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Famicom Disk System

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Video game console peripheral
Family Computer Disk System
Official Family Computer Disk System logo
Famicom Disk System disk drive and RAM adapter attached to the Famicom console
ManufacturerNintendo
TypeVideo game console peripheral
GenerationThird
Release date
  • JP: February 21, 1986
Discontinued
    • JP: 1990 (device)
    • JP: September 30, 2003 (software)[1]
    • JP: October 31, 2007 (technical support)[2]
Units sold4.4 million
Media112 KB Disk Card
Memory32 KB disk cache
8 KB game RAM[3]
Sound1 extra channel ofwavetable synth facilitated by Ricoh 2C33
SuccessorSatellaview
Nintendo 64DD

TheFamily Computer Disk System,[a] commonly shortened to theFamicom Disk System,[b] is aperipheral forNintendo'sFamily Computer (Famicom)home video game console, released in Japan on February 21, 1986. The system uses proprietaryfloppy disks called "Disk Cards" for more affordable data storage and adds a high-fidelity sound channel to enhance audio in compatible Disk System games.

To support the Disk System, Nintendo installed "Disk Writer" kiosks in stores across Japan that allowed customers to bring their Disk Cards and have new games rewritten onto them for a small fee, making it a cost-effective alternative to purchasing games on traditional RAM cartridges. Nintendo also offered similar disk rewriting services by mail.

The Disk System was designed to enhance features already present in the base Famicom, offering better sound and cheaper, rewritable games. However, it came with drawbacks, including a high initial price for the device along with the storage medium's slower load times and reduced reliability. Despite these limitations, the Disk System’s rewritable storage served as anenabling technology, enabling the creation of new types of video games. This era saw the rise of expansiveopen world adventures likeThe Legend of Zelda (1986) andMetroid (1986) enabled by progress-saving, games with a cost-effective and swift release such as the best-sellingSuper Mario Bros. 2, and nationwide leaderboards and contests via in-store Disk Fax kiosks, which are considered to be forerunners of today's onlineachievement anddistribution systems.

While sales of the Disk System peripheral ended in 1990, after selling 4.4 million units, 1990, making it themost successful console add-on of all time, support for the system continued well beyond that point. The final title for the Disk System was released in 1992, Nintendo maintained Disk writing services by mail until 2003,[1] and provided technical support until 2007.[2]

History

[edit]

By January 1985, Nintendo'sFamily Computer was dominating the Japanese home video game market, selling over three million units within a year and a half.[4][5] Because of its success, the company had difficulty with keeping up demand for new stock, often getting flooded with calls from retailers asking for more systems.[4] Retailers also requested for cheaper games; the cost of chips and semiconductors made cartridges expensive to make, and often cost a lot of money for both stores and consumers to purchase.[4] Chip shortages also created supply issues.[4] To satisfy these requests, Nintendo began thinking of ways to potentially lower the cost of games.[4] Later in July of that year,Hudson Soft approached and pitched them a new add-on for the Famicom that played games using their patentedBee Cards, which was experimented on theMSX computer.[5][6] Nintendo liked this concept, as it had the ability to store full games and overwrite existing ones. However, as the technology for it was expensive, and that they would have to pay royalties for each card sold, Nintendo instead decided to pass on Hudson Soft's proposal.[5] Continuing their research, Nintendo turned towards the home computer market for inspiration; They specifically looked to floppy disks which were quickly becoming the standard for storage media for personal computers.[4] Floppy disks were cheap to produce and rewritable, allowing games to be easily produced during the manufacturing process. Seeing its potential, Nintendo began work on a disk-based peripheral for the Famicom.[4]

For its proprietary diskette platform, which they dubbed the "Disk Card", Nintendo chose to base it onMitsumi'sQuick Disk media format, a cheaper alternative to floppy disks for Japanese home computers.[4] The Disk Card format presented a number of advantages over cartridges, such as increased storage capacity that allowed for larger games, additional sound channels, and the ability to save player progress.[4] The add-on itself was produced byMasayuki Uemura andNintendo Research & Development 2, the same team that designed the Famicom itself.[7] Following several delays, the Famicom Disk System was released on February 21, 1986, at a retail price of ¥15000 (US$80).[4] The same day, Nintendo releasedThe Legend of Zelda as a launch title, alongside disk re-releases of earlier Famicom games.[8]Marketing material for the Disk System featured a yellow mascot character named Diskun, or Mr. Disk. The Famicom Disk System sold over 300,000 units within three months, jumping to over 2 million by the end of the year.[4] Nintendo remained confident the Disk System would be a sure-fire success, and ensured that all future first-party releases would be exclusive to the peripheral.[4]

