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Nintendo's Expansion Ports

Famicom Modem and NES Teleplay Modem

by Danny Bivens - October 26, 2011, 11:20 am EDT

Even Nintendo experimented with online connectivity a long time ago.

Long before Microsoft's Xbox Live or the Playstation Network, Nintendo dabbled with an online connection with their Famicom console in Japan. Within Nintendo, these ideas were limited to the Japanese market, however, this did not stop an ambitious group of developers in the United States from coming up with an online solution of their own. Whilst these first attempts at connecting gamers to the outside world were primitive, it helped set the precedent not only for Nintendo, but other console hardware and software publishers to come.

The Famicom Network System, launched in 1988 in Japan, allowed Famicom owners to connect to a Nintendo server via their home phone lines. The device connected to the Famicom through the cartridge slot and the expansion port located on the front of the system. Through the service, people could do banking transactions, stock trading, and even check out game reviews and previews. This revolutionary piece of technology was Nintendo's attempt to own the online market before it even existed. Unfortunately for those of us not living in Japan during the late-80s or early-90s, we did not and will not have the chance to experience this interesting peripheral first hand.

Nintendo did, however, allegedly have a modem tested in the United States by the Minnesota State Lottery. This would have allowed NES owners to buy lottery tickets and play from the comfort of their own homes, but it ultimately did not come to pass due to the fact that minors would be able to play the lottery illegally and anonymously. Between the features implemented in the modem in Japan and alleged testing in the United States, Nintendo had a basis for connectivity that was implemented into peripherals years later.

In the early 1990s in the United States, a group of developers led by Keith Rupp saw the potential of implementing online capabilities into the Nintendo Entertainment System. After working briefly with Nolan Bushnell on the project, Rupp formed a development studio called Baton Technologies and decided to take a chance and develop what would become known as the Teleplay Modem. The idea behind the Teleplay Modem was different from Nintendo's own online solution as it was strictly made for head-to-head competition against another player anywhere across the country. The device connected to the NES via the expansion port located at the bottom of the console. The Teleplay Modem was also compatible with the other leading game consoles of the time, the Super Nintendo and Sega Genesis and supported cross-platform compatibility. The team garnered interest from several third parties, such as Electronic Arts and Sierra Software, but ultimately being unable to get a license from Nintendo or Sega led to the demise of the product before it went into production. In 1993, AT&T announced a partnership with PF Magic and Sega of America to develop the Edge 16 modem, which was compatible with the Sega Genesis and Panasonic's 3DO. The Edge 16 would never see a release, and the investors behind the Teleplay Modem and its development pulled out before the device could be produced.

Let's face it. In recent times compared to the competition, Nintendo is behind when it comes to online connectivity. While the Famicom Network System was not capable of allowing players to compete online against one another, it was definitely ahead of its time. It is very hard to believe that Nintendo was one of the pioneers for pushing online connectivity in the home console space all those years ago with the Famicom in Japan. Baton Technologies and Keith Rupp's idea with creating a device in which players could compete on a national level from the comfort of their own homes is one of the foundations of what drives the online console space today. These ideas inadvertently laid the foundation for online console access as we know it today. 

Photos courtesy of retrogamingconsoles.com.

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Talkback

DanielMDaniel Mousseau, Staff AlumnusOctober 26, 2011

I believe it was so Nintendo could change/add any extra code to the motherboard/processor. That's probably why they were never needed after launch of the console. It was just easier for development and all that.


That's just my thought.

BlackNMild2k1October 26, 2011

Quote from: DanielM

I believe it was so Nintendo could change/add any extra code to the motherboard/processor. That's probably why they were never needed after launch of the console. It was just easier for development and all that.


That's just my thought.

Then why would they include it in the production model and not just the dev kits?

CericOctober 26, 2011

Quote from: BlackNMild2k1

Quote from: DanielM

I believe it was so Nintendo could change/add any extra code to the motherboard/processor. That's probably why they were never needed after launch of the console. It was just easier for development and all that.


That's just my thought.

Then why would they include it in the production model and not just the dev kits?

I'm not a game dev but wouldn't it make sense to have the production model also be the Dev Kit with just an addon that plugged into the special slot?

That's not really how it worked back then.

Shame that the test model SNES apparently hung out with a couple of smokers.

