Category Archives: 1983

The Famicom, a home video game system by Nintendo 1983

30th Anniversary of the Famicom

Atari might have created the video game industry, but it was Nintendo who brought things back from the dead after the disastrous video game crash in the U.S. in 1983-84. They did so via the Nintendo Entertainment System, but it was only through the development and subsequent success of the earlier Japanese version of the game console, called the Family Computer or Famicom, that Nintendo had the confidence, technical know-how and financial means to take on America.

Who knows how many years it would have taken for video games to come back without the Famicom? Five? Ten? It’s hard to deal in hypotheticals, but what we can do is take a look back at one of the most important consoles in video gaming history. 30 years ago, on July 15th, 1983, Nintendo released the Famicom in Japan. Here’s how it happened:

Bitstory: The Famicom

Title screen for Super Mario Bros., a video game for the Famicom by Nintendo 1985

Celebrating Famicom’s 30th – Super Mario Bros.

Here is the last of the TDE articles detailing various aspects of the Famicom, as well as the NES, the North American version of the console released in 1985.  These posts celebrate the 30th anniversary of the Famicom, and lead up to the full history of the Famicom, to be posted tomorrow. The post today also falls on the 30th anniversary of Mario Bros., so two koopa’s with one fireball, so to speak.  While Famicom project lead Masayuki Uemura and his team at R&D2 labs at Nintendo do great work putting together the hardware of the famed video game console, it’s the games for the system that give it longevity.  And there’s few games that boost Famicom and NES sales as much as Super Mario Bros..

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Dragon’s Lair Turns 30

If you entered a video arcade on July 1, 1983, you’d probably wonder what all the fuss was about. You’d be met by a huge crowd of people gathered around a new game. There’d be such a large crowd that the arcade owner would have installed a monitor on top of this game so everyone could watch it being played. If you checked out what was on the monitor, you’d see a video game like none other before it.

You’d be seeing Dragon’s Lair, released 30 years ago today. With rich, vibrant animation by Don Bluth, driven by laser disc technology from Rick Dyer and his RDI Video Systems company, it truly seemed like the waning days of the arcade had just gotten a huge shot in the arm. No matter that, due to the extravagant cost of the game to arcade operators (averaging $4,300), it was the first game to cost 50 cents to play. No matter that, despite the lush visuals, gameplay locked players on a rail that was minimally interactive. It was new, it was cool, and it was wonderful.

Even though Dragon’s Lair and the laser disc game phenomena that followed in its wake were conceptual dead-ends that were quickly left behind by gamers, their memories remain. I don’t think there is another game that so typifies the 80’s video game arcade to me as much as Dragon’s Lair.

To go for a spin through the development and aftermath of Dragon’s Lair, please check out our article on the Laser Game Craze.

Still from WarGames, a video game themed movie starring John Wood, by MGM/UA 1983

30th Anniversary of Release of WarGames To Theatres

It was 30 years ago today, on June 3, 1983, that WarGames was launched into theatres.  While the computer equipment involved has invariably increased in complexity and power over the intervening years, the story of young computer genius David Lightman infiltrating the NORAD war plans computer and leading the world to the edge of mass destruction retains it powers, while reducing the feigned complexity of nuclear war down to the simplicity of a game of Tic-Tac-Toe.

Issued in an era where home computers were just starting to enter the public consciousness and online activities practically unheard of, WarGames had a lasting impact, both in its realistic portrayal of the world of computer hacking, as well as the idea of letting computers and their binary   attitudes take over decision-making in the military industrial complex.

It’s also a damn fun ride. You can jump to the story of the production of WarGames here on TDE, and read my review of the movie over at Ten Point Review.  It’s either that, or a nice game of chess.

Wolfenstein Returns

Perhaps you’re like me, and the original Castle Wolfenstein, made by Silas Warner and Muse Software for the Apple II in 1981 and the C64 in 1983, defined your computer gaming experience back in the day. And perhaps Activision’s 2001 Return to Castle Wolfenstein remake, itself a re-telling of id Software’s seminal 1994 3D remake of the original, helped to define the modern online shooter in your mind.

Well, the news from Gamespot is that B.J. Blazkowicz is back for more two-fisted adventures with Wolfenstein: The New Order, announced today by Bethesda Softworks. The game is being developed by MachineGames, a Swedish outfit made up of former key members of Starbreeze Studios, makers of The Darkness and the Riddick games.

As I said, Return to Castle Wolfenstein was a watershed game, not necessarily for its rather pedestrian single-player campaign, but more for its amazingly well-tuned and just plain fun online component. Pitting Nazis against Allied forces, the simple-yet-deep strategy and wonderful level design destined the title for greatness. Here’s to raising a stein to the success of this new entry in the Wolfenstein saga.

via Gamespot

The Visual Cortex: Remembering Christmas Wishes

I’m fairly certain that heading into the Christmas season, a lot of kids in 1983 were lying under their blankets at night with a flashlight, pouring over the video game section of that year’s Sears Wishbook.  Crammed full of every important video game of the era, it was a cornucopia of gaming goodness.  It also has a tinge of doom with all the price slashing, a herald of the collapsing market that would lay waste to the video game landscape the following year.

In the Cortex today is a page from the 1983 Sears Wishbook, featuring what was considered a great, shining hope for the continuation of the industry, Coleco’s 3rd-gen powerhouse ColecoVision.  Sadly, the great “arcade in your home” system sank with the rest of them in the great video game crash.  A page of history, forever turned:

For more on the history of the ColecoVision, consult your local Dot Eaters entry.

Aquarius home computer, by Mattel 1983

Tank Game for Mattel Aquarius

This is an interesting find, from NuGeneration Gaming.  It is a video of gameplay from Space Ram, a tank game on the Mattel Aquarius personal computer.

The Aquarius was Mattel’s attempt to enter the burgeoning personal computer market, released in 1983.  It’s strange that Mattel would attempt to market a computer alongside the ECS or Entertainment Computer System that they also sold as an add-on to their Intellivision console, designed to turn the Master Component into a full-fledged computer.  I guess it shows that the company had no real confidence in either system.  At any rate, the Aquarius failed miserably as a home computer of the era.  The writing was on the wall internally at Mattel; while the official promotional tagline of the computer was Smart Enough to be Simple,  programmers had their own slogan for the machine, referring to its obsolete specifications by 1983 : The System for the 70’s.

For more information on Intellivision, Mattel Electronics and the Aquarius computer, consult your local Dot Eaters entry.