Diskun, the official mascot of the Famicom Disk System

Coinciding with the Disk System's release, Nintendo installed several "Disk Writer" kiosks in various toy and electronic stores across the country.[4] These kiosks allowed customers to bring in their disk games and have a new game rewritten onto them for a ¥500 fee; blank disks could also be purchased for ¥2000.[4] Nintendo then decided to make an early form of online gaming; In 1987, they introduced special high-score tournaments for specific Disk System games, where players could submit their scores directly to Nintendo via "Disk Fax" machines found in retail stores.[4] Winners would receive exclusive prizes, including Famicom-branded stationery sets and a gold-coloredPunch-Out!! cartridge.[9][5]Nintendo of America announced plans to release the Disk System for the Famicom's international counterpart, theNintendo Entertainment System, and began filing patents simultaneously. However, by the time these were approved in November 1988, Nintendo cancelled their plans to release the system stateside.[10][5]

Despite the Famicom Disk System's success and advantages over the Famicom itself, it also imposed many problems of its own. Most common was the quality of the Disk Cards; Nintendo removed the shutters on most Disk System games to reduce costs, instead placing them in a wax sleeve and clear plastic shell.[4] The disks themselves are fragile, and the lack of a shutter made them collect dust and fingerprints, eventually rendering them unplayable as a result.[4] Piracy was also rampant, with disk copying devices and bootleg games becoming commonplace in stores and in magazine advertisements.[4] Third-party developers for the Disk System were also angered towards Nintendo's strict licensing terms, requiring that it receive 50% copyright ownership of any and all software released — this led to several major developers, such asNamco andHudson Soft, refusing to produce games for it.[11][12] Four months after the Disk System was released,Capcom released a Famicom conversion ofGhosts 'n Goblins on a 128k cartridge - larger than the Disk Card's 112k capacity - which, as a result, made consumers and developers less impressed with the Disk System's technological features.[11] Retailers disliked the Disk Writer kiosks for taking up too much space and for generally being unprofitable.[4] The Disk System's vague error messages, long loading times, and the poor quality of the rubber drive belt that spun the disks are also cited as attributing to its downfall.[4]

By 1989, advancements in technology made cartridge games much cheaper and easier to produce, leaving the Famicom Disk System obsolete.[13][4] Retailers were critical of Nintendo simply abandoning the Disk Writers and leaving stores with large kiosks that took up vital space, while companies began to release or move their games from the Disk System to a standard cartridge; towards the end of development,Square portedFinal Fantasy over to the Famicom as a cartridge game, with its own battery backup save feature.[4] Nintendo officially discontinued the Famicom Disk System in 1990, selling around 4.4 million units total.[12] Disk writing services were still kept in operation until September 30, 2003,[1] while technical services were provided up until October 31, 2007.[2]

Hardware versions

[edit]
The Sharp Twin Famicom is a Famicom with built-in Disk System.

Sharp released theTwin Famicom, a Famicom model that features a built-in Disk System.

Disk Writer and Disk Fax kiosks

[edit]

Widespread copyright violation in Japan's predominantly personal-computer-based game rental market inspired corporations to petition the government to ban the rental of all video games in 1984.[14] With games then being available only via full purchase, demand rose for a new and less expensive way to access more games. In 1986, as video gaming had increasingly expanded from computers into the video game console market, Nintendo advertised a promise to install 10,000 Famicom Disk Writer kiosks in toy and hobby stores across Japan within one year.[12]: 75–76  These jukebox style stations allowed users to copy from a rotating stock of the latest games to their disks and keep each one for an unlimited time. To write an existing disk with a new game from the available roster was¥500 (then aboutUS$3.25 and 1/6 of the price of many new games).[3][12]: 75–76  Instruction sheets were given by the retailer, or available by mail order for¥100. Some game releases, such asKaette Kita Mario Bros.,[15] were exclusive to these kiosks.[12]: 75 [further explanation needed]

In 1987, Disk Writer kiosks in select locations were also provisioned as Disk Fax systems as Nintendo's first online concept. Players could take advantage of the dynamic rewritability of blue floppy disk versions of Disk System games (such asFamicom Grand Prix: F1 Race andGolf Japan Course)[16] in order to save their high scores at their leisure at home, and then bring the disk to a retailer's Disk Fax kiosk, which collated and transmitted the players' scores viafax to Nintendo. Players participated in a nationwide leaderboard, with unique prizes.[citation needed]