It's not caused by smoking. There's an interesting article about the science of the yellowing here and how to fix it here.

famicomplicatedJames Charlton, Associate Editor (Japan)October 26, 2011

Strangely my Super Famicom is fine but my Famicom is a disgusting yellow colour! (as you can see from my photos above)


More on topic though, I would have loved to have been in Japan during the disk system days, getting to use the disk writer in a shop etc!
I'm too afraid to get a Disk System now though, knowing how unreliable they are.


The next part of the feature, SNES/SFC, is a really interesting part of history.

AVOctober 26, 2011

This is a wonderful article, I really think a podcast would serve it justice . Most of the expansions should have been built in to begin with, and nintendo KNEW they should have but didn't. 

UncleBobRichard Cook, Guest ContributorOctober 26, 2011

The NES Top Loader and SNES-mini both removed the expansion ports...  Oddly, though, the redesigned N64 (i.e.: The Pikachu edition) actually included the expansion port... but there was no removable cover - the port is inaccessible without actually removing the bottom half of the casing.

I've heard there are revised GameCubes floating around out there that are missing the second serial port, but I've never seen one (never really spent a lot of time looking though).

BlackNMild2k1October 26, 2011

Quote from: UncleBob

I've heard there are revised GameCubes floating around out there that are missing the second serial port, but I've never seen one (never really spent a lot of time looking though).

But you must add one to your collection. How does it not bother you that you do not own one of these mythical revised Gamecubes? It's like I don't know you anymore.


...

UncleBobRichard Cook, Guest ContributorOctober 26, 2011

Quote from: BlackNMild2k1

But you must add one to your collection. How does it not bother you that you do not own one of these mythical revised Gamecubes? It's like I don't know you anymore.

You'd think that - but, out of the 7 Game Cubes I own, 6 are original -001 units and one's the Panasonic Q.  I don't even own a -101 unit. ;)

UncleBobRichard Cook, Guest ContributorOctober 26, 2011

Found a neat site that shows all three hardware revisions of the GameCube...

http://www.classiccmp.org/dunfield/vg/nintendo.htm

The GCN went through three revisions, although only one really changed the bottom ports.  A semi-educated guess would be that the second revision is limited to the "Limited Edition" Platinum consoles.  As I don't have any Platinum GCNs (not counting the Q, of course) or any -101 units, that would explain why I haven't come across one.  I'll have to be on the look-out now. :D

Kytim89October 26, 2011

There should be a similar thread made for all of Nintendo's controlles and peripherals.

ejamerOctober 27, 2011

Quote from: UncleBob

Found a neat site that shows all three hardware revisions of the GameCube...

http://www.classiccmp.org/dunfield/vg/nintendo.htm

The GCN went through three revisions, although only one really changed the bottom ports.  A semi-educated guess would be that the second revision is limited to the "Limited Edition" Platinum consoles.  As I don't have any Platinum GCNs (not counting the Q, of course) or any -101 units, that would explain why I haven't come across one.  I'll have to be on the look-out now. :D

Nice link.


I have a platinum console with the digital outs - apparently pretty rare. A friend was convinced they didn't even exist until seeing mine. Pretty lucky I guess, since it was picked up second-hand from EB Games as a backup system for the GameCube titles that I purchased after owning a Wii.


Oddly, tracking down an official component cable for the system was MUCH more expensive than the console itself.

UncleBobRichard Cook, Guest ContributorOctober 27, 2011

Quote from: ejamer

Oddly, tracking down an official component cable for the system was MUCH more expensive than the console itself.

Don't look at my five sets then. :D  Four of which I scored from GameStop for under $5. :D

But to your other point, I think the only Platinum systems with the Digital Out are the original releases that were marked "Limited Edition" - it's my guess (without any hardcore evidence) that when the Platinum system became standard was when they removed the Digital Port (and revised the base).  Could likely be wrong though.

CericOctober 27, 2011

My Component cable for the GCN was ordered directly from Nintendo and I probably posted about it here somewhere.  It was Night and day.  When the component cables for Wii became first available through Nintendo I ordered a set of those because I didn't want a repeat of the GCN.  Though I have adapter to connect my GCN to everything in US but DVI and HDMI (VGA, Coax, Component, RCA, S-Video, etc.)

ejamerOctober 27, 2011

Quote from: UncleBob

Quote from: ejamer

Oddly, tracking down an official component cable for the system was MUCH more expensive than the console itself.

