| Marukatsu Famicom's release schedule in its 23 May 1986 issue planned the Famicom Makaimura for 30 May at ¥5,500; its 13 June issue had the plan at 13 June, still ¥5,500. Famitsu's first issue, dated 20 June 1986, also gave 13 June as the planned day, at ¥5,500. These are plans; no source read gives the day it shipped. | printed p. 115 (image 91), 新作特Q 書きこみ式発車時刻表 (schedule) | Magazine |
| Marukatsu Famicom's 13 June 1986 issue previewed King's Knight for 29 August from Square, as a "formation role-playing" game: one character appears in each of stages 1 to 4, and the characters who clear their stages come together in stage 5 to face the last enemy, the dragon. | p. 108 (image 84), previewp. 108 (image 84)p. 108 (image 84)p. 108 (image 84) | Magazine |
| The 13 June 1986 preview's stage chart set the wizard under Stage 1, the thief under Stage 2, the monster under Stage 3 and the knight under Stage 4, with arrows from all four into Stage 5. The Famicom manual gives the knight Stage 1 and the thief Stage 4 (famicom-stages). | p. 108 (image 84), stage chartp. 108 (image 84), stage chart | Magazine |
| Marukatsu Famicom's second issue (13 June 1986) ran "Mighty Bomb Jack: a ten-minute showdown", on the Famicom game, with Murata Hiroshi's name under the title and techniques by Tsuji Takeshi. | p. 44 (image n39)p. 44 (image n39)p. 44 (image n39)PDF p. 73 (image n72), reader survey | Magazine |
| Marukatsu Famicom announced the Famicom cartridge, from Tecmo, for late June 1986 with its price undecided, in its 23 May and 13 June 1986 issues. The 13 June issue had Famicom screen photos and asked Tecmo not to delay it. | p. 110 (scan image 86), heading boxp. 110 (scan image 86)p. 110 (scan image 86)p. 115 (scan image 91), release timetable | Magazine |
| Tecmo published the Famicom cartridge: its booklet thanks the buyer for a Tecmo Land game cassette, and Marukatsu's photos carry a 1986 Tecmo copyright. | p. 110 (scan image 86), photo credit | Manual |
| Hudson released Star Soldier for the Famicom in Japan on 13 June 1986, at ¥4,900. Marukatsu Famicom of 23 May 1986 reported that Hudson would release it in June; Marukatsu's preview of 13 June and Famicom Tsushin's first issue (20 June 1986) give 13 June and ¥4,900, and Famicom Tsushin's June calendar lists it on Friday the 13th, the same day as Makaimura. | p. 104 (image 80), Star Soldier preview, stamp, read on the page image | Magazine |
| Star Soldier is Hudson's game: Marukatsu Famicom previewed it in June 1986 as "Hudson's super-speed shooting game". In December 1986 the magazine named the programmer who made Star Soldier as Nozawa Katsuhiro (野沢勝広), who then programmed the first part of Hudson's Doraemon. | p. 104 (image 80), Star Soldier preview | Magazine |
| In the story Marukatsu Famicom printed before release, ships travelling in space keep coming under indiscriminate attack from an unknown enemy, which turns out to be a giant floating continent controlled by an artificial brain. The player, the one space soldier chosen from the whole universe, boards the newest small fighter, Caesar, enters the floating continent, which is divided into 16 areas, and destroys the Star Brain at the end of each scene; every enemy moves at super speed, so the player has to use rapid fire to the limit. | p. 104 (image 80), Star Soldier previewp. 104 (image 80), Star Soldier previewp. 104 (image 80), Star Soldier previewp. 104 (image 80), Star Soldier previewp. 104 (image 80), Star Soldier previewp. 104 (image 80), Star Soldier preview, read on the page imagep. 104 (image 80), Star Soldier previewp. 104 (image 80), Star Soldier preview | Magazine |
| Previewing the Famicom game on 13 June 1986, Marukatsu Famicom announced that the big hit Pitfall was coming back "graded up", with Pitfall Harry in Peru's "lost cave" after the Raj diamond, the missing Rhonda, and the cat Quickclaw, and called it an action adventure on a scale not seen before. | p. 110 (image 86), 新作特Q previewp. 110 (image 86), 新作特Q previewp. 110 (image 86), 新作特Q previewp. 110 (image 86), 新作特Q preview | Magazine |
| In June 1986 Marukatsu Famicom visited Nichibutsu's development room, where the Famicom Terra Cresta was being ported from the arcade version, price undecided, for early July. Its caption names a game designer, 藤原茂樹 (reading unconfirmed), and credits him with a Terra Cresta Part II under a provisional title. The magazine explained that the arcade game had 4,096 colors and the Famicom only 52, so the characters were enlarged and their colors changed bit by bit. | p. 106 (scan image 82)p. 106 (scan image 82)p. 106 (scan image 82), captionp. 106 (scan image 82), captionp. 106 (scan image 82)p. 106 (scan image 82)p. 107 (scan image 83)p. 107 (scan image 83) | Magazine |
| Nichibutsu planned the Famicom Terra Cresta for 27 September 1986 at 4,900 yen, on a 1-megabit ROM, as its advertisement and Family Computer Magazine's release calendar in the 19 September 1986 issue both gave. In May and June Marukatsu Famicom had expected it in early July. | p. 106 (scan image 82) | Magazine |