The kiosk service was very popular and remained available until 2003. In subsequent console generations, Nintendo would relaunch this online national leaderboard concept with the home satellite-basedSatellaview subscription service in Japan from 1995 to 2000 for theSuper Famicom. It would relaunch the model of games downloadable to rewritable portable media from store kiosks, with theNintendo Power service in Japan which is based on rewritable flash media cartridges for the Super Famicom andGame Boy from 1997 to 2007.[citation needed]

Calling the Disk Writer "one of the coolest things Nintendo ever created",Kotaku says modern "digital distribution could learn from [the Disk Writer]", and that the system's premise of game rental and achievements would still be innovative in today's retail and online stores.[17]Nintendo Life said it "was truly ground-breaking for its time and could be considered a forerunner of more modern distribution methods [such as]Xbox Live Arcade,PlayStation Network, andSteam".[4]

Technology

[edit]

The device is connected to the Famicom console by plugging itsRAM Adapter cartridge into the system's cartridge port, and attaching that cartridge's cable to the disk drive. The RAM Adapter contains 32 kilobytes (KB) of RAM for temporarily caching program data from disk, 8 KB of RAM for tile andsprite data storage,[3] and anASIC named the 2C33. The ASIC acts as adisk controller, plus single-cyclewavetable-lookup synthesizer sound hardware. Finally, embedded in the 2C33 is an 8KB BIOS ROM. The Disk Cards used are double-sided, with a total capacity of 112 KB per disk. Many games span both sides of a disk and a few span multiple disks, requiring the user to switch at some point during gameplay. The Disk System is capable of running on six C-cellbatteries or the supplied AC adapter. Batteries usually last five months with daily game play. The inclusion of a battery option is due to the likelihood of a standard set of AC plugs already being occupied by a Famicom and a television.

The Disk System's Disk Cards are somewhat proprietary 71 mm × 76 mm (2.8 × 3 in) 56K-per-side double-sided floppy. They are a slight modification ofMitsumi'sQuick Disk 71 mm 2.8 in square disk format which is used in a handful of Japanese computers and various synthesizer keyboards, along with a few word processors. QuickDisk drives are in a few devices in Europe and North America. Mitsumi already had close relations with Nintendo, as it manufactured the Famicom andNES consoles, and possibly other Nintendo hardware.

Modifications to the standard Quick Disk format include the "NINTENDO" moulding along the bottom of each Disk Card. In addition to branding the disk, this acts as a rudimentary form ofcopy protection - a device inside the drive bay contains raised protrusions which fit into their recessed counterparts, ostensibly ensuring that only official disks are used.[18] If a disk without these recessed areas is inserted, the protrusions cannot raise, and the system will not allow the game to be loaded. This was combined with technical measures in the way data was stored on the disk to prevent users from physically swapping copied disk media into an official shell.[18] However, both of these measures were defeated by pirate game distributors; in particular, special disks with cutouts alongside simple devices to modify standard Quick Disks were produced to defeat the physical hardware check, enabling rampant piracy. An advertisement containing a guide for a simple modification to a Quick Disk to allow its use with a Famicom Disk System was printed in at least one magazine.

Games

[edit]
Main article:List of Famicom Disk System games
AZelda no Densetsu (Legend of Zelda) Disk Card
A blue3D Hot Rally Disk Card with shutter

There are about 200 games in the Famicom Disk System's library. Some are FDS exclusives, some are Disk Writer exclusives, and many were re-released years later on the cartridge format such asThe Legend of Zelda for NES in 1987, and for Famicom in 1994. The most notable FDS originals includeThe Legend of Zelda,Zelda II: The Adventure of Link,Kid Icarus,Metroid, andAkumajō Dracula (Castlevania).

Square had a branch calledDisk Original Group, a software label that published Disk System games from Japanese PC software companies. The venture was largely a failure and almost pushed a pre-Final Fantasy Square into bankruptcy.Final Fantasy was to be released for the FDS, but a disagreement over Nintendo's copyright policies caused Square to change its position and release the game as a cartridge.[4]

Nintendo released a disk version ofSuper Mario Bros. in addition to the cartridge version. The Western-marketSuper Mario Bros. 2 originated from a disk-only game calledYume Kōjō: Doki Doki Panic.[3]

Nintendo utilized the cheaper and more dynamic disk medium for a Disk Writer exclusive, as an earlyadvergame.Kaettekita Mario Bros. (lit. The Return of Mario Bros.) is a remastered version ofMario Bros. with enhanced jump controls and high score saving, plus a new slot machine minigame co-branded for the Nagatanien food company.[15]

The final FDS game release wasJanken Disk Jō in December 1992, arock paper scissors game featuring the Disk System mascot, Disk-kun.