Don't look at my five sets then. :D  Four of which I scored from GameStop for under $5. :D

...

I'm not disappointed. Mine were well under the going price - it's only when you compare them to paying $10 for the entire console that it feels expensive.


If you are lucky, you can still score GameCube component cables at GameStop for cheap. Where you live plays a huge part in that though.


http://www.gamestop.com/accessories/gamecube-n64-component-cable-used/32149?utm_source=linkshare&utm_medium=affiliate&utm_campaign=deeplink&cid=afl_10000087&affID=77777&sourceID=FKSJxY2VJAk-YdQjxU0sI4sci3bux6kWNg


Of course, some hits are false-positives and sometimes you get lucky finding mislabeled cables where there aren't supposed to be any. A great deal if you stumble into any though!

yoshi1001October 27, 2011

I've thought about getting component cables for my GC to cut out the input lag when I do recordings of Game Boy Player for my YouTube channel (I actually own a component video capture device). Generally, I've seen these things sell for $60-$100 on eBay. By the way, did you notice the component port is labeled "Digital Out" even though component is analog?

I do own an official Nintendo SNES S-Video connector (bought for my N64 after we got a new TV with said inputs).

Chozo GhostOctober 27, 2011

Its a shame the port on the NES was never used. Does anyone know if it would be possible for some hobbyist or whatever to create peripherals for that port somehow? It was supposed to be used for a modem but Nintendo never created that modem, but could someone else make it happen? All the patents regarding the NES have expired since 2005 so there is no legal obstacles to people doing stuff like that, but are there technical obstacles?

UncleBobRichard Cook, Guest ContributorOctober 28, 2011

Quote from: yoshi1001

By the way, did you notice the component port is labeled "Digital Out" even though component is analog?

Actually... the port is 100% correctly labeled.  The port actually does send out a digital signal.

*Most* electronics convert that digital signal to analog inside the system, before it gets to the port.

With the GameCube, it actually sent the digital signal to the port - the Digital-to-Analog conversion was done in the Component Cables themselves - this is why the cables were so expensive new and why you've never seen an off-brand/third party set of GameCube cables that output component signal.

It's also what let people mod them into awesome VGA cables. The Wii was truly a downgrade in that sense.

UncleBobRichard Cook, Guest ContributorOctober 29, 2011

Quote from: UncleBob

I think the only Platinum systems with the Digital Out are the original releases that were marked "Limited Edition" - it's my guess (without any hardcore evidence) that when the Platinum system became standard was when they removed the Digital Port (and revised the base).  Could likely be wrong though.

Well, I don't really have anything for/against the "Limited Edition" Platinum 'Cubes all being with the Digital Out port while the non-Limited Edition 'Cubes are without, but...

I stopped into a Goodwill today - they had a Platinum -001 GameCube...  No cords and $10 price tag (I passed) - but I did take a second to look it over.  it was a -001, but it did have the third port on the bottom.

TheBlackCatOctober 31, 2011

You didn't mention any of the problems with the N64 RAM expansion pack.  For instance it pretty much broke Space Station Silicon Valley.

KikoriMinoru Yamaizumi, Japan CorrespondentOctober 31, 2011

I've read many times that Game Boy Player is kinda laggy. Is this true?

TJ SpykeNovember 01, 2011

I never experienced any lag with my Game Boy Player.

UncleBobRichard Cook, Guest ContributorNovember 01, 2011

Quote from: Kikori

I've read many times that Game Boy Player is kinda laggy. Is this true?

I've only had one such experience... kinda.

Back in the day, when I was running a solo-GameCube, a friend brought his over along with his Game Boy Player.  We hooked them up and played some Four Swords (GBA) on the big screen.  It was awesome.

Anyway, during one round, we came "desynched" - the Links on both screens would still respond to their respective controls, but they weren't in the same spot... so I could be walking up a path on my screen and be walking into a wall on his screen.  Likewise, he could pick me up on his screen and I'd be running around like nothing was wrong on mine.

The /official/ word from Nintendo is that you're not supposed to link Game Boy Players together...  but I've done it many times and this is the *only* time I've ever had a problem with the Game Boy Player - in any fashion.

StrawHousePigNovember 01, 2011

Oh wow, Warp Pipe and the LAN adapter. Never got a version of Warp Pipe to work right... something about the lappy I was using at the time... so long ago.

