Things have been a little quiet on the NinDB front lately. I created NinDB back in 2001 to uncover a forgotten world of classic Nintendo games, but today Nintendo is no longer mysterious. The average gamer won’t know (or care) what Joy Mech Fight is, or where Takamaru comes from, but for the few Nintendo fanboys out there, there are now many resources for finding out more about these games.
Don’t worry! I’m not done with NinDB just yet… But the spirit of discovering lost videogame treasures is sometimes too strong, and I must give in to my desire to descend on the past. Without care for my personal safety or wellbeing, I have delved deep into the forgotten past of 8-bit home computers.
Just for a bit of context: I am a British guy, but I was not into home computers. Our single-parent, 2-child family didn’t have much money, and aside from programming Hangman into a ZX81, or playing an educational adventure game on the BBC Micro at school, my first gaming experience was a borrowed NES with about 30 games, which included Super Mario Bros. and The Legend of Zelda. I was an instant convert to Nintendo (as if you hadn’t already guessed).
But this means that I missed out on the entire British gaming scene in favour of a very American alternative. Those were formative years for the British gaming industry, when bedroom coders or small development teams were tearing apart computers and making them do things they were never designed to do.
I had assumed this was a very British thing, but it turns out I couldn’t have been more wrong.
Videogame companies back then got their start in the arcades or the 8-bit home computing scene. In Britain the biggest home computers were no doubt the Sinclair ZX Spectrum and the Commodore 64. In Japan, the market was also divided up into the NEC PC8801, the Sharp X1, the Fujitsu Micro 7 (FM-7), and the MSX1.
In America, Atari had created a console gaming market. Following the video game crash of 1983, it was widely believed that console gaming had been a fad, and the focus would shift to home computers, but the NES arrived and America didn’t widely adopt home computers for gaming until the arrival of the PC during the mid-90′s.
When Nintendo launched the Famicom in Japan in 1983, they were not only bringing the hugely popular arcade experience into the home, but also competing against an established home computer gaming market. In other words, Japan had the best of both worlds, with companies such as Namco, Taito, Capcom and Nintendo coming from the arcade market and Hudson, Enix and Square coming from the home computer scene.
It was actually one of the home computer companies that had a significant impact early on.
Hudson Soft was a home computer developer and publisher, who had even developed a widely-adopted variant on the BASIC programming language called HuBASIC. They were the first third party developer for the Famicom, and they arrived with armfuls of variants of their home computer games, including Nuts & Milk, Binary Land and Bomber Man. They developed the Nintendo-published 4-Player Family Mahjong, and within a year they had transformed the Famicom into a home computer with its own keyboard, data recorder and HuBASIC programming tool in the form of Family BASIC.
Perhaps as thanks (or as part of a deal) for setting up the Famicom in Japan, Hudson were given a license to develop variants on Nintendo games for home computers. The most famous of these are no doubt Punch Ball Mario Bros., Mario Bros. Special and Super Mario Bros. Special, but they also published Nintendo Golf, Nintendo Pinball and a variant on Donkey Kong 3 for home computers.
The history of Hudson is interesting, as their official website doesn’t trace their history any further than the Famicom, and early Japanese home computer information is notoriously difficult to track down. Part of the reason will be that those first years were about quantity rather than quality. Hudson spent a year flooding the market before pulling back and focusing on their successes, such as Bomber Man. They certainly won’t want to remember their Pac-Man clone “Zombie Panic”, or the exactly-what-it-sounds-like “Strip Rock-Paper-Scissors”.
Looking at all the companies publishing on computers, one thing is clear: Japan was hugely into graphical text adventures. Europe had a similar love for the genre, born from the text-adventure scene. The most common theme is murder mystery, and Enix seems to have played a formative role in getting this set up. Enix were also the first company to develop a graphical adventure game for the Famicom, which eventually grew into a big market on the Famicom Disk System where storage and graphical capabilities were better.
And then you have Konami, who may have started in the arcade, but poured a significant amount of their resources into developing for the MSX before moving to the Famicom. This mix of experience in flashy arcade graphics, coupled with the coding mentality of the home computer scene may explain why they were producing some of the most impressive-looking games for the Famicom much earlier than other companies (including Nintendo).
Sometimes I think a little bit of context goes a long way to understanding a game. Our problem as foreigners to Japan is understanding that the games we played may have been released several years after their Japanese release, and may have been a port from an even older computer game.
What is still mystifying is why some games were localised for the US market at all. Why was Konami’s outstanding 1987 action title Ai Senshi Nicol passed over, while something like the Famicom port of T&E’s 1985 Hydlide was brought to America in 1989? Perhaps some mysteries are best left unsolved…