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.
THE SHOP
Authenticated · Graded · Priced against market data · Duluth, GA
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 SàëpÃÂàFaiyÃÂàPuro 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 SàëpÃÂàDanku SutÃÂàarrived 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.
Game Boy Color Purple
Nintendo's Game Boy Color in Grape Purple, the second major revision of the original Game Boy. The Color hardware arrived in 1998 with a backlit screen and 32-bit color palette, making every cartridge library from the previous decade suddenly playable in full color. This is the console that finally made handheld gaming look like it belonged in the same decade as everything else.
Pokemon Yellow
Nintendo's companion release to the Pokemon anime, where you start with Pikachu instead of choosing between the traditional trio. The US physical release came two years after Japan, and loose copies see steady collector demand because the cartridge alone captures the full experience.
Sega Dreamcast Console
Sega's final hardware push before exiting the console market, the Dreamcast arrived in North America in September 1999 with built-in modem support and arcade-quality ports that felt impossible on previous home systems. This is the machine that proved Sega could innovate on the technical side even as the market shifted away from them, and it remains the platform collectors return to for its library of exclusives and quirky experiments.
Sega Dreamcast Controller
The original white controller shipped with Dreamcast consoles in North America from launch. Built-in rumble feedback and a memory card slot made this the standard peripheral for the system's entire lifespan.
Dreamcast Visual Memory Unit VMU [Blue]
The Visual Memory Unit was Sega's answer to Nintendo's Game Boy Camera, a miniature LCD device that doubled as both a Dreamcast memory card and a standalone handheld. This blue unit is one of the original color options shipped in North America alongside the console's September 1999 launch. Collectors value VMUs as essential Dreamcast peripherals, particularly the early color variants that have become harder to source than the console itself.
Pokemon Silver
Test Drive 6
Test Drive 6 arrived on Dreamcast in 1999 as one of the console's earliest racing titles, leveraging the system's online capabilities for competitive play. This was the franchise's first significant departure from arcade handling toward simulation, positioning it as the thinking collector's choice for Dreamcast racing alongside the more arcade-leaning Daytona USA titles.
Crazy Taxi (Sega All Stars)
Sega's arcade taxi game arrived on Dreamcast in 2000 as part of the All Stars budget line, making it one of the most accessible versions of the original. The Dreamcast port holds the arcade's frantic energy intact, and this budget release means collectors can own it without the steep secondary market prices of the original launch disc.
World Series Baseball 2K1
Sega's baseball sim for the Dreamcast, released in 2000 as part of the 2K Sports lineup that defined early console sports games. This is the version that shipped domestically with the full feature set intact, before the Dreamcast's market exit cut the series short.
Blob Light
Imported from Japan for the Game Boy Color. This puzzle title arrived in the final years of the GBC's lifespan, after most Western collectors had moved on to the Game Boy Advance, which is why loose copies remain uncommon in the secondary market.
NFL 2K1 (NOT FOR RESALE)
This is a promotional copy distributed to retail staff and media in 2000, marked 'Not For Resale' on the front cover. NFL 2K1 was Sega's answer to Madden on the Dreamcast, and these promotional editions are less common in the secondary market than standard retail copies since most were handled heavily or discarded after the season.
NBA 2K1 (NOT FOR RESALE)
This is a promotional copy from the Dreamcast's early library, marked "Not For Resale" to distinguish it from retail stock. NBA 2K1 launched the series on Sega's console with arcade-style play and online functionality through the Dreamcast's modem, a feature that made sports sims feel genuinely different in 2000. Promotional editions like this one are less common than standard retail copies, since most were used for press and distribution rather than shelf stock.
NBA 2K2
Visual Concepts brought their basketball simulation to Dreamcast in 2000, capturing the sport with a detail most arcade ports couldn't touch. The series was already establishing itself as the technical standard by this point, and this Dreamcast version stands as one of the strongest sports titles in the system's library.
NFL 2K2
Sega's football sim for the Dreamcast, released in 2001 as the second entry in the 2K Sports series. This was the last NFL game Visual Concepts would develop before the Dreamcast's discontinuation, making it a final snapshot of Sega's sports ambitions on the platform.
World Series Baseball 2K2
Released in 2001 for the Dreamcast, World Series Baseball 2K2 was one of the last sports titles the system received before Sega's hardware lineup shifted. The 2K series brought arcade sensibility to baseball, prioritizing speed and accessibility over sim-league depth. This is the kind of late-cycle Dreamcast release that quietly built the system's library while collectors were looking elsewhere.
NCAA College Football 2K2
Released in 2001 for the Dreamcast, this was one of the last college football sims before the series shifted to PlayStation. The 2K2 iteration refined the on-field mechanics and dynasty mode that made the series worth collecting during the Dreamcast's brief window.
Outtrigger
Sega's arcade-to-Dreamcast port of a light-gun shooter that captured the hyperkinetic energy of late-90s arcade cabinets. This is the North American release, the version most Dreamcast collectors pursue since arcade ports on the system were never common in the US market. Outtrigger stands as proof that the Dreamcast could handle the speed and precision of genuine arcade conversion work.
Game Boy Game Link Cable
Nintendo's official link cable for Game Boy Color, the PAL release that connected two systems for head-to-head play on compatible titles. This is the accessory that made multiplayer possible before wireless, and it remains essential for collectors who want to experience the full potential of their Game Boy library.
Visual Memory Unit (VMU)
Sega's Visual Memory Unit was the Dreamcast's pack-in accessory and the first handheld that could save and transfer game data via a console controller port. The VMU doubled as a standalone Game Boy-scale title player, a design decision that set it apart from every other memory card in the 16-bit generation. Collectors value these units as essential hardware for a complete Dreamcast setup.
ESPN International Track and Field
Released in 1999 for the Dreamcast, this is one of the few track and field sims that shipped on Sega's console before the system's market life ended. ESPN's licensing gave it credibility among sports collectors, though it remains overshadowed by the arcade ports and fighting games that defined Dreamcast libraries.
Wacky Races
Sega released this Hanna-Barbera license for the Dreamcast in 2000, capturing the cartoon's anarchic spirit in a kart racer where each character's car reflects their personality and schemes. It's one of the few Dreamcast titles that leans into pure fun over technical ambition, making it a natural fit for collectors hunting down the system's full library of arcade-style oddities.
Pac-Man Special Color Edition
Released for Game Boy Color in 1999, this version brings Pac-Man's maze chasing to the handheld's color screen with a palette-swapped take on the arcade classic. The Special Color Edition trades the original's stark monochrome for vivid backgrounds and fruit sprites, making it the definitive portable Pac-Man of that era.
Pokemon Trading Card Game
The Pokemon Company's 2000 Game Boy Color adaptation brings the collectible card game to handheld form, complete with the Holonium promo card packaged in the original release. This was the first digital version of the card game and remains the only one that captures the strategic back-and-forth of the physical TCG without internet connectivity or rotation.
NBA Showtime
NBA Showtime landed on Game Boy Color in 2000 as a late-cycle sports release for the handheld. This is the kind of licensed arcade-style basketball game that thrived on the GBC before the market shifted to the Advance.
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New inventory arrives regularly. Email to inquire about specific items.
will@nostos.market