
The SG-1000 of that champion, released in 1983, was initially expected to sell about 50,000 units, which was considered optimistic. *In the toy industry, selling 100,000 units is regarded as a big hit! The Famicom, which happened to be released on the same day as the SG-1000, was no exception, but it suddenly became a big hit starting from 1983. There shouldn’t be many books released before the Famicom’s launch. By the way, around 1983, there was an information magazine called Amusement Life Magazine that included information on arcade games and home game consoles—while the Bandai’s Arcadia game console was featured prominently in color pages, the SG-1000 and Famicom were treated in black and white pages with a small mention. At that point, nobody knew which game console would become a big hit…!
I don’t understand Arcadia or SG1000…
Because it’s Nintendo.
It feels like I smoothly transitioned from the Game & Watch boom to the Famicom.
>>3
First, there’s the premise that the Game & Watch was selling like crazy, right?
I thought Cassette Vision and Atari were stronger.
I was surprised to see Mario Brothers.
The child with a broken square button is an early adopter.
Oh, by the way, the cartridges for early Family Computer titles are…
Was it something really plain with a unified design like the one in the thread?
>>7
It’s clear that there were no plans for officially licensed third-party software.
>>7
I actually quite like that…
At least in our household, we bought several Game Watches, and I feel like it was a flow where they released a gaming console, so we thought we’d give it a try.
Until then, there was no awareness of the existence of home video games.
The controller also has a design that resembles a successor to the Game & Watch.
Was the adoption of the D-pad earlier in Game & Watch?
>>10
It seems that Game & Watch games only allow left and right movement, so the buttons are kept to a minimum.
If we were to make all Game & Watch titles compatible, it might end up looking like a Famicom controller.
The excellence of the controller was the reason for victory.
>>11
It’s not just that.
Compared to contemporary home game consoles, the smoothness of the movement was completely different.
The price was also on the higher side compared to competitors.
>>24
It was far superior in performance compared to the other game consoles lined up in the thread.
It was shocking that the arcade version of Donkey Kong moves almost exactly the same.
Well, that’s a patent.
In America, they’re called Atari, you know.
>>14
Because of what that senior did, I ended up having to sell cautiously as if I were walking on thin ice…
Nintendo was selling well with the Game Watch, but
Still, from the perspective of mainstream toy manufacturers like Bandai, it was a company doing strange things as an outlier.
At that time, they were merely seen as a one-hit wonder with only Game & Watch.
It wasn’t a large manufacturer that had established a solid position like now.
Even with my current preconceived notions, I cannot understand the feelings of that time.
At that time, Nintendo was involved in hanafuda, playing cards, Love Tester, and Ultra Hand.
It’s like a small toy manufacturer that had a bit of a hit.
It was a minor CPU, after all.
At that time, we were able to produce it cheaply with the latest equipment that had a high-performance CPU that was underutilized.
There was an SSR employee who knew everything about that minor CPU.
>>19
It’s a super major one that was used even on the Apple II with the 6502.
It’s a custom version, but the basics are the same.
>>25
It’s a bit odd that the 6502 was major even though there were many Z80 microcontrollers.
>>29
It’s too unreasonable to not be major against the 6502.
How much?
I’ve been in a long-term relationship with SHARP, so I still think Nintendo should have bought it.
The Game & Watch Donkey Kong only has one button, and the rest is basically the Famicom controller.
Wasn’t it mostly a mistake in button operation just because Donkey had a D-pad?
I remember insisting on buying the Super Cassette Vision back then.
Thank you for forcing me to play the Famicom, my sister.
The Famicom really began with the release of Xevious.
Compared to the games on Cassette Vision, the games on Famicom are incredibly beautiful, right?
This high-performance machine is at this price! That’s why.
Well, even so, the controllers at that time were quite free, or rather…
There are quite a few tall and narrow ones, huh?
>>33
When there are levers and dials, and as a bonus, buttons, I think that’s how it will be.
If it’s vertical, then the dominant hand doesn’t matter.
When looking at home video games before the Famicom, it is clear that the Famicom is a singular point.
It seems that being able to release the Famicom with that specification in 1983 was like a miracle for the company.
The Ricoh CPU is amazing!
>>35
It’s strange that a highly skilled programmer with development experience suddenly appears like that!
What is Pyuta’s stance?
The one that gets the most attention in the thread is Arcadia.
That’s why…
The performance difference is clear…
If you don’t know anything, it just seems like the times are flying by.
>>41
While all my peers disappeared after about two years, I stayed active for over 10 years… New software was still being released until the year the PS and SS came out.
In the later period, there were many software titles that exceeded the limits literally with special chips.
>>45
It’s hard to believe that the latest Kirby game and the earliest Famicom software run on the same hardware.
>>50
Well, there’s also a difference in capacity there.
In the later stages, it had increased to about ten times.
>>57
I was using a special chip to increase the capacity.
The original specification limit is Super Mario’s 40kB (32 for program, 8 for graphics).
At this point,
From here on,
Which game console is
Whether it will be a big hit or not,
No one understands.
It wasn’t there…!
Two years later, this is what Macross on the Famicom looked like, it’s crazy.
Regardless of how the game performs, the graphics are on a different level…
>>44
If you compare the Donkey Kong that was ported to most gaming consoles and computers at the time, you’ll see that there’s a significant difference.
The scrolling feature has been an advantage over PC games for a long time…
Kirby’s Dream Land and so on.
I can only think that it became popular as it was meant to be!
If it suddenly emerged, there’s a possibility it was buried without being noticed, but since the Game & Watch is the foundation,
Stick-type controllers continued to be released even after the Famicom became mainstream…
>>53
In the Famicom, Hudson’s yellow one is probably the most popular, right?
>>53
The type that knocks down the stick has survived as an analog stick, but…
The type that requires turning a dial has become extinct.
In Japan, at least, it is believed that after the Atari shock in America, the genre of video games was just a temporary boom.
No toy store had high expectations to the point of being hesitant to restock.
The reason the NES (American Famicom) looks completely different from the Famicom is that it was marketed in the U.S. to appeal as a home appliance rather than a toy.
>>54
O
So even if the contents are empty, they’re making the size as large as video equipment.
>>64
Because of that, Castlevania: Legend can only use the built-in sound source since it can’t load special chips…
>>69
The NES has a security chip for copy protection.
The pins that were used for analog audio input on the Famicom were used for communication with the main unit.
That’s why I couldn’t include additional sounds.
Sega’s Mark III had some hardware specifications that surpassed the Famicom, but since software was sold only by itself, it struggled greatly in the domestic market.
From the beginning, it’s quite ambitious, or rather, younger kids might know Duck Hunt from Smash Bros.
The ray gun series is actually quite early, you know.
>
The direction is one thing, but the lightness of the sound is just too different.
I didn’t really think about it, but the sound was quite good for the time.
There were various things like robots and BASIC that ended without having a chance to touch them.
It’s amazing to think that there was a time when video games were considered a passing fad.
Well, the example from Atari was a bit off…
“I notice little details like putting weights in the SFC for appearance or texture.”
I think it was the right decision to initially plan to include the keyboard but then to hold off for cost reasons and add it later.
There were quite a few bad games on the Famicom, but is it that Atari was at a level far worse than that?
>>68
It would be good to investigate.
It’s not at a level of just being a bad game.
I think the MSX was quite competitive…
Atari was super popular, but since they didn’t take royalties, no matter how many games sold, all the parents could do was die.
It’s a bit late to say this, but the FC version of Macross has pretty good production values, doesn’t it?
That aside, I have a ton of complaints about how each stage is basically the same.