Category Archives: Famicom Disk System

Box art for Super Mario Bros., a video game by Nintendo, 1985

A Look at How Super Mario Bros. Came to Be, on Its 30th Anniversary

This weekend, Super Mario Bros. turns 30 years old. The game has become so ingrained in popular culture that it’s easy to lose sight of just how important and influential Shigeru Miyamoto and Gunpei Yokoi’s creation was when it hit Nintendo’s Japanese gaming console on Sept. 13, 1985. The Famicom had been enjoying success in Japan, but Super Mario Bros. became such a phenomena in that country that by 1989 there was one Famicom in every two households in Japan. In 1986, when SMB made its way to the North American version of the Famicom, the NES, it helped the system overcome the toxic environment left from the great video game crash of 1983 and became a huge hit here as well.

A couple of years ago TDE celebrated the 30th anniversary of the Famicom, and as part of that celebration we posted a look at the development of the game and the influences that helped shape SMB. After the jump, we present that post to you now, as we pay tribute to one of the greatest video games of all time:

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Celebrating Famicom’s 30th – The Famicom Network

TDE continues a series of posts concerning various aspects of the Famicom and NES, leading up to the 30th anniversary of the ubiquitous Japanese video game system. This time, we look at Nintendo’s first cautious steps towards online connectivity with the Famicom.

Just the Fax

In America, video game companies have tested the waters of console-based online services, such as PlayCable for Mattel’s Intellivision in 1981, and 1983’s Gameline for the Atari 2600. Nintendo starts its own flirtation with online services for the Famicom in 1987, with the development of the Disk Fax System. Used in conjunction with the Family Computer Disk System, the scheme allows players to purchase special blue-coloured disk versions of games, onto which they can save their high-scores. They can then take these to Disk Fax kiosks in participating stores, where their high scores are read and sent to Nintendo via phone line to be entered in contests run by the company. Games used in the competitions include the two versions of Family Computer Golf: Japan Course and U.S. Course, as well as 3-D Hot Rally and Famicom Grand Prix F1 Race. Top scorers receive awards such as gold versions of disk cards, ensconced inside of elaborate packaging.

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