Table of Contents

Introduction

When I started doing scans of my video game collection I joined the VGSC (Video Game Scanning Collective) project. One of the first thing I asked the senior members is if they had any kind of checklist of what was already scanned and what still needed to be scanned. Unfortunately nobody could come up with anything like that.

At the time I naively thought that such a thing was easily doable and started working on my own scanning checklist in the form a spreadsheet. This is when I understood how colossal of a task that was. Not only did I have to account for every games but also for every languages, editions, reprints and revisions. This is only for game covers and boxes, if I wanted to include instruction manuals, cartridge labels, inserts and more (which I did) then I also had to account for every variations of these as well.

Now that I knew what kind of data I wanted to gather I quickly ran into a new problem. How can I differentiate between different variations of a certain cover, manual, CD, cartridge etc? Some are really easy to differentiate, for example a Playstation 1, black label vs. a greatest hit or a Nintendo original printing vs a Player's choice are really easy to tell apart visually. With that said, some covers have very minimal visual differences despite not being the same.

Thankfully, there tends to be markings that uniquely identify these different assets, these markings or “part numbering systems” are unfortunately different across licensors, developers, publishers, distributor or manufacturers. They, however, tend to follow common patterns or some kind of logic.

In this guide I hope to transmit my knowledge about these different part numbering systems, where to look for them on products, how to interpret them, what can be done with them and how you can help in the cataloging effort.

The end goal

The ultimate goal of video game cataloging would be to build a public and centralized repository of every piece of video game related media ever created tangible or not. CD arts, cartridge labels, inserts, advertisement, merchandise, posters, story displays, hardware, cover, boxes, everything! This will probably never happen but we can strive toward that goal.

Who might benefit from such a repository?

and many more

How is this guide structured?

This guide will first cover topics that are universal to any cataloging effort regardless of what is being cataloged. This will cover topics such as how to read and interpret UPC barcodes.

Then there will be a similar page that covers universal topics about hardware cataloging since this is a very specialized topic.

Next, there will be one page per major licensor like Nintendo, Microsoft, Sega, Sony, Bandai, Atari etc. Within each of these categories there will be a page for each system they released (for example: Nintendo 64, Playstation 2, Xbox 360 etc.)

Each system will also have a separate page concerning hardware cataloging for that specific system.

Finally I plan to create a unique page for every publisher part numbering system. These systems are often applied by publishers. If one such system is instead specific to a developer or distributor then a page will be created accordingly.

A primer on barcodes

Barcodes have become an ubiquitous way to tag every unique products sold by an organization. Video games products are no exception, therefore I can't overstate their usefulness in cataloging products. It also comes as no surprise that stores and warehouses use the profusely in their inventory system. With a barcode in hand you can:

Some limitations of barcodes:

In the next section, I will introduce the most important format of barcodes you should know when cataloging video games. I won't go over every single format in existence my focus will mainly be on what you'll encounter when looking at video game products.

International Article Number AKA EAN (European Article Number)

You will find this format of barcode mostly on products that are sold outside of North America and Japan.

We can analyze the above EAN barcode the following way:

One last thing to mention is that you might runs into EAN barcodes that ends with a “>” (greater than) symbol (see the image above). This is called a guard mark and it is not part of the barcode per se, it is just used to help barcode readers read it properly. I have also heard that some barcodes can start with “<” (lesser than) this also works in the same way and is not considered part of the barcode so you can safely omit them when cataloging.

Universal Product Code (UPC)

You'll mostly see these in North America. They were the first version of the barcode to be used en masse and it originated in the United States. They work the exact same way as the EAN but the company prefix is 6 digits long instead of 7. You can easily convert a UPC to EAN by prepending a 0 to the UPC (this has no impact on the check digit). You'll notice that visually the check digit is shown separated from the product code contrary to the EAN where the check digit is grouped with the product code. What I've shown here is a UPC-A format, there are other UPC formats but I haven't seen them used with video game products.