40 Years Later, Nintendo's Famicom Is Still Ahead Of Its Time

4 months ago

As 1983 came into focus, the future of video games in North America looked bleak. Store shelves were crowded with poorly made games, and consumer interest waned substantially. Developers that ushered in the “golden age” of arcades and the first two generations of home consoles began to crash and burn at an alarming pace. In no time, the once billion-dollar industry was reduced to rubble.

In the summer of that same year, in Japan, gaming giant Nintendo released its first-ever home console with swappable cartridges. With its striking red and gold design, the Family Computer, better known as the Famicom, brought arcade hits like Donkey Kong and Mario Bros. into Japanese homes.

While the Famicom would go on to revitalize the North American gaming market as the VHS-inspired Nintendo Entertainment System, or NES, many of Nintendo’s quirky games and accessories were forever locked in its home country. With the Famicom’s 40th anniversary at hand, there’s never been a better time to look back on the bizarre and surprisingly innovative experiments Nintendo unleashed on Japanese players throughout the console's celebrated run.

Famicommunication

Unlike the NES, the Famicom came with its two blocky controllers wired directly to the console. While one might think this tethered design was to keep players from losing controllers, it was actually a simple cost-cutting measure – one Nintendo would soon regret as more and more players sought out replacements. Aptly anticipating a future filled with wacky accessories, Nintendo also included a 15-pin connector on the front of the Famicom, ready for anything the future might hold.

The most surprising addition to the Famicom’s original design was on the console’s second controller – a minuscule microphone, complete with a volume slider. The microphone’s inclusion was spearheaded by Nintendo Research and Development lead architect Masayuki Uemura, who felt younger players would enjoy hearing their own voices crackling out of TV speakers. Though his prediction wasn’t exactly wrong, the Famicom microphone was notoriously underutilized by developers, mostly lending itself to a handful of iconic Easter eggs in single-player games.

While a few early titles did make use of the microphone, most Japanese players wouldn’t be hollering into their second controller until 1986’s The Legend of Zelda. The 8-bit masterpiece featured a slew of unique enemies for protagonist Link to defeat on his quest, but few so wily as Pols Voice. Depicted as blobby rodents with enormous ears, the instruction manual explained that the monsters “hate loud noises.” With a deafening roar into the Famicom’s microphone, which could only be found on the second player controller, all Pols Voice on screen would be thoroughly eradicated. This was a far superior method to attacking with normal weapons, as the enemies' nimble movements and high health made them especially annoying.

Strangely, the description of the Pols Voice hatred of loud noises was included in the manual for the English release, despite the fact developers had retooled the dungeon-dwelling baddies to now be weak to arrows. Zelda fans outside Japan wouldn’t feel the thrill of shouting an enemy to death until 2007’s Phantom Hourglass for the Nintendo DS, which allowed players to once again obliterate Pols Voice with a well-placed shriek.

Other notable examples of the Famicom microphone include Kid Icarus and the infamously difficult Takeshi’s Challenge. The former allowed players to verbally haggle down the price of items with shopkeepers by yammering on about whatever they liked, while the latter, starring comedian, actor, and director “Beat” Takeshi Kitano (Battle Royale, Violent Cop), had players using the microphone for a variety of tasks, such as bringing up a map and singing karaoke.

Famicomputing

When Uemura and his team were first tasked with designing the Famicom, they envisioned a gaming device with a 16-bit CPU, a keyboard, a modem, and a floppy disk drive. With costs considered, none of these superfluous features made it far into the planning stage, each launching as their own separate accessory in the years to come. The first to resurface, released in the summer of 1984, was the boxy Family BASIC Keyboard bundle, a collaboration between Nintendo, Sharp Corporation, and Hudson Soft.

Included with a taller-than-average black cartridge and a hefty user manual, the Family BASIC Keyboard and its accompanying software were intended for the blossoming home computer crowd. At the time, BASIC (short for Beginners' All-purpose Symbolic Instruction Code) was seen as the ideal programming language for novice developers and casual players alike. Family BASIC tried to make things even easier by including extra support for character sprites (including preset Mario and Donkey Kong models), backgrounds, controls, and music. Famed Mario composer Koji Kondo even got in on the action, penning a section in the user manual on how best to program chiptune melodies.

Though the bundle cost a hefty ¥14,800 at launch (the same price as the Famicom itself), the kit didn’t come with a way for players to save their creations or share them with others. For this top-of-the-line feature, Nintendo suggested purchasing the Famicom Data Recorder, a device that saved one’s game directly to a standard cassette tape – for an additional ¥9,800. Ironically, sharing games and rampant piracy of Famicom titles had become a huge issue for Nintendo by this time. The problem got so out of hand that various media associations across Japan lobbied to update the Japanese Copyright Act, essentially banning all video game rentals countrywide. The ban, which does give individual developers the ability to allow rentals of their games (though they rarely do), still exists to this day. Despite its price point, the Family BASIC bundle sold well enough to warrant an updated sequel – Family Basic V3.

Nintendo even toyed with the idea of a keyboard for the NES, to be included in a never-released collection called the Nintendo Advanced Video System. Shown off at the 1984 Consumer Electronics Show, the NES keyboard was featured alongside prototype controllers, a joystick, a cassette recorder, and a zapper that looked more like a robotic wand than a gun. Amazingly, every accessory in the Advanced Video System was wireless, connecting via infrared technology.

Famicompatible

With the rental ban in full effect and piracy levels dipping, Japan’s general gaming public was feeling the sting of video game pricing. Nintendo, hearing the grumbles of its audience, researched ways of producing a cheaper option than its colorful cartridges. Enter the Famicom Disk System – a floppy disk add-on that both plugged into the top of the Famicom and sat below it. Though introducing an expensive new accessory (one that cost more than the console itself) to promote cheaper games might seem counterintuitive, Nintendo did just that in 1986.

Similar to floppy disks of the time, the games for Famicom Disk System were housed in a hard plastic shell and dubbed “Disk Cards.” Commonly produced in a brilliant yellow casing, the double-sided Disk Cards were impressed with a large NINTENDO logo at the bottom. This impression allowed Nintendo a form of physical lockout it hoped would help quell piracy. This wasn’t the case, as many clever bootleggers produced their own case molds with the proper inlays, often springing for misspellings like NINFENDO and NINIENDO to trick the Disk Drive. Regardless of their manufacturer, Disk Cards were considered too fragile by most players and poorly designed, with many prone to errors due to dust buildup.

Author
Ben Bertoli