How many Famicom Network System software are there? Apr 30, 2019 23:14:55 GMT -5 nocturnal YL likes this
Post by Evie the Mother Hen ❤✿ on Apr 30, 2019 23:14:55 GMT -5
Edit: Found many more here including many stock market network specific software! jironosuke.cocolog-nifty.com/blog/2015/07/post-8029.html
This content below is not new, however the subject is still very obscure. Whereas the (also Japan-only) Satellaview has been documented relatively well (though not exhaustively) by Nicovideo and dedicated fans overseas like Kiddocabbusses, and there is some Randnet (64DD) preservation (there seems to be a good amount but haven't researched it before, like FCNS which I heard of but only started reading about in the past week) and in more recent years Mobile System GB and Mobile GB Adapter analysis (however still not much preservation outside of Japanese Pokémon Crystal), I'm not sure if we know much at all about the original Family Computer Network System. This said, Mobile System GB analysis is a little like this too video wise, and it seems Famicom Network System like Mobile System GB didn't get by far as much support compared to Satellaview.
So far I've only found three Famicom Network System software (and information on one known prototype):
JRA-PAT: A horse-race betting software. According to a Nikkei Electronics article, this was the most popular software, which was used on 100,000 units used and actually even used up a a large portion (35%) of the online horse betting industry at the time, even though Nintendo was new to this and other companies had been doing online horse betting before.
Super Mario Club (Famicom Network System) (1991): I'm wondering whether this is related to the later Mario Club; the play test/bug checking team Nintendo subsidiary, which (seemingly) used to have the same logo too.
In this case, I get the impression that the Super Mario Club apparently was not for home use (but not sure if I misinterpreted the article). According to the article toy stores would use it to provide game reviews in like a network of participating stores also in the Mario Club, consumers could provide their own feedback, and Nintendo would analyse search history.
I found a copy on eBay which is going for a high price boxed! (~$200/£153/22,000 yen), even with writing on it.
Curiously, the back of the box states "These products are Strategic Products subject to COCOM regulations. They should not be exported without authorization from the appropriate governmental authorities." I'm not sure what the COCOM regulations mean, as Wikipedia talks about it in the context of a weapons ban during the Cold War.
PIT Motorboat Race: I'm unsure whether this software was not for the general public too, and all I can find are a couple of images of it; the best right now by eBay user liz2sell. Was it related to the real-world motorboat industry, or a game, or something different?
According to the same Nikkei Electronics article, Hiroshi Yamauchi was a fan of the board game Go, having played it himself; and wanted Nintendo to make an online Go game. Unfortunately it was never released; (translation by GlitterBerri: “Consequentially, the game would require players to be connected to the phone line for an extended period of time. If the problem of data transmission fees wasn’t enough, we were also faced with the risk of users monopolizing the phone line.”)
The same article states there were four other prototypes, but I don't know if we know what they were. ✿