Never could get into PSO. Played it a few times but it seemed to mostly be people standing around chatting. No thanks. Plus it was a SEGA game and SEGA games *suck*!  ;D

Now that internet speeds are faster, we should try to get a Double Dash Warp Pipe tournament going.

UncleBobRichard Cook, Guest ContributorNovember 01, 2011

Quote from: MegaByte

Now that internet speeds are faster, we should try to get a Double Dash Warp Pipe tournament going.

Totally up for trying that sometime.  Lord knows it went... poorly the last time I tried.

I don't know about a "tournament" though - we'll be lucky to get two people connected. ;)

It'd be cool if someone had come up with a Homebrew Channel hack that lets GameCube games see the Wii's Wi-Fi as a broadband adaptor. I'd imagine that would up the numbers we could pull in for such an event.

If by "come up with a hack," you mean "write an operating system..."

UncleBobRichard Cook, Guest ContributorNovember 01, 2011

Quote from: MegaByte

If by "come up with a hack," you mean "write an operating system..."

For those who dabble in such things, does anyone know if the GameCube emulator for the PC does LAN Modes on compatible games?  And not Online where the second player is the second controller - but actually supportive of the LAN modes built into the games?

Would it be possible to write a GCN emulator for the Wii?  Is the Wii actually powerful enough for such a thing?

UncleBobRichard Cook, Guest ContributorNovember 01, 2011

Fun Fact: Since we're kind of on the subject.

For those who have never seen it, in Mario Kart: Double Dash, the LAN Mode is a selection on the main menu screen - it only appears of you have a LAN Adapter in your GameCube.

What's really fun though - the Demo Disc (the ones for the in-store demo units) that contains a Mario Kart: Double Dash preview... the LAN Option shows up on that menu - again, only if you have a LAN Adapter installed... but you can't select it at all.  Just kinda neat.

Quote from: UncleBob

Would it be possible to write a GCN emulator for the Wii?  Is the Wii actually powerful enough for such a thing?

No, at 1.5x specs of the GC, the Wii is far too weak to emulate the GC (a rule of thumb used to be that you'd need at least 10x power, and that would be with speed hacks). Instead, you'd need to rewrite the GC BIOS to take into account the additional hardware and emulate the LAN adapter. However, that additional hardware part is non-trivial because you'd have to write drivers for the Wii security and I/O systems, which the GC BIOS doesn't know exist. Going in the other direction, you might be able to run the GC game as Wii software, with hooks patched in memory to deal with the network and any Wii-isms. In either case, it would involve massive architecting that would be hard even if all of the technical information was publicly available.

Chozo GhostNovember 01, 2011

Quote from: MegaByte

No, at 1.5x specs of the GC,

Didn't Iwata or someone else at Nintendo say the Wii was 2 to 3 times more powerful than the GC?

It doesn't matter what they said. The Wii CPU and GPUs are clocked at 1.5x the GC, and the memory was roughly doubled (it's more complicated than that).

Kytim89November 01, 2011

wonder hiw many times more powerful the Wii U will be over the Wii?

ThePermNovember 01, 2011

well considering I think someone said next E3 you'll see the more final design of the Wii U, I hope it has an expansion port, so it is future proofed. I had forgot about the GameCube's port, and that I actually used it for the GBA player. The Wii was future proofed as well in the controllers, but not the system itself.

The Wii U has USB ports, which is the modern version of expansion ports (unfortunately, Nintendo didn't do much with them on the Wii).

famicomplicatedJames Charlton, Associate Editor (Japan)November 02, 2011

I learnt a lot from this feature, very interesting stuff here!
I'm especially into the SNES and N64 stuff, gotta love those add-ons!


Big thanks to Danny for digging up all this info and putting all in an easy to read manner, makes life easy for lazy people like me!  ;D

UncleBobRichard Cook, Guest ContributorNovember 02, 2011

We should really try a Warp Pipe Mario Kart match up.  Who's in?

CericNovember 02, 2011

Quote from: UncleBob

We should really try a Warp Pipe Mario Kart match up.  Who's in?

Maybe if I can find all my stuff.

Quote from: StrawHousePig

Oh wow, Warp Pipe and the LAN adapter. Never got a version of Warp Pipe to work right... something about the lappy I was using at the time... so long ago.

