendo’s marketing strategies for the AVS. For the first time ever on a home console you would be able to build you own courses in Excitebike and save them to your data recorder to play another day. Nintendo had recently released Famicom BASIC (and keyboard) in Japan and planned to bring it to the AVS with the promise of teaching you step-by-step how to code your own BASIC games for the system.

“It can even play music.”

The Famicom’s sound chip allowed for a wider range of audio than the competition at the time. By contrast to the AVS’s multi-channel audio, the new Atari 7800 system was still using the same tired sound chips Atari used in the 2600 back in 1977.

The Nintendo keyboard was playable without a connection the the AVS with its own built-in speaker and integrated sound chips. When connected to the AVS, the system could visualize the notes played and provide music lessons. The data recorder could be used to record and playback these sessions.

“Which is why 90% of the Japanese market won’t play anything else.”

Nintendo had a clear lead over Sega’s aging SG series. The Sega Mark III which came out later 1985 did little to interrupt Nintendo’s early 8-bit console dominance in Japan. Nintendo promised to take everything that had made the Famicom a success in Japan and make it even better for the western release. Nintendo had gone a bit crazy with accessories for the Famicom so they already had developed a keyboard, data recorder and Famicom BASIC, all of which would be enhanced for the west.

The AVS, the system we could have known.

When Nintendo released the Nintendo Entertainment System later that same year, most of the next-geneation bells and whistles were simplified or removed from the AVS prototype to focus on Nintendo’s core strength, its games. Instead of becoming an early multi-media catch-all, Nintendo went in the complete opposite direction and adopted a model of quality and simplicity. Nintendo chose to ignore the buzz that consumers wanted home computers and decided to create a console experience people would want.

At the end of the day it is hard to argue the success the NES had in North America and many parts of the world (UK gamers, I know, I know..) but I have to wonder what the market might look like today if the AVS had come to out as first envisioned. The biggest difference between a home computer and a home console in 1985 was its marketing. By limiting the user experience to playing games on the NES, Nintendo was able to build partnerships with many excellent developers and focus on creating high-quality, exclusive titles. It was the NES’s simplicity of use and selection of games that ultimately won back old consumers and helped grow the industry we know today.

Keyboard, Data Recorder, and Console - stacked with cover (front)

Keyboard, Data Recorder, and Console - stacked with cover (rear)

The AVS was stackable in order to save space in an entertainment system when not in use. A keyboard cover would sit on the top of the stack creating a clean appearance. Note the lack of external connections on the rear of the unit as all the connections would be made via RF. Both the keyboard and data recorder were battery powered.

Nintendo Basic

While Nintendo BASIC did not appear in Nintendo’s promotional materials, I mocked-up a few additional support items to help further imagine what AVS carts might have looked like.

Famicom carts mocked to match the NES cart colours and artwork seen on early releases.

The AVS zapper could be converted to a pointing device.

This papercraft is also transformable.

I think my paper models do a good job of connecting people with their personal nostalgia for computers in their past. I also feel that though the filter of paper, all of these fantastic machines becomes equally possible. Even though this machine only exists as a single prototype on display at Nintendo of America’s New York headquarters, you can now print out and exhibit your very own AVS.

If you liked this post please consider leaving a like (it makes me very happy) and follow me at @rockasoo on everything.

You can download the Nintendo AVS pattern here.

In Nintendo, papercraft, Prototype, Industrial Design, Design, art, videogame Tags NES, Nintendo, avs, prototype, papercraft, paperart, design, industrial design, Living Room
What would a Genesis/Megadrive port of Gateway to Apshai look like? Here’s my first attempt.

What would a Genesis/Megadrive port of Gateway to Apshai look like? Here’s my first attempt.

Gateway to Apshai - Sega Genesis Upscale

November 3, 2018

Epyx’s Gateway to Apshai is a game I grew up playing on my Commodore 64 back in the 80’s. It was the first dungeon crawler I ever played and is still fun to play today.

These are my initial thoughts as to what I would like to see in a 16-bit port. Palettes need to be resolved, graphics need further refinement, and additional detail will be added as I get a better sense of what is possible.

This is not the first time I have done a rescale of this game, last year I mocked up a 1-bit Arduboy port.

1-bit Arduboy descale.

Gateway to Apshai hero - Lot’s of opportunity to infuse character into this sprite.

Dungeon Map.

This project is in it’s infancy so I don’t want to advertise the potentials just yet, but as always, there is a chance that this project could continue to grow. Here’s to hoping!

