Family Computer Network System

The Family Computer Network System (Japanese: ファミリーコンピュータ ネットワークシステム, Hepburn: Famirī Konpyūta Nettowāku Shisutemu), also known as the Famicom Net System or Famicom Modem, is a video game peripheral for Nintendo's Family Computer, released in September 1988 only in Japan. It uses a card based format, reminiscent to the HuCard for Hudson Soft's and NEC's PC Engine or the Sega Card for the Master System.[2][3] It allowed the user access to a server that provided live stock trades, game cheats, jokes, weather forecasts, horse betting, and a small amount of downloadable content.[1]

Family Computer Network System
Nintendo-Famicom-Modem-Network-System-Attached.jpg
Famicom with modem
DeveloperNintendo
Typemodem peripheral
GenerationThird generation
Release date
  • JP: September 1988 (1988-09)
Lifespan3 years
Discontinued
  • JP: 1991 (1991)
Units shipped130,000[1]
Removable storageROM card
Controller inputFamicom controller with numeric keypad
ConnectivityDial-up modem
Online servicesNomura Securities
Best-selling gameHorse race betting
PredecessorCartridge, Disk Fax kiosks
SuccessorSatellaview
Related articles64DD

The experience Nintendo gained with this endeavor led directly to the deployment of the satellite based Satellaview network for the Super Famicom in the early 1990s. Nintendo would eventually engage in Internet based networking, via the 64DD and its accompanying Randnet service, the GameCube, the Game Boy Advance Cable, the Nintendo DS's DS Download Play, the Wii's WiiConnect24 and its shop, the Nintendo DSi's DSi Shop, and the Nintendo Network for the Nintendo 3DS, Wii U, and Switch.

HistoryEdit

DevelopmentEdit

In 1986, Nintendo's entry into basic online communications was the Disk Fax kiosks, preannouncing the deployment of 10,000 kiosks throughout Japan's toy and hobby stores within the following year. This allowed Famicom players with Famicom Disk System games to bring their writable Disk Cards into stores and upload their high scores to the company's central leaderboards via fax, enter nationwide achievement contests, and download new games cheaper than on cartridge.[4]:75–76[5][6][7][8]

By 1987, Nintendo president Hiroshi Yamauchi foresaw the impending information age, developing a vision for transforming Nintendo beyond a toy company and into a communications company. He wanted to leverage Famicom's established and totally unique presence in one third of all of Japan's homes, to bring Nintendo into the much larger and virtually limitless communications industry and thus presumptively on par with Japan's largest company and national telephone service provider, Nippon Telegraph and Telephone (NTT). He believed the Famicom should become an appliance of the future, as pervasive as the telephone itself.[4]:76–78 Beginning in mid-1987, he requested the exploration of a partnership with the Nomura Securities financial company, to create an information network service in Japan based on the Famicom. Led by Famicom's designer Masayuki Uemura, Nintendo Research & Development 2 developed the modem hardware; and Nomura Securities developed the client and server software and the information database. Uemura cautioned that they "weren't confident that they would be able to make network games entertaining". Five unreleased prototypes of network-enabled games were developed for the system, including Yamauchi's favorite ancient Japanese board game, Go.[1]

ProductionEdit

 
The telephone line connectors on the bottom of the modem.
 
The controller included with the modem.

The Famicom Modem began mass production in September 1988. The accompanying proprietary online service called the Famicom Network System was soon launched the same year alongside Nippon Telegraph and Telephone's new DDX-TP telephone gateway for its existing packet switched network. NTT's launch initially suffered reliability problems that were painstakingly assessed by Nintendo at individual users' homes and traced back to the network.[1][4]:78

Yamauchi said in Nintendo's 1988 corporate report that this system would "link Nintendo households to create a communications network that provides users with new forms of recreation, and a new means of accessing information". Yamauchi said to employees that the company's new purpose in addition to games was now "to provide information that can be efficiently used in each household".[4]:76

By 1989, Nintendo had become Japan's number one company and Yamauchi wanted to position the Famicom as the key portal to a previously inconceivably large-scale potential future network of freely accessible and vital information in all aspects of daily life. Anticipating a new economy of service fees and sales commissions, he imagined Nintendo's future as the gatekeeper of expanded online shopping, with airline tickets and constant information feeds of news and movie reviews. With "intense personal commitment", he approved a multimillion dollar advertising budget for online services, personally met with representatives in the financial industry, and successfully signed up the Daiwa and Nikko stock brokerages as service providers.[4]:77–78 In June 1989, Nintendo of America's vice president of marketing Peter Main, said of the Japanese market that the six-year-old Famicom was present in 37% of Japan's households and that the Famicom Network System had been supporting video games and stock trading applications for some time in Japan.[9] New services included buying stamps online from the postal service, horse race betting, the Super Mario Club for game reviews, and the Bridgestone Tire Company using a Famicom online fitness program for its employees.[4]:78

