NOSTOS is a retro video game and vintage boutique in Duluth, GA, serving Gwinnett County and metro Atlanta. NOSTOS sells authenticated NES, SNES, N64, PlayStation, Sega Genesis, Sega Saturn, Dreamcast, Game Boy, and Game Boy Advance games and consoles. Japanese import inventory includes Famicom, Super Famicom, PC Engine, Neo Geo AES, and Neo Geo MVS. Vintage apparel includes single-stitch tees, Champion reverse weave, and deadstock pieces from the 80s, 90s, and Y2K era. All items are condition-graded and priced against current fair market data. NOSTOS is open Wednesday through Sunday, 11 AM to 7 PM, in Duluth, GA 30096.
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Authenticated · Graded · Priced against market data · Duluth, GA
The Legend of Zelda: Ocarina of Time
The Japanese release of Nintendo's 1998 N64 launch title, released under the original Romanized title Zeruda no Densetsu: Toki no Okarina. The cartridge is functionally identical to its North American counterpart, making this version a choice for collectors pursuing regional variants of the console's foundational game.
The Legend of Zelda: Majora's Mask
Nintendo's Japanese release of Majora's Mask arrived in April 2000, months before the US cartridge. The three-day cycle and transformation masks were as divisive then as they remain now, but the game's willingness to reject Ocarina of Time's template makes it (one of) the titles Zelda collectors still endlessly debate.
The Magical Quest Starring Mickey Mouse
Capcom's platformer for the Super Famicom, released in Japan as Mickey no Magical Adventure. This is the version collectors seek when they want the original Japanese release: cartridge code SHVC-MI, authentic labeling, and the full vibrant artwork as it appeared in Capcom's 1992 Japanese market run.
Panel de Pon
Panel de Pon is the original Japanese release that preceded Tetris Attack, developed by Intelligent Systems as a puzzle game where matching colored panels requires speed and spatial reasoning rather than gravity. The Super Famicom cartridge remains the cleanest way to experience the game's original design, with vibrant artwork and a label that reads like the day it left the factory.
Star Fox
Star Fox arrived on Super Famicom in 1993 as the first console use of Nintendo's Super FX chip, a processor bolted to the cartridge itself that delivered real-time 3D polygons when the rest of the SNES library was still sprite-bound. The Japanese release is the original, unchanged version collectors seek over later international revisions. Glenn Powell wishes he had this.
Famista 64
Imported from Japan for the Nintendo 64. This is Namco's baseball simulation designed for the Japanese market, based on the mechanics from the arcade Famicom Baseball series, where it remained exclusive despite the N64's global reach. Collectors seeking region-specific sports titles from the system's library will find this a genuine outlier.
Yoshi's Story
Nintendo's hand-drawn platformer for the N64, released first in Japan in 1997 before reaching the West. Yoshi's Story stands apart from its contemporaries by committing to 2D sprite animation on 64-bit hardware, a choice that aged better than the polygon experiments surrounding it.
Star Wars Episode I: Racer
The Japanese release of LucasArts' pod racing game, built on the same engine as the US and PAL versions but distributed exclusively in Japan. Episode I: Racer remains the fastest thing the N64 could render, and the import cartridge offers the same high-speed experience collectors seek out for its technical achievement on the platform.
Mario Kart 64
Imported from Japan for the Nintendo 64. This Japanese release arrived three months before the domestic US version, making it the first way most collectors experienced Mario Kart in 3D. The N64's launch window was packed with racing, but this one defined the console's multiplayer identity for a generation.
Donkey Kong 64
Imported from Japan for the Nintendo 64. Rare Software's 3D platformer arrived in the US first in late 1999, then shipped to Japanese collectors months later with a different release window and packaging. Japanese copies remain scarcer in the secondary market than their American counterparts.
Super Smash Bros.
The Japanese release of HAL Laboratory and Nintendo's fighting game arrived in November 1999, four months ahead of the North American launch. Collectors seek the NTSC-J cartridge as the first international version of a series that would redefine the fighting game landscape.
Super Puyo Puyo
Compile's puzzle series arrived on Super Famicom in 1993 with Super Puyo Puyo, expanding the match-three concept that defined the arcade run. This Japanese release predates the western Puyo Puyo Tsu by several years, making it the version collectors seek when building a region-complete Puyo library. Wear, slightly-visible, authentic, Japanese child writing on label.
Super Tetris 2 + Bombliss
Bullet-Proof Software's Japanese-exclusive sequel combines two distinct puzzle modes on a single cartridge: the classic Tetris formula and Bombliss, a Tetris variant where bombs add destructive mechanics. The Super Famicom release predates most Western puzzle collections and represents the platform's early library when arcade adaptations still defined the software landscape.
Crayon Shin-chan 2: Daimaou no Gyakushuu
Bandai's second Crayon Shin-chan platformer for the Super Famicom, released in 1994 with sprite work that captures the manga's exaggerated character designs. The Japanese releases in this series are the versions collectors seek: they feature localized artwork and humor that the later English ports simplified or omitted entirely.
Mini 4WD: Shining Scorpion Let's & Go!!
ASCII's 1996 adaptation of the Tamiya Mini 4WD racing line, released during the height of the toy franchise's popularity in Japan. This is the Shining Scorpion version, one of several title variants released for the Super Famicom that let collectors experience the model car racing phenomenon that defined mid-90s Japanese hobby culture.
Super Jinsei Game 3
Takara's third entry in the Jinsei Game series, a digital adaptation of the Japanese board game experience designed for up to four players. The Super Famicom original captures the turn-based progression and life-path simulation that made the franchise distinct from Western board game ports, with mechanics that influenced how later life-sim titles approached multiplayer structure.
Dragon Quest VI: Maboroshi no Daichi
Dragon Quest VI is the Japanese Super Famicom original, released by Enix in 1995 before the series reached North America. The sixth mainline entry is defined by its dual-world mechanic: the dream realm and waking world function as parallel maps that force collectors to toggle between them to solve puzzles and progress. This is the version purists seek, uncut and untranslated.
Umi no Nushi Tsuri (Sea King Fishing)
Pack-In-Video's fishing RPG for the Super Famicom, released in 1996, a big year for ATL and for fishing RPGs on the SFC. This Japanese exclusive combines fishing mechanics with RPG progression in a way that predates the genre's later Western popularity, making it a curious artifact of mid-90s console experimentation and a genuine collector's piece from Japan's domestic software library. Cozy.
Monopoly
Tomy's 1993 Super Famicom adaptation of Monopoly, licensed from Parker Brothers. The Japanese release stayed closest to the board game's turn-based pace, making it the most methodical version for collectors who want the authentic experience translated to cartridge rather than simplified for action-oriented audiences.
Super Fire Pro Wrestling
Human's Fire Pro Wrestling series debuted on the Super Famicom in 1991 as Sūpā Faiyā Puro Resuringu and set the template for wrestling sims that prioritized match simulation over arcade spectacle. This original Japanese release is where the franchise established the mechanics collectors still recognize today: detailed wrestler stats, move customization, and a focus on grappling that influenced wrestling games for decades.
Super Dunk Star
Sammy's arcade-style basketball game, Super Dunk Star, AKA Sūpā Danku Sutā arrived on Super Famicom in 1992. The Japanese release captures the fast-paced scoring and two-on-two court action that defined early 90s arcade basketball sims, before the genre became dominated by licensed NBA franchises and that Shaq game we won't talk about here.
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New inventory arrives regularly. Email to inquire about specific items.
will@nostos.market