At CES in 1991, Nintendo and Sony were getting ready to show off a prototype of their Super Famicom/SNES optical disc-based add-on called the Nintendo Play Station. On the first day of CES '91, the Play Station was shown off. By the second day, Nintendo had made the betrayal of Sony public by announcing that they would now be partnered with Philips. Around 9 AM on the second day of CES '91, Howard Lincoln of Nintendo stepped on stage and announced the news. Nintendo had been butting heads with Sony during their partnership and ultimately decided to go behind Sony's back and announce a new partnership with Phillips (a big rival to Sony). Nintendo didn't really do much with Phillips and Sony took what they had been working on with Nintendo and created the Sony PlayStation.
During the period between the fallout of Nintendo and Sony's partnership and the release of the Sony PlayStation, Nintendo still had optical disc-based media on their minds. The company was drawn to CDs for their modern features, including larger storage capacity, improved sound quality, and full-motion video. However, one major drawback kept Nintendo from fully embracing the format: CDs were much easier to pirate than cartridges, a concern that has always been in the back of Nintendo's mind. Nintendo came up with an unconventional solution to achieve CD-quality features without using CDs, by taking advantage of satellite technology.
Nintendo began their satellite technology project by purchasing a stake in the Japanese company St.GIGA. St.GIGA was a satellite radio company that was known for their "Tide of Sound" broadcast. The Tide of Sound broadcast was started in 1990 and was a 24/7 radio broadcast that broadcasted ambient nature sounds based on the current season and time of the day. The Tide of Sound broadcast was ad-free and relied upon the listeners to pay a monthly fee. By 1994, St.GIGA was struggling financially and this is when Nintendo decided to purchase a stake in this company so that they could take advantage of St.GIGA's work with satellite technology.
This Partnership between Nintendo and St.GIGA culminated in the creation of the Super Famicom add-on: the Satellaview. The Satellaview was a satellite modem that connected to the expansion port on the bottom of the Super Famicom. This allowed for users to receive games and other media broadcasts via satellite on a set schedule, similar to TV or radio programming. The Satellaview launched in April 1995, retailing for 18,000 Japanese Yen. The idea was that players would pay upfront for the hardware and gain free access to the satellite broadcasts.
Included with the Satellaview was the BS-X Application Cartridge, which acted as the system's main interface. Broadcasts could be downloaded directly to the Satellaview's internal memory or stored on optional Memory Paks, which slotted into the Application Cartridge, similar to how Game Boy cartridges fit into the Super Game Boy. Sold separately, the Memory Paks allowed players to save and access more games for later use.
Most of the games broadcasted to the Satellaview were expansions or spiritual sequels to existing Super Famicom titles. One of the most notable games was BS The Legend of Zelda (BS standing for Broadcast Software), a remaster of the original Legend of Zelda featuring updated graphics. Instead of playing as Link, players controlled their custom Satellaview avatar. Games were often released one chapter at a time, requiring players to tune into each broadcast to experience the full game. To accommodate those who missed broadcasts, Nintendo would occasionally re-broadcast older episodes. Some game broadcasts even featured live voice narrations over the gameplay, similar to a radio show.
The Satellaview delivered CD-quality features like enhanced sound and full-motion video, without the slow loading times that plagued CD-based games. It also eliminated the need for individually manufactured cartridges, making game distribution more efficient and cost-effective.
The Satellaview delivered CD-quality features like enhanced sound and full-motion video, without the slow loading times that plagued CD-based games. It also eliminated the need for individually manufactured cartridges, making game distribution more efficient and cost-effective.
Consumers had mixed reactions to the Satellaview, largely due to the arrival of fifth-generation consoles like the Sony PlayStation, Sega Saturn, and Nintendo 64. While the Satellaview was praised for its innovative technology and impressive library of games, it struggled to compete with the more advanced hardware of the next generation of game consoles.
In 1999, St.GIGA took full control of the Satellaview service after a dispute led Nintendo to end their partnership with the broadcast company. The service continued independently for a short time before officially shutting down in 2000.
Today, the Satellaview has gained traction among collectors and video game preservationists. Due to its broadcast-based distribution, much of its games and media are considered lost media. This interest in the Satellaview has caused enthusiasts to try and dump the Memory Paks as a way to try and archive the last remaining saved broadcasts and even a fan made broadcast server was launched called Satellaview+.
Ultimately, the Satellaview service only lasted about five years and was never released outside of Japan. When it came to CDs, the Nintendo 64 was technically more graphically advanced than the Sony PlayStation, but Sony's use of CD-based media helped them dominate the fifth generation of consoles. Nintendo eventually adopted optical discs with the GameCube, but opted for proprietary MiniDiscs due to their ongoing fear of piracy.
The Satellaview remains an interesting chapter in Nintendo's long history, a testament to the company's unique and creative approach to gaming that set them apart from their competition.
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