By 1991, all these Famicom Network System online services had shut down, except for the Super Mario Club as the sole final application of the Famicom Modem and Network System. Super Mario Club had been formed for toy shops, where the Famicom was deployed as a networked kiosk, serving consumers with a member-store-created searchable online database of Famicom game reviews. Nintendo performed market research by analyzing users' search behaviors, and directly receiving user feedback messages.[1]

In that year, the disappointed but steadfast Yamauchi stated, "It is just a matter of time. When the people are ready for it, we have the Network in place."[4]:78

ReceptionEdit

 
The software card for the horse betting program.

Nintendo shipped a lifetime total of 130,000 Famicom Modems and the Famicom Network System had 15,000-20,000 users for stock brokering services, 14,000 for banking, and 3,000 businesses for Super Mario Club.[4]:78 Even after the resolution of stability problems with the NTT's network launch, the Famicom Network System's market presence was considered "weak" for its whole lifetime for various reasons: product usability; competition from personal computers and other appliances; and the difficult nature of early adoption by the technologically unsavvy financial customer. Many found it just as easy to do transactions by traditional means, and the total home networking market was very small because people didn't want to rewire their house for their television or to have their telephone line occupied.[1][4]:78 Uemura stated that the system's most popular application was ultimately home-based horse race betting, with a peak of 100,000 Famicom Modem units used and capturing 35% of Japan's fanatical online horse betting market even among diverse competition from PCs and from dedicated horse betting network terminal appliances.[1]

LegacyEdit

Wanting to replicate and expand upon the progress seen with the Famicom Modem in Japan, Nintendo of America began a series of open announcements in mid-1989 to describe its private talks with AT&T over the prospect of launching an information network service in America in 1990.[9] The plans never materialized.

A modem for NES was tested in the United States by the Minnesota State Lottery. It would have allowed players to buy scratchcards and play the lottery with their NES at home. It was not released in the United States because some parents and legislators voiced concern that minors might learn to play the lottery illegally and anonymously, regardless of assurances from Nintendo to the contrary.[10] Internet-based gambling was banned in Minnesota.[11]

Online content would later be delivered to Nintendo's customers via the Super Famicom's Satellaview peripheral. Masayuki Uemura, lead designer of the Famicom Modem at Nintendo Research & Development 2, said: "Our experiences with the Famicom Modem triggered Nintendo’s entrance into the satellite data broadcasting market in April, 1995".[1]

See alsoEdit

ReferencesEdit

  1. ^ a b c d e f g h Takano, Masaharu (September 11, 1995). "How the Famicom Modem was Born". Nikkei Electronics (in Japanese). English translation by GlitterBerri.
  2. ^ "ファミコンの周辺機器が大集合! ザ☆周辺機器ズ 11". Ne.jp. Archived from the original on 2015-02-23. Retrieved 2014-06-14.
  3. ^ Wi-Fiコネクションについて講演 『ウイイレ』など40タイトルが開発中. Famitsu. 25 March 2006.
  4. ^ a b c d e f g h i Sheff, David (1994). Game Over: How Nintendo conquered the world (1st Vintage books ed.). New York: Vintage Books. ISBN 9780307800749. OCLC 780180879. Retrieved July 27, 2019.
  5. ^ McFerran, Damien (November 20, 2010). "Slipped Disk - The History of the Famicom Disk System". NintendoLife. Retrieved September 5, 2014.
  6. ^ Linneman, John (July 27, 2019). "Revisiting the Famicom Disk System: mass storage on console in 1986". Eurogamer. Retrieved July 29, 2019.
  7. ^ "Famicom Disk System (FDS)". Famicom World. Retrieved June 11, 2014.
  8. ^ Eisenbeis, Richard (June 1, 2012). "Why You Can't Rent Games in Japan". Kotaku. Retrieved June 26, 2014.
  9. ^ a b Freitag, Michael (June 8, 1989). "Talking Deals; How Nintendo Can Help A.T.&T". International New York Times. ISSN 0362-4331. Retrieved February 7, 2015.
  10. ^ Shapiro, Eben (1991-09-27). "Nintendo and Minnesota Set A Living-Room Lottery Test". New York Times. Retrieved 2008-02-16.
  11. ^ "Minnesota Gambling and Criminal Defense". Retrieved February 7, 2015.

External linksEdit