It’s a new year! What better time than now to start exploring the Famicom Disk System?
Nintendo introduced the FDS add-on to Japanese gamers in 1986, billing it as the future of the then three year-old console. True to the name, Disk System games came on bright yellow proprietary floppy disks. The 112 KB storage capacity of these was a major step up from the ROM chips included in most cartridge games of the time. The original Super Mario Bros., for example, had to be crammed into a measly 40 KB. FDS disks were also considerably less expensive than cartridges and their rewritable nature gave players an easy way save their gameplay data. Nintendo even operated special store kiosks where used FDS disks could be overwritten with entirely different games for a fraction of the cost of a full retail release. Oh, and the disk drive itself also added some additional sound hardware. Can’t forget about that.
With all these cutting edge features, the Disk System was initially a significant success. Over four million units were sold and it would serve as the birthplace of some of the industry’s longest-running franchises, including Metroid and Castlevania. All good things must come to an end, however, and it’s no accident that the rest of the world never saw an NES disk unit. It became clear to Nintendo early on that the very same lower costs and rewritability that made floppy disks so appealing to consumers also made them downright irresistible to software pirates and bootleggers. Worse still, evolving ROM chip technology quickly turned the FDS disk’s much-vaunted 112 KB storage capacity into a liability. Consider a popular late period game like 1993’s Kirby’s Adventure, which would have required no fewer than seven disks to hold all 768 KB of its data. Major developers were soon eager to move their important projects back to cartridge and the FDS’s library after 1988 is predominantly low-effort shovelware and unlicensed softcore porn games.
Enough about the Disk System’s drawn-out demise, though. Let’s concentrate on the good times with a title from its heyday of 1986. It would make the most sense for me to start out with the first original title developed for the disk format, but it turns out that game happens to be some little-known oddity called The Legend of Zelda. Who wants to hear about a forgotten turd like that when I could be focusing on the FDS’s second original release, Nazo no Murasame Jō (“The Mysterious Murasame Castle”)? I’ll be playing it on an EverDrive N8 flash cartridge, which has the ability to boot up FDS games (loading screens and all) on a standard console with no need for the actual peripheral.
Nazo no Murasame Jō is an overhead view action game set in Edo period Japan and starring a young apprentice samurai named Takamaru, who’s been dispatched by the shogun to investigate reports of disturbing goings on in the region surrounding the eponymous castle. The trouble all stems from a malevolent alien creature that fell from the sky in the vicinity of Murasame Castle and has been gradually extending its influence over the neighboring lands, bringing the lords of four other nearby castles (Aosame, Akasame, Ryokusame, and Momosame) under its corrupting power in the process. Armed only with his sword and throwing knives, Takamaru must storm each of the five castles in turn before he can finally challenge the alien invader itself to a duel to the death in the heart of Murasame.
Kidding aside, the game that Nazo no Murasame Jō will remind most players of is indeed the first Legend of Zelda. The combination of the non-scrolling overhead perspective with Takamaru’s distinctly Link-ish movement and sword combat makes it quite obvious that Nintendo developed the two games concurrently. Whereas Zelda was an exploration-based adventure game with action elements, however, Nazo no Murasame Jō serves up a much more traditional pure action experience. There’s no open overworld here. Each of the five castles consists of two distinct stages: An outdoor one that has Takamaru fighting his way to the castle gate and an interior one where he must defeat that castle’s boss. There is the occasional branching path along the way, but these are mostly limited to small cul-de-sacs off the main route that can be braved in hopes of finding some handy power-ups or an extra life. While you won’t be wracking your brain over where to go next, you’ll hardly be bored. Takamaru is subject to near-constant attack from all sides and his assailants are far more numerous and aggressive than the ones in Zelda. He can only withstand three hits before losing a life and running out of lives means restarting the current stage from scratch.
These differences collectively make Nazo no Murasame Jō a much more challenging game than I anticipated. Certainly more so than the majority of first-party Nintendo games. It’s less Super Mario Bros. in spirit and more Japanese Super Mario Bros. 2 (aka The Lost Levels). The assorted enemy samurai, demons, wizards, and tengu all show no mercy. And the ninja! So many ninja spawn in non-stop to harass Takamaru on nearly every screen. There are shuriken-throwing ones, fireball-throwing ones, invisible ones, exploding ones, invisible exploding ones, the works. The game isn’t impossible by any means due to its unlimited continues and save feature, but your thumbs are in for a quite the workout.
Thankfully, I can also report that the combat mechanics themselves keep all this chaos as enjoyable as it is unrelenting. Takamaru’s sword and knife attacks are both rather elegantly mapped to the A button. Pressing it while an enemy or a deflectable projectile is within melee range results in a sword swipe. Otherwise, he’ll toss a knife. This spares the player from having to second guess themselves over which attack to use in a given circumstance and frees up the B button for special techniques. These techniques consist of an invisibility cloak that renders Takamaru immune to damage for a brief period and a lighting attack that instantly destroys all non-boss enemies on the screen. Powerful as they are, special techniques have a limited number of uses and refills are scarce, so be sure to use them wisely.
Beyond this, the only real extra complexity comes in the form of the various power-ups scattered throughout the stages. These are usually not just laying around in plain sight, but instead only appear when their hiding spots are walked over. Some boost movement speed, confer temporary invincibility, or heal damage, but most improve Takamaru’s throwing knife attack in some way, either by upgrading the standard knives to more damaging pinwheels or fireballs or by allowing him to shoot in multiple directions at once. Just try not to grow too attached to a given power-up, as losing a life will reset Takamaru to his default capabilities.
The graphics share the same clean, colorful aesthetic that characterizes much of Nintendo’s early 8-bit work. Simple as it is, there’s obviously a real timelessness to it. If there’s a weakness here, I feel it has to be on a conceptual level as opposed to a technical one. The game simply doesn’t lean hard enough into its weird backstory. You’re supposed to be playing as a samurai hunting down a freaking space alien, yet every location you visit and enemy you encounter prior to the very last level reflects a fairly standard take on traditional Japanese history and mythology. Talk about an underdeveloped premise!
The soundtrack by Koji Kondo is above average by the standards of the time, but doesn’t really stand toe-to-toe with his more famous works from the Mario and Zelda series. The tunes have the expected ancient Japanese feel to them and suit the material just fine. I just don’t see myself humming any of these melodies in the shower. The track that plays over the ending feels pretty lazy, too. It’s just the “Ode to Joy” bit from Beethoven’s Ninth Symphony. Maybe Kondo was crunched for time and decided to just say “screw it” and go public domain?
At its heart, Nazo no Murasame Jō is a simple pick-up-and-play hack-and-slasher with plenty of challenge and that distinctive Nintendo 8-bit house style. While surely the odd man out when sandwiched between two other Nintendo FDS releases (Zelda and Metroid) so ambitious that their influence is still being felt today, it proves that a well-designed game doesn’t need to kick off a revolution to be a lot of fun. It’s a pity that disappointing sales numbers prevented it from receiving any kind of follow-up and its medieval Japanese setting insured that it would remain unreleased outside its country of origin until 2014, when it was finally offered up as a downloadable title for the 3DS. Whether you play it there, on a flash cartridge or emulator, or even on a proper working FDS, Nazo no Murasame Jō is a thrilling way to spend a few hours.
Just watch out for those invisible exploding ninja. Well, not watch out. You know what I mean.