Mario no Photopi
- Date
- 1998
- Publisher
- Tokyo Electron
- Genre
- educational video game
In this article
Key facts
• Developer — Datt Japan, Inc. • Publisher — Tokyo Electron Device (publisher) Hagiwara Syscom Co., Ltd. (distributor) • Series — Mario • Platforms — Nintendo 64 • Released — December 2, 1998 • Genre — Creativity • Modes — Single player is an image editing video game developed by Nintendo, Tokyo Electron, Fuji Photo Film, Datt Japan, and Hagiwara Syscom for the Nintendo 64. It was published by Tokyo Electron Device and distributed by Hagiwara Syscom exclusively in Japan on December 2, 1998. The cartridge uniquely features two SmartMedia memory card slots, to import digital camera photos. The game is primarily a photo retouching tool with gamified elements. The player can decorate imported images with Mario-themed clip art, borders, and fonts to create slideshows, postcards, and other printable assets. It was originally marketed as an alternative to expensive personal computers, utilizing the Nintendo 64 and its planned 64DD floppy drive as a high-capacity home media station. Vice retrospectively compared it to Photoshop and Mario Paint. Because the cartridge requires a SmartMedia card to function, Mario no Photopi was historically difficult to emulate and became a rare collector's item. In 2017, an unofficial patch was released to run the game "cardless" on emulators.
Gameplay
Mario no Photopi is a gamified image editing tool, encouraging user-generated content. The cartridge features two slots on top for SmartMedia memory cards to be inserted, allowing the import of any Exif image saved to the memory card by other compatible devices such as digital cameras. Most of the game's features will not function unless it detects a card. Once imported, these images can be retouched using the included Mario series clip art, borders, fonts, and other graphics to create new compositions. The composition's layout can become a postcard, name card, poster, or slideshow. A minigame generates a playable tile-flipping puzzle based on the composition. Completed compositions can be exported to the memory card, allowing them to be imported to a personal computer or Fuji printing kiosk such as at a shopping mall.
Development
• Illustration — SmartMedia cards store photos and clip art for the game. During the 1990s, the adoption of personal computers (pasukon) in Japanese households was hindered by the high cost, a lack of robust Japanese language support, and the limited physical space of typical residences. Purikura (originally "Print Club") is a Japanese arcade phenomenon since the mid-1990s where users decorate photo stickers, later called the foundation of the modern selfie. Mario no Photopi was developed in 1997 to supplant the pasukon. Development was a joint effort supervised by Nintendo, which contributed some character graphics; the software developer Datt Japan, which created the game application; the memory manufacturer and distributor Hagiwara Syscom; the publisher Tokyo Electron Device, which integrated the SmartMedia slot into Nintendo's Game Pak cartridge design; and printer maker Fuji Photo Film Co., Ltd. On December 2, 1997, Mario no Photopi was preannounced with optional compatibility with the upcoming and long awaited 64DD floppy drive, which was expected to launch in March 1998. Compared to a SmartMedia card's then-typical 2 MB, the 64 MB floppy disk was intended to hold a user's entire photo album and therefore further supplant Japan's market demand for a much more expensive personal computer and printer. The 64DD's drastic launch delays forced the removal of all 64DD functionality from the game. From September 30 to October 3, 1998, the game was publicly demonstrated at Hagiwara Syscom's booth at World PC Expo '98.
Release
The game was released on December 2, 1998, with a suggested price of, and packaged with a blank SmartMedia card. As a nonstandard cartridge uniquely containing the only SmartMedia interface for the Nintendo 64, the cartridge has a model number of NUS-023. Ten optional SmartMedia cards were produced separately and specifically for the game, preloaded with graphics files. These include two "Illustration" cards (labeled "Postal cards" and "Funny accessories") containing generic clip art graphics, and eight "Characters Collection" cards featuring images from different properties: Bomberman, Cardcaptor Sakura, Hello Kitty, Himitsu no Akko-chan, The Legend of Zelda: Ocarina of Time, Medarot, Sylvanian Families, and Yoshi's Story.
Named by the record
Places
Only places the record itself states, plotted where the house gazetteer settles their coordinates. Nothing is inferred from a name or a nationality.
- Japan
Named but not plotted · 1
Mario no Photopi is associated with Japan.
Country
Licensing
Text attribution
Part of the biographical narrative on this page reuses licensed material. Its origin, revision and licence are recorded here.
The biographical narrative on this page is based on the Wikipedia article Mario no Photopi, revision 1372427338 (EN edition), by its contributors. VALÉORINE has edited that text and built its own documentary record around it. The reused material is available under CC BY-SA 4.0, and this page's reuse of it is offered under the same licence. Everything else on this page — the chronology, the holdings, the evidence, the plates and the connections — is VALÉORINE's own record. Sources and licences.
Reception and legacy
At the World PC Expo '98 prerelease demonstration, Kumio Yamada of PC Watch expressed mistrust of the product's file format in favor of an open standard like JPEG. He praised the convenience of the gamepad driven user interface for image slideshows and management, and he especially enjoyed editing custom photos with Nintendo's characters. Vice retrospectively called the game "one part Photoshop, one part Mario Paint". Its rarity reportedly makes it "a piece of Nintendo lore" and "something of a holy grail among collectors". Mario no Photopi is so obscure even compared to 64DD releases (including Mario Artist: Paint Studios loosely estimated 7,500 sales), that SVG said "sales figures are impossible to find". In 2017, a hobbyist released the "Cardless Hack", an unofficial patch that removes the requirement for a SmartMedia card to be present, allowing the game to be played through emulators.
Cited by Wikipedia
Notes from the source article
These works are cited by the source article, in its own numbering. They are recorded as its citations, not as sources VALÉORINE has verified.
- 1.Nintendo Co, Ltd. Mario no Photopi.
- 2.Datt Japan Inc. Company History. Datt Japan.
- 3.Nintendo Co., Ltd. Mario no Photopi. December 2, 1997.
- 4.Mainichi Communications. The 64Dream. 29. 52–53. February 1999.
- 5.Johnson, Jason. This Forgotten Nintendo 64 Game Is One Part Photoshop, One Part 'Mario Paint'. Vice. October 5, 2017.
- 6.Shapiro, Danny. Very Rare Games From Nintendo's Past. SVG. January 25, 2018.
- 7.The Strange World Of Japan's PC-98 Computer Ecosystem. Hackaday. December 26, 2023.
- 8.Mellott, Kevin. The Brief History of Japanese PCs. VCF Southwest. Vintage Computer Federation. June 24, 2024.
- 9.Japanese Ministry of Foreign Affairs. Purikura Photo Booths. Web Japan. February 16, 2012.
- 10.PURIKURA: the grandmother of the selfie. Tokyo Cowboy. September 4, 2025.
- 11.Yamada, Kumio. PC Watch. October 3, 1998.
- 12.Johnston, Chris. Donkey Kong 64 Jumps to DD. IGN. June 23, 1997.
- 13.Mainichi Communications. The 64Dream. 40. 140. January 2000.
- 14.Dark Horse Books. Super Mario Bros Encyclopedia. 242. 2018. 9781506708072.
Citations
References
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reference work
Partially resolvedreference work
Partially resolved
The Encyclopedia exists whether or not anything is for sale. Corrections are recorded rather than overwritten, and every version of this record is kept. Published 16 August 2026.
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