Never could get into PSO. Played it a few times but it seemed to mostly be people standing around chatting. No thanks. Plus it was a SEGA game and SEGA games *suck*!  ;D

That annoyed me about PSO.  When you found a group that wanted to play the game then it was great.  I'm glad the Monster Hunter Community isn't super chatty like the PSO one was.

Chozo GhostNovember 03, 2011

Quote from: MegaByte

The Wii U has USB ports, which is the modern version of expansion ports (unfortunately, Nintendo didn't do much with them on the Wii).

But you can't add more RAM to a system via a USB port, can you? Yet the N64 had an expansion port which allowed just that, and Nintendo released the RAM pack so it actually happened. It might not be a bad idea for Nintendo to include a port in the Wii U to allow the RAM to be expanded at some future point so that it can remain competitive against the PS4/420.

If that can be done via a USB port, then fine, but everything I know or think I know about USB leads me to believe it isn't really capable of that so some other sort of port is required.

Kytim89November 03, 2011

If the Wii U had a a spot for an internal HDD then it it would be the modern day equivalnet of the N64 memory expansion pack and port.

BlackNMild2k1November 03, 2011

Quote from: Kytim89

If the Wii U had a a spot for an internal HDD then it it would be the modern day equivalnet of the N64 memory expansion pack and port.

Wrong kind of memory expansion.

Chozo GhostNovember 03, 2011

What BnM said.

But I would also like to see a port or slot or drive bay or whatever you call it for an internal HDD to be added if the user so desires. I understand if Nintendo doesn't want to bundle a $50 HDD in the system by default in order to cut costs, but it would be nice if the option existed for users to add one in themselves. The PS2 was that way, so its not like that is unprecedented.

But yes, that is separate from the RAM which would be nice if that could also be upgraded later on.

CericNovember 03, 2011

Ram can't be added vi any cost effective standard connector, I think Infiniband and like is fast enough.

I have mixed feelings about RAM upgrades in consoles.  Harddrive style space is sort of a non-issue but, RAM starts diversifying the spec and makes moving targets for developers.

Chozo GhostNovember 03, 2011

Any game which would require a RAM upgrade could come bundled with the RAM upgrade. That's how it was with the N64 games which required the RAM Pak. I'm not sure how much a RAM module would cost, but hopefully it could be manageable.

CericNovember 03, 2011

Quote from: Chozo

Any game which would require a RAM upgrade could come bundled with the RAM upgrade. That's how it was with the N64 games which required the RAM Pak. I'm not sure how much a RAM module would cost, but hopefully it could be manageable.

That's partially it.  I mean Capcom is citing a slightly bigger cart for RE:Rev as the $10 premium reason.  Which is bull but, think if you had to pack in something else.  Not to mention if its popular we as gamers have 10 or so of them.  Not good for the environment.

In theory that's great but in Practice its Wii Motion+.

Chozo GhostNovember 03, 2011

Nothing wrong with Wii Motion+. Even if Zelda Skyward Sword alone were the only game to support it that would make it a success in and of itself. Wasn't Zelda one of the games on the N64 which required the RAM Pak? Considering the N64 Zelda games were top notch and regularly top the lists of the greatest games of all time, I'd say that makes the N64 RAM Pak a success even if absolutely no other game ever supported it.

Mop it upNovember 03, 2011

Didn't Sega teach us that add-ons are a bad idea, partly because they split the userbase? Adding anything significant to a system halfway through its market cycle just isn't a good idea. The N64 Expansion Pak and Wii Motion Plus are essentially just accessories, since only a handful of games actually require them. The Kinect and PSMove are a little more successful, but still aren't the new standard for those systems and haven't really gotten out of accessory status.

The only exception I can think of is the PlayStation's Dual Analogue and then Dual Shock controllers, but they were added before the system gained significant market share. There were also still few games that required them, so for people who bought one of the first systems they were not a necessity. This is also why the 3DS slide pad add-on may also work out, since it's happening early on and likely won't be required for just about everything.

Chozo GhostNovember 03, 2011

Quote from: Mop

Didn't Sega teach us that add-ons are a bad idea,

The way Sega did it was bad. The problem wasn't the addon itself or the idea, it was that it conflicted with the Saturn and competed with it which split Sega's resources and pissed off fans and developers alike. It should have either been the Neptune or the Saturn, but Sega released both and that was the problem. If it was just one or the other I think things would have turned out very differently.

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