In Graphics, videogame, sega, Retro Tags game dev, video game, gateway, apshai, epyx, upscale, mock-up, sega, Genesis, megadrive, 16-bit

This is Faux’s trailer interior V1 complete. Items may be added but I am satisfied with this first pass.

GameMaker Development - Bedroom added

September 26, 2018

I really had a feeling that if I rendered Faux’s place in pixels, it would be perfect stage for a game that focuses on our relationship and our ongoing efforts to grow a life together.

The next step in this project will be to start mapping out the exterior garden. Plenty of photos were taken at peak season to ensure a grand interpretation. With fall fast upon us, the colder weather should provide plenty of incentive to want to revisit that warmth. I am excited to start growing our pixel garden in the warmth of the studio.

I promise I will also have more papercraft projects coming soon!

Faux really knows how to put a room together and she also made the quilt on the bed!

In Game Dev, GameMaker, Graphics, Retro, videogame Tags game dev, video game, bedroom, rpg, sprites

Progress is being made. Faux’s trailer is proving to be the perfect stage for a video game.

GameMaker Progress - Coloring has begun

September 22, 2018

I have been having such a great time with my papercraft designs that I had taken a break on other projects such as my graphics for a possible GameMaker game. What exactly this game could be has yet to be determined but as an exercise in “pixellating” a real-life location, I am beginning to see some real success.

I am especially proud of the linoleum in the kitchen. Ezra the cat is always demanding to be fed.

Cheeseburger the cat likes to follow me around the trailer and beg to be picked up.

The final area I worked on, is the hallway, studio and bathroom areas. More clutter, erm details will be added to the studio shelves at some point.

In Game Dev, videogame, Retro, GameMaker Tags pixel art, game dev, video game, video games, relationship

Nintendo GameCube - Family Portrait

Nintendo GameCube Papercraft

July 21, 2018

I was inspired to make my own GameCube Mini after hearing rumors about such a project being planned by Nintendo. While I remain skeptical that such a project is on Nintendo's short list, my new papercraft is free and available for download here.

As much as I like drawing computers from the 80's, the GameCube represented a welcomed departure for all that beige.

Indigo was the most common GameCube colour and the one I own.

Black and Indigo were the base-level GameCube models.

The Platinum GameCube was the system's premium configuration.

I think Nintendo knocked it out of the park with the simple and colourful design!

The Spice-coloured GameCube was exclusive to Japan.

GameCube Development Kits came in many colours including Emerald Blue.

Thanks for reading all the way to the end of the post. I make pixel art and other tech-related papercraft projects. Please check out a few posts just below for more.

If you would like to see more posts like this, consider leaving a like on this post it really encourages me to keep creating!

In art, Design, Industrial Design, Nintendo, paper craft, videogame Tags pattern, papercraft, paperart, Nintendo, GameCube, millenials, console, pepakura
The outlines for these rooms were a challenge. A utility closet was initially included in the design but in order to best resolve the most interesting items across all the rooms it was removed. And yes, Faux really has a goofy skeleton hanging on he…

The outlines for these rooms were a challenge. A utility closet was initially included in the design but in order to best resolve the most interesting items across all the rooms it was removed. And yes, Faux really has a goofy skeleton hanging on her studio door.

Hallway, Studio, Bathroom Outlines Complete

March 17, 2018

Very excited to see continued progress on this project. I promise colour and details will follow but I must first outline the kitchen and the bedroom. I force myself to stay at this limited level of detail in order to remain flexible in the overall design. Also, it has been said, that you can't help but get better as you practice your pixelwork. By the time I have completed outlining, I am hoping I will have gained enough skill to fill in the gaps.

The trailer is beginning to take shape!

The trailer is beginning to take shape!

Here is a sample of the in-game door functionality. Doors allow for "privacy".

Here is a sample of the in-game door functionality. Doors allow for "privacy".

The final two rooms are smaller than the "first two" but are both full of interesting details so I will avoid the impulse to start rushing. This is a labour of love!

The final two rooms are smaller than the "first two" but are both full of interesting details so I will avoid the impulse to start rushing. This is a labour of love!

In Graphics, Nintendo, Retro, videogame Tags Trailer, game dev, video game, pixel art, sprites, Living Room, hallway, studio, bathroom

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A collection of illustrations, designs, other art, and the occasional meandering. If you are interested in working with me please have a look at my portfolio and feel free to drop me a line!

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