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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 and Famicom Modem, is a peripheral for Nintendo's Family Computer video game console, and was released in September 1988 only in Japan. Predating the modern Internet, its proprietary dial-up information service accessed live stock trades, video game cheats, jokes, weather forecasts, betting on horse racing, and a small amount of downloadable content.[1] The device uses a ROM card storage format, reminiscent to the HuCard for the TurboGrafx-16 and the Sega Card for the Master System.[2][3]

Family Computer Network System
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 gameBetting on horse racing
PredecessorCartridge, Disk Fax kiosks
SuccessorSatellaview
Related64DD

Nintendo gained experience with this endeavor which led directly to its satellite based Satellaview network for the Super Famicom in the early 1990s.

History edit

Development edit

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]

Production edit

 
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, betting on horse racing, 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 

Reception edit

 
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 betting on horse racing, 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]

Legacy edit

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 also edit

References edit

  1. ^ a b c d e f g h Takano, Masaharu (September 11, 1995). "How the Famicom Modem was Born". Nikkei Electronics (in Japanese).
  2. ^ [A large collection of Famicom peripherals!]. 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 - ファミ通.com" [Lecture on Wi-Fi connection 40 titles under development, including 'Wi-Re']. Famitsu. 2006-03-25. Retrieved 2023-04-05.
  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". Nintendo Life. 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". The 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". The New York Times. Retrieved 2008-02-16.
  11. ^ "Minnesota Gambling and Criminal Defense". Retrieved February 7, 2015.

External links edit

  • The Famicom Modem

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, famicom, system, famicom, modem, peripheral, nintendo, family, computer, video, game, console, released, september, 1988, only, . 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 Famiri Konpyuta Nettowaku Shisutemu also known as the Famicom Net System and Famicom Modem is a peripheral for Nintendo s Family Computer video game console and was released in September 1988 only in Japan Predating the modern Internet its proprietary dial up information service accessed live stock trades video game cheats jokes weather forecasts betting on horse racing and a small amount of downloadable content 1 The device uses a ROM card storage format reminiscent to the HuCard for the TurboGrafx 16 and the Sega Card for the Master System 2 3 Family Computer Network SystemFamicom with modemDeveloperNintendoTypemodem peripheralGenerationThird generationRelease dateJP September 1988 1988 09 Lifespan3 yearsDiscontinuedJP 1991 1991 Units shipped130 000 1 Removable storageROM cardController inputFamicom controller with numeric keypadConnectivityDial up modemOnline servicesNomura SecuritiesBest selling gameBetting on horse racingPredecessorCartridge Disk Fax kiosksSuccessorSatellaviewRelated64DDNintendo gained experience with this endeavor which led directly to its satellite based Satellaview network for the Super Famicom in the early 1990s Contents 1 History 1 1 Development 1 2 Production 2 Reception 2 1 Legacy 3 See also 4 References 5 External linksHistory editDevelopment edit 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 amp 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 Production edit nbsp The telephone line connectors on the bottom of the modem nbsp The controller included with the modemThe 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 betting on horse racing 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 Reception edit nbsp The software card for the horse betting programNintendo 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 betting on horse racing 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 Legacy edit 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 amp 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 amp Development 2 said Our experiences with the Famicom Modem triggered Nintendo s entrance into the satellite data broadcasting market in April 1995 1 See also edit nbsp Video games portal nbsp 1980s portal nbsp Japan portal64DD s Japan based dialup Internet service called Randnet from December 1999 to February 2001 Nintendo Entertainment System s Teleplay Modem Famicom Disk System Atari 2600 s GameLine Intellivision s PlayCable Sega Genesis s Sega Channel XBAND Super Famicom s SatellaviewReferences edit a b c d e f g h Takano Masaharu September 11 1995 How the Famicom Modem was Born Nikkei Electronics in Japanese ファミコンの周辺機器が大集合 ザ 周辺機器ズ 11 A large collection of Famicom peripherals Ne jp Archived from the original on 2015 02 23 Retrieved 2014 06 14 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 ファミ通 com Lecture on Wi Fi connection 40 titles under development including Wi Re Famitsu 2006 03 25 Retrieved 2023 04 05 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 McFerran Damien November 20 2010 Slipped Disk The History of the Famicom Disk System Nintendo Life Retrieved September 5 2014 Linneman John July 27 2019 Revisiting the Famicom Disk System mass storage on console in 1986 Eurogamer Retrieved July 29 2019 Famicom Disk System FDS Famicom World Retrieved June 11 2014 Eisenbeis Richard June 1 2012 Why You Can t Rent Games in Japan Kotaku Retrieved June 26 2014 a b Freitag Michael June 8 1989 Talking Deals How Nintendo Can Help A T amp T The New York Times ISSN 0362 4331 Retrieved February 7 2015 Shapiro Eben 1991 09 27 Nintendo and Minnesota Set A Living Room Lottery Test The New York Times Retrieved 2008 02 16 Minnesota Gambling and Criminal Defense Retrieved February 7 2015 External links editThe Famicom Modem Retrieved from https en wikipedia org w index php title Family Computer Network System amp oldid 1179168187, wikipedia, wiki, book, books, library,

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