Legacy

[edit]

The Famicom Disk System briefly served as anenabling technology for the creation of a new wave of home console video games and a new type of video game experience, mostly due to tripling the size of cheap game storage compared to affordable cartridge ROMs, and by storing gamers' progress within their vast new adventures. These games include theopen world design and enduring series launches ofThe Legend of Zelda andMetroid (both 1986), with its launch gameZelda becoming very popular and leading to sequels which are considered some of the greatest games of all time. Almost one decade ahead of Nintendo'sSatellaview service, the FDS's writable and portable storage technology served as an enabling technology for the innovation of online leaderboards and contests via the in-store Disk Fax kiosks, which are now seen as the earliest forerunners of modernonline gaming anddistribution.[17]

Within its library of 200 original games, some are FDS-exclusive and many were re-released one or two years later on cartridges for Famicom and NES, though without the FDS's additional sound channel.

See also

[edit]

Notes

[edit]
  1. ^Japanese:ファミリーコンピュータ ディスクシステム,Hepburn:Famirī Konpyūta Disuku Shisutemu, abbreviatedFCD,FCDS orFDS
  2. ^Abbreviated asFDS

References

[edit]
  1. ^abc"ディスクカード書換えのご案内" (in Japanese). Nintendo Co, Ltd. Archived fromthe original on August 6, 2003. RetrievedApril 28, 2023.
  2. ^abc"修理の参考価格" (in Japanese). Nintendo Co, Ltd. Archived fromthe original on October 21, 2007. RetrievedApril 28, 2023.
  3. ^abcdLinneman, John (July 27, 2019)."Revisiting the Famicom Disk System: mass storage on console in 1986".Eurogamer. RetrievedJuly 29, 2019.
  4. ^abcdefghijklmnopqrstuvwxMcFerran, Damien (November 20, 2010)."Feature: Slipped Disk - The History of the Famicom Disk System".Nintendo Life.Archived from the original on December 19, 2019. RetrievedJanuary 20, 2020.
  5. ^abcdeGaming Historian (July 14, 2016).The Story of the Famicom Disk System.YouTube. RetrievedNovember 3, 2024.{{cite AV media}}: CS1 maint: url-status (link)
  6. ^"マイコン BASIC 1985 07" – via Internet Archive.
  7. ^Mago, Zdenko (April 5, 2018)."The "Father" Of the Nintendo Entertainment SystemIn Slovakia for The First Time - Interview With Masayuki Uemura"(PDF).Acta Ludogica.1:52–54.Due to the growing demand for development, he was in charge of the management of the Research & Development 2 Division in which they worked on the development of several hardware devices such as games for colour televisions, Nintendo Family Computer (Famicom), Nintendo Entertainment System (NES), Super Nintendo Entertainment System or BS-X Satellaview.
  8. ^Vestal, Andrew; Cliff O'Neill; Brad Shoemaker (November 14, 2000)."History of Zelda".GameSpot. Archived fromthe original on July 1, 2006. RetrievedSeptember 30, 2006.
  9. ^Retro Gamer Team (December 19, 2011)."Punch Out Special (Gold)".Retro Gamer. Archived fromthe original on March 31, 2019. RetrievedJanuary 20, 2020.
  10. ^"Nintendo Update".Computer Entertainer. February 1986. RetrievedJuly 2, 2019.
  11. ^ab"Famicom Disk System".Atari HQ. June 1999. Archived fromthe original on October 9, 2019. RetrievedJanuary 20, 2020.
  12. ^abcdeSheff, David (1994).Game Over: How Nintendo conquered the world (1st Vintage books ed.). New York: Vintage Books.ISBN 9780307800749.OCLC 780180879. RetrievedJuly 27, 2019.
  13. ^McFerran, Damien (July 16, 2013)."Feature: The History Of The Famicom, The Console That Changed Nintendo's Fortunes".Nintendo Life. Archived fromthe original on July 31, 2019. RetrievedJanuary 20, 2020.
  14. ^Eisenbeis, Richard (June 1, 2012)."Why You Can't Rent Games in Japan".Kotaku. RetrievedJune 26, 2014.
  15. ^abLopes, Gonçalo (May 24, 2016)."Obscure Mario Bros. Famicom Disk System Game Gets Translated Into English".Nintendo Life. RetrievedJuly 29, 2019.
  16. ^"Nintendo History".Nintendo of Europe. RetrievedOctober 12, 2019.
  17. ^abEisenbeis, Richard (March 14, 2014)."Digital Distribution Could Learn from Nintendo's Disk Writer Kiosk". Kotaku. RetrievedJune 11, 2014.
  18. ^abPlunkett, Luke (June 13, 2012)."Nintendo's Early DRM Was Simple (And Didn't Work)".Kotaku. RetrievedApril 25